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Also, I really like the Rat Piper and Vampire Bat (usually, they can be tough depending on class, etc. if encountered on level 2) and would like to see more uniques like them, maybe with special drops or a guaranteed loot drop with a chance of a higher tier item like the inferno sword or thunder axe?
Great ideas with the special drops for named mobs. There were originally supposed to be more of them but just sort of ran out of time/other more important things came up. So that's certainly a an area to improve on. I like any sort of content that is rare and occurs in only a small fraction of runs. I feel like if you can add enough stuff that occurs say 1/100 times then every single run has some really rare unique thing pop up and surprise you.
TO EVERYONE: If possible please use the shiny new forums for bug reports, balance issues, and content suggestions. Makes it easier for me to read and respond to if you guys start threads and reply to each other with similar issues. Thanks!
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I am really liking a lot of the updates, and am looking forward to more. Gaining skill points when acquiring skill books was a nice touch (I did not gain any points picking up the warrior book as barbarian, unsure if points are supposed to be gained with that one). The barbarian is exactly the upgrade/alteration the knight needed. The knight feels a little weak in comparison now; perhaps go all-in on the tankiness and/or switch out skills (and starting weapon) to specialize with/increase efficiency of the longsword/blocking. the 15HP is nice at the start, but is eclipsed by the 20% barbarian melee bonus. Also start with an additional 10% physical reduction +/- decrease hp at start (10% reduction and 10hp?). You have made a real gem here, and it is just getting better each day. Thank you for this, and with how interactive you are with the community on here.
You've nailed it with regards to the knight (he should really be renamed warrior -> knight). That's the direction I want to take him. Just keep pushing him in the tank direction and keep pushing the barbarian in the crazy damage output direction. TO EVERYONE: If possible please use the shiny new forums for bug reports, balance issues, and content suggestions. Makes it easier for me to read and respond to if you guys start threads and reply to each other with similar issues. Thanks!
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I tried selling energy mushrooms (I was playing a warrior, and I wanted to buy some stuff from the merchant), but while clicking on the purple mushrooms, it actually sold the meat in my inventory. Great game, though!
Thanks for letting me know! This helps a lot since regarding merchant crashes. There's something screwy with the way his and the players inventory are being refreshed between sales. TO EVERYONE: If possible please use the shiny new forums for bug reports, balance issues, and content suggestions. Makes it easier for me to read and respond to if you guys start threads and reply to each other with similar issues. Thanks!
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One of the best rogue likes on the site that I played. Top notch. It's difficult and has high replay value due to the very different strategies required by the various classes. So far managed to retrieve the hallowed goblet with the storm mage...now let's see if I can do it with the others.
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On level nine, just got all 6 class books, game was slowing down a bit and enchant scroll was being weird so saved and quit, and refreshed the page. When I try to load the game, the screen just goes solid grey and nothing happens. Grrrr.
If you still have the save file I'd appreciate a console log right as the screen crashes. TO EVERYONE: If possible please use the shiny new forums for bug reports, balance issues, and content suggestions. Makes it easier for me to read and respond to if you guys start threads and reply to each other with similar issues. Thanks!
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OK, I may be having a hell of a time trying to get past level 10, but i am loving how you keep updating a game that is fun, regardless of my frustrations, lol.
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This game really needs some sort of "ranger' class. Something that focuses on the ranged attack skill, since as it stands there's no reason to put any points in it
He's coming soon I promise. Barbarian cut in line though right before he was going to be released, and we were all to scared to say anything. TO EVERYONE: If possible please use the shiny new forums for bug reports, balance issues, and content suggestions. Makes it easier for me to read and respond to if you guys start threads and reply to each other with similar issues. Thanks!
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@TakashiKurorai: I agree, have had two awesome barbarian runs ended by them (one with a +6 axe and 20 points into melee, fortitude and stealth with a warrior book on top of it all). Charging them or warping adjacent with a blink scroll is essentially auto-death.
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May need to set a rule on chests and pools not spawning next to each other, just opened a set of the runed/locked doors (only one entrance tile) and the pool and chest block any entry/exit to the enemies.
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Those ice statues are murder. What's their deal--do they reflect melee damage dealt them? Do they just hit that strong when you're standing next to them? Do they point-blank pulse damage? ...In other news, while merchants don't crash my game anymore, sometimes I talk to them and ask to buy stuff... and the merchant window won't open.
Ice statues are on The List. Something crazy happening with them lately. Me and that merchant are going to have a looong talk. Its bad enough that he's some kind of immortal demigod that can traverse the dungeon at will and ALWAYS has better items then you. Now he's crashing your games! Seriously, his ass is so on The List.
