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The range is a good compromise. Rating upped to 5 stars because you listen to your players.
And I just got penta-slashed by a polar bear. Not sure if that's intentional or not.
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Yay, I finally beat the game with every character! I'm not going for the "speed runs", I prefer taking it slow.
I went through with the Storm Mage again and won again. Range 5 is fine!
Awesome achievement! I think even without consciously going for speed runs your time will just gradually improve. First time I beat DCSS took something like 11 hours and second time I won, though I wasn't even trying to play any faster, was only about 6-7.
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I think i found a bug. I got near the Archer altar and it spawned 30 Javelins before i even clicked at it. So i didn`t have to pray at all. :D
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Know your shrooms, kids.
Green shrooms are okay, they heal you for 10 hp.
Purple shrooms are cool, they restore your energy.
Red shrooms are bad, they'll blow up when you step on them. (note, this applies to enemies as well, so not so bad?)
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range 5 is still tough for mages but now its playable and since I havent played any melee class yet I have no base for comparison on that score.
Thanks :). That's the plan. Short development cycles and just keep making each game better. RF2 actually took the same time to develop as RF1 so there's definitely improvement happening.
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This is a fun game, though there are some annoying niggles (such as no guaranteed food or traders, so you may run out due to no fault of your own.)
Necromancer is the character that will most likely take you the furthest. Melee will most likely die early on.
The difficulty will often spike and end a good game in a few moments. Balance could be better but still an enjoyable game.
Thanks.
Thanks for feedback. People seem split pretty evenly on whether casters or melee are the OP class, so... I guess that means their balanced? Honestly I don't even know anymore myself lol. Food is now changed to be less random, and there is a guaranteed trader on level 6.
There's not really any mechanic on kong to publish old versions and I don't want to clutter up the new releases with the same game. That being said, what changes made the barbarian more fun? I don't think I've touched him since he released yet.
You can save and exit, but saving would defeat the core idea of a rogue-like. I think its important to note that rogue-likes and RPGs are completely different genres.
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This games amazing, why do i even bother with buying games on steam anymore with simple and addictive stuff like this! Really wish we had actual volume sliders for the sound though.
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Incredible game, beat it with a necrommancer just a few seconds after the range buff. No idea how anyone can beat it without using range, but I'll try and beat it now with a barbarian.
Only suggestion is if there would be an infinite mode where the highest difficulty is set as floor 16 but repeated.
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the ice area is way WAY too hard... with the status effects, and any of the runic doors you open causing you to get pinned by ice bombs... difficulty needs to be toned down a hair, and you need to be able to walk through ice bombs
Just fixed some issues with the Ice Bombs in last update (just a few mins ago). They should be significantly less bullshit now. Lemmie know how it goes with the new changes. The last few levels are definitely supposed to be a big step up in difficulty though. Ideally I'd like players just desperately searching for the stairs at that point, running from monsters, fighting only when absolutely necessary. Basically I want an exciting climax that isn't just more methodical clearing of every floor.
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Holy F**k that ice map. By far the most difficult aspect of the game, is figuring out which attunement i will need.Fire, cold, the crypt.. (ugh) toxic, or storm. I've yet to see anything in the physical damage that can drop my ass down as a lv 20 necromancer with a little under 90 hp and 20 in each magic stat. (10 or so in stealth, 4 in melee due to books now, and maybe 10-15 in focus). ((THANK YOU SKILL / STAT trainers & the PRIEST. For the love of god, thank you for the priest! XD
All in all, next to one of my personal favorites, elona shooter, mud and blood 2 and fantastic contraption/incredibots, a very well made game. Reminds me of "pixel dungeon".
A few games on steam like 'waz hack & barony' are much more in depth versions of this game. None the less...
- WELL DONE.
Haha thanks for the feedback and damn that's a powerful character you managed to build up. I just fixed some issues with the Ice Caves, specifically the Ice Statues and their eggs, so this should make things a bit more manageable. The priest as you have noticed is pretty damn useful, not sure how many people take advantage of him. His blessing is actually incredibly strong. While we're mentioning roguelikes for people to try I'd add Dungeon Crawl Stone Soup, ADOM (especially with the new tiled version) and TOME4. All 3 are massive games with decades of work in them, and reasonably user friendly (by roguelike standards) interfaces.
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Keneke, necro is the only mage that is not hurt badly by the nerf, but only because of unlimited energy regen. if necro's first spell was also range 4 youd be hard pressed to breeze through. and once the necro energy regen gets nerfed.....
Yeah I had the feeling necro would be fine. This might have been just enough to knock him back to baseline. With a small restriction to his canni (just something to stop it producing infinite mana) he's probably about right. Pop into the forum when you have time and check out the staff thread. I'd love to get your feedback on how we can bring the other two casters up somehow to compensate.
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Almost a really good game, but it's the little things that hold it back. Most of my deaths have been from not being able to see where monsters are because of big, useless text, and the general speed of the game is pretty slow IMO
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I have to admit, the range nerf on mages is bad. They're too fragile to handle enemies that close, and since archers can out range them...