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there should be like a forum for all the the dumb ways we died. i got a good, one walking in the sewers at 2hp, not a good idea
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I believe a good solution to stop gas deaths is spawning some sort of "Haze" tile around the gas as it is spawned initially, where the gas will expand to. This not only helps newcomers like me not die to gas the first time we encounter it no knowing it expands, but also allows you to path around the haze tiles as if it were a fire mushroom and thus prevent autoexplore death.
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I think the reason gas can kill when you try to autoexplore would be when it is expanding, and you walk onto what was a safe square only to suffocate. This is how I lost my storm mage with a +4 staff.
Thanks for clarification. Ouch, yeah that sounds about right. Not sure if there is a clear solution to this problem since gas can technically spawn anywhere because of necromancers and bloats. I could always close (treat like traps) the tiles around the vents but that's going to be weird when they are empty. Unless you can think of a simple elegant solution my only advice is not to auto explore with low HP.
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Potions and drinking from wells should give you +5 or +10 FD. Eating mushrooms maybe just +1 simply because there's so many, or +5 and re-balance with regards to meat.
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Great game. Unfortunately, the farthest I've gotten, I bought dragonscale armor and either that made it freeze or pressing c to equip it did. Music still goes on or off based on last click being on the screen, and clicking items makes the appropriate sound, but the screen is frozen.
There were some issues with the merchant which I hope I've fixed. Let me know if they continue to occur please. Was unable to replicate them on my system.
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Goblet? Hmm... It would go great with this amulet I've had for forever. (Please tell me that there's a mac classic as a thrown weapon in here.)
NO! STOP! Dark legends from ages past speak of the terrible darkness you will summon forth if ever the two should meet! Darker still are the almost unspeakable whispers regarding what will happen if a certain Orb of Zott is brought into the mix... You are walking a dangerous path my friend, I shall pray to the great RNG god for your safety....
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So sad... it was a wonderful run and I was unstoppable on lvl 14; and then I talked to the merchant and the game crashed :-(.
Sorry about that, working on that as I speak err type. Seems I dun goofed when I added selling to merchants. Since this appears to be a critical crash effecting everyone I'm trying to get the update asap.
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When buying bombs...if you buy 3 you only receive 1 in inventory. Also..Elite monsters should drop elite gear or something rarer than normal beasts. fun game all in all good to see a developer actually develop and progress the game!
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Health bars "disappearing" might be because if you scroll inside the game, the view window shifts slightly, bringing the health bars out of view. On the right there's a scroll bar too. For reference, a gif: tinyurl com roguefableii
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Suggestion: Decrease damage dealt by ice statue when you charge them. Just had my barbarian with 65 health killed in a single shot when I charged it from 5 spaces away.
Yeah there's something screwy with them. They should not be able to deal that sort of damage. I'll be looking into it. I've also been knocked back like 10 tiles by them a few times which should be impossible.
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How to save game? I've heard people talk about it but i froze in the Crypt and was wondering. Also, what game is the Crypt music from it is bugging me.
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Update: This occurs with every merchant I am now encountering on this run. Began on level 10 in The Crypt. I can use a skill trainer without issue.
Possibly fixed the merchant issue (was unable to replicate myself). Please let me know if it continues to occur. Also I believe music should now work and save as expected.
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Would be nice to get some skills that are effected the Range stat. Been trying to build a decent ranged Rogue attacker and it just doesnt seem that viable.
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Bug report: Music inconsistently remains off between runs, sometimes yes and sometimes no. In a run as a barbarian the second merchant I ran across results in the game freezing. I select view items and no screen pops up, I can move and play as normal, if I click on the merchant again the game freezes. Refreshing the page and continuing the save recreates the error consistently.
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While I do enjoy the game, is it possible to keep the sound settings after death? Kinda annoying to die, then get blasted with music lol
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Bug? I used my scroll of enchantment and tried to select my (regular) sword. Nothing happens, it won't accept my click. I ended up enchanting my axe instead.
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i've been playing for days and i can't beat this. it really is difficult for me. others have had success but I can't find it. I see a lot of comments still that are along the same lines. I'm wondering if maybe difficulty options could be implemented. This mode, as the base, could be normal with an additional easy and hard mode added with mods to enemies, drops, and treasure rarity and rates
Great suggestion. I'm not totally against the idea. It just might take awhile to get to. The biggest issue is with multiple difficulty settings I end up essentially having to balance 2-3 different games. Trying to get the balance 'just right' for the base difficulty is hard enough (and probably impossible to perfect). I'll think about it a bit, there might be some really easy tweaks that make the game easier and don't take forever to balance. I'd preferably like to get easier settings working simply by balancing the classes in such a way that some are easier and some (like the rogue) are basically a challenge mode for skilled players. Thanks for the feedback.
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Bugs :
- Rage : the text correctly shows Rage points ("Rage : x/5"), but the bar does not fill
- if you charge through a skeleton's remains, you stop on the remains
Hurr durr, can't believe I missed that bar thing lol. Will look at the charge, seems like it has quite a few issues. There's some scary messy code in charge since it breaks the standard turn order :p. Thanks for feedback.
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I have been testing the Rogue out a ton. The Spear seems to be the Wep of choice in my opinion. The extra range on it does wonders when stealthing up and going for that crit 1 shot kill. That being said, the best i have done with Rogue is around level 12/16. The class really needs a passive of some sort for his skill line up. Maybe some sort of 20% Evade any attack. The class only having 4 skills vs the other classes 6 makes it pretty poor.
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@Justin Wang123 : From my Barbarian game, I remember falling very low on HP a couple times, i.e: getting cornered by an orc warrior, or missing a finishing blow on a dangerous enemy. However, most of the time I was comfortable even though I never put any points in HP until I had maxed melee so yeah I think reducing hp could work.
Thanks! Yeah that mirrors my experience with him. Makes me more confident with dropping his hit points a bit. It will be interesting to see how weak we can make him hit point wise and how much of a boost his rage can take while maintaining balance. I'd love to see him as just this suicidal berzerker that if played well can be devastating but player has to be very careful not to die.
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Bug? If you buy an item you already have (say, buying a +1 longsword to improve your +1 longsword) it just disappears. Expensive mistake! Pretty sure the same thing'll happen if you buy the better one (buying a +3 to replace the +1)... it just disappears. I haven't tested it that way tho. Great game, love that you're constantly improving it!
Thanks for feedback! This is getting reworked in next update. Merchants will always have better items then the player currently has. It will auto sell your item say if your going from a +1 to a +2 long sword and just charge you the difference.
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Oh no! Crashed when talking to the trader on level 10! And I was doing so well! I might have made it to level 12 that game! *sobs quietly & vows to spend another three days getting back there*
Oh my, sorry about that. Please anytime a crash happens, right click -> inspect -> console and send me a shout or PM with the debug text that comes pouring out. Makes a big difference for finding the problem.
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"- Removed exploding drop walls from first level." - Encountered this still. died immediately. Womp.
I also see in the notes:
SHOP SELLING:
In response to lots of comments and issues with full inventories, the merchant will not buy items from you.
should this say "now"?
Hmmm I'll look into the walls. And yes lol should say now, durr that was the whole point of the post. Apparently I can't edit it now either. *edit* never mind, apparently I can just delete it and repost it. Thanks for catching that.
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The rogue is still almost unplayable. You pretty much have to pour all your skill points into stealth in order to survive (and still it is possible for monsters to notice you from 5+ tiles), meaning that you're stuck with EP good enough for 1-2 attacks and very low damage. Stealth critical itself isn't enough to 1-hit most enemies as the dagger has very low base damage. Poison is nice addition to dagger, but when there are lots of enemies, hit and run-tactics does not work.
You've said 'almost' unplayable so we're making progress Huzaa!. He still needs two more talents so there's room there for improvement. I've also changed his starting weapon to a spear which has a higher base attack and lets you attack with one less tile to sneak up on him. I definitely want to keep the rogue hard to play. I'm looking for ways to fill those last two talent slots without just turning him into another combat machine. I've spoken through email with a very helpful fellow designer who has beat the game with rogue and he said he was often times clearing only 1/4 of some floors. This is what I'd eventually like him to move towards. Part of this may require some alternative way for him to collect exp that doesn't encourage him to kill everything. Thanks for your feedback! Every bit helps.
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@Lorinsilver: what I did was skip power strike and choose Charge: as 1st talent, put a few points in Focus then all on Melee. 2nd talent: Berserk. The idea is to charge ranged enemies, then cast Berserk and deal with the melee enemies. Might be useful to cast Berserk right before you charge against a group or a powerful enemy. I beat the game using just those 2 skills. Always remember using the environment to your advantage, tactics have a huge impact in this game (Which I love).
Congrats :) Neat build you describe above. I think balance for the barbarian will just slowly go in the direction of reducing his hit points and defenses while possibly giving boosts to some of his offensive abilities. I'd like him to really be differentiated from the warrior who may eventually be renamed knight to denote his armor focus. I want barb to be the 'risky' character where you're rewarded for just barreling into groups of enemies. Pretty much what you've described above is what I'm aiming for :). Let me know if you think a small decrease to his hit points would have still left the game winnable, while giving it a bit more challenge.