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If you are gonna downgrade our mages range (which is ridiculous, btw. Just give the ranger a 9 range, or something else that makes him special) could you at least downgrade the range of enemy mages, too? It makes no sense that they more magically adept than us. Thank you.
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well I woke up to meet unpleasant surprises: the range of mages was shorter, the range of monsters was the same, the robes gave no defense at all. It was already hard the way it was.
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now the mage has a shorter range than the enemy mages. That makes no sense at all. The game is just about too hard with out that. Your last update makes it almost impossible to play.
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Enemies being able to attack at longer ranges than mages is really hurting. They just don't have the HP/defense to take that extra hit or two or three while you close in on a ballista.
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OK, not sure i like the short range of the Mages. Understand you want the ranged characters to have the longer ones, but 4 seems kinda short for them, I'd say 5 for Mages, 6 for Archers. Now, i love the Merchant vendors and the new items, don't mind the price changes, because loving the items you can get. Loving the save features. Still hard as balls, but you keep making a game that is worthy to keep trying to beat!
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rogue with fire mage skill has the best survivability and firepower
fireball has aoe and long range and you just snipe them with sneak-crit
you can detect all enemy while they are fried before able to see you
I feel like rogue + any of the casting skills is always a solid combination. Stealth and keen hearing just give you so much more control over engagements in general.
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I don't mind wizards having been nerfed into the ground (I actually thought they needed a buff to be viable because they fail to keep up in lategame), but the insulting bit is that the monster fire mage has longer range on the same staff of fire than a fire mage does.
Pop into the forums and take a look at the longer explanation post I made. If you still disagree, just leave a comment, we can discuss it. My main thing with the range vs enemy range is simply that: you still have spells, you still have darts, you still have terrain tactics. Greater range should not be the only way you overcome range enemies.
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Gotta love all the people who probably never played a truly hard roguelike before (maybe they got used to the idles/pay to win?) whining about the game's difficulty.
Honestly I think its more just a misunderstanding. A lot of people arnt familiar with the classic roguelike genre and so they see the game, assume its an RPG, get brutally murdered in the first minute, realize they have to start over and then freak out. Now if this was an RPG I would actually agree that, that's ridiculous and should be balanced. But its not an RPG its a roguelike, and though they may look the same, that's a completely different beast. So I'm not sure I'd call it whining its just maybe getting something you didn't expect. And as a side note, I'm sure as you know, dying after 8 hours in a game of crawl because durrr I've never been into hell before, I'll just pop in for a quick look. That's brutally hard lol!
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Well, the good old days when I insta-killed almost every visible monster with a staff +5 (+ 205% sp damage) seems to be over. I was fun to be a super badass sniper wizard. Now with range 4 even trying to get in range to a Lava eel is suicide. Give us at least range 5 on staffs, pls.
Haha, I should basically just quote you when people ask why the staves got nerfed. That's why! In regards to 5 range, that's a possibility. Pop into the forums and leave a reply to the thread I started. You've been here since the start so I'm particularly interested to hear your (and a lot of the other experienced players) opinions. 5 range might be fine, I'm mostly just trying to encourage the casters to play more like... well casters, and less like magically inclined snipers/rangers.
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The mages nerf is way too brutal. There is no benefits to play mages anymore. Just go with tank build and pray for getting a mage book...
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The nerf to range on staves is too much.
Ranged enemies are now a massive pain to deal with, you either try and kite them back to a corner or you have to rush them and take 2 free shots worth of damage. Enemy mages are even worse as they hit hard and have 50% more range than you.
If you plan on sticking to four range they either need a damage buff or the range of enemies has to be reduced too (ballistas I can understand) as now you're just taking huge amounts of free damage from any ranged enemy in an open area. This will go into the scaling on the necromancer too which isn't great, the basic attack stays pretty bad for a huge amount of time.
Melee classes could do with just starting with some basic physical defense as they only get it from gear which could take you 4-5 floors to collect.
Still I do enjoy the game though, it's quite difficult and is fun, looking forward to trying out the ice mage once it's out.
Thanks for the well thought out feedback. Will be taking everything into consideration for future updates. I'd like to bring up the two casters (necro is likely fine) though improvements to their abilities rather than their staff. I've started a thread in the forum specifically about the staff nerf if you'd like to discuss this.
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why do so many games (and devs) have to nerf the casters so badly? just give archers more range to start if you want them to be "best in range"... that's like taking a crowbar to the legs of your competition before they're up...
Caster staves are already at the maximum range, so there's no way to make rangers have 'more range'. Also I don't want the casters playing like a ranger i.e. standing stock still and firing away over and over again with a ranged weapon. They are supposed to be using their abilities more than any other class, so maybe a boost to their abilities may be in order. That said, check out the forums where I've made a post. Give a response if you'd like, I hope its obvious at this point that I'm quite receptive to your guys feedback.