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compared to previous, stronger mobs while char weaker, already seen 2 or 3 spwan of rat in the same room in floor 3.... often go downstairs and appear surrounded by 4 mage, healer rogue etc. making game harder is good but it seems quite "too much"^^
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34 deaths, 0 victories. Next was the Necromancer (without skeletons). The main problem is a lot of damage, not enough health. Surrounding enemies are often impossible to kill quickly, it is impossible to escape, and the recovery of MP / HP is limited. Thanks to vampirism, the necromancer went farthest (imba), died of his own infection. The game is too complicated, because level design, the number and strength of enemies often leaves no chance, no matter what inventory you have. Collecting "useful" things is extremely difficult. Variations of pumping with combinations of books - absent. It all comes down to luck when you open the door of a dungeon or a new level, so as not to get surrounded by magicians-summoners with healers
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MeltingEclipse when the staff of poison tells you 11[17] its telling you how much damage it will do with the initial hit + the DoT poison, itll deal a total of 17 damage over time.
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I like the new thing of close enemies following you up the stairs, though. It does remove the old strategies of using the stairs to completely escape, and of going up the stairs and then back down so they'll forget about you and you can sneak attack you again... but it introduces a new strategy, of using the stairs to separate enemies and take them on one at a time. And I'm really enjoying the ranger's strafe thing.
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Seems like the damage is wonky. I've got this +1 Staff of Poison that says it does 11 [17] damage... but when I actually tried it (on a goblin archer, first), it actually only does 2 damage each time.
I've been looking into changing how that works. Its using the standard poison mechanic right now (same as when player is poisoned). So 17 damage would be the total amount of poison which then ticks across several turns. Trouble is, its balanced more from the perspective of player being poisoned and giving him a chance to heal so it does very little per turn, which is annoying when YOU are using something like the poison staff.
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And this? Hasn't changed one bit from your first iteration of this game. I'm not sure how you haven't picked up on this, or better yet, how your play testers haven't pointed it out. But then again, they probably were just testing to make sure things worked the way they should rather than the playability of the game itself.
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You can see the Dev basically saying "If the game's hard, it's likely because you aren't playing it right." Listen here kiddo, unlike most gamers I've played AND beaten Fatal Labyrinth for the Genesis. I've also played and beaten Azure Dreams for the PSX and Final Fantasy Fables: Chocobo's Dungeon for the Wii. So you can bite me, I probably know more about Rogue-likes than you do. When your player base's win rate is less than one in twenty, your balance is broken. I can attest to this, because once you hit floor 9 there's a dramatic increase in difficulty. You go from decent exchanges between combatants to getting mauled.
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Mastery > Attunement for magic classes if you're looking to boost your casting damage. Mastery is a straight-up boost, while Attunement is a click-to-use temporary ability.
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Won with necro :D Here's some tips for necros:
Don't use the disease. It can and will spread to you and you will die from it.
Skeletons are life. Invest in mana, mana regen, and spell casting to maximize their awesomeness. By the end you should have 10+ skeletons fighting for you :3
You can take up to 9 skeletons to the next floor if they are around the stairs.
You will need to retreat back upstairs, summon more skeletons once reseted, and return to take on the final, hardest floors as there are too many enemies at the start. Be careful, if an enemy is by the stairs it comes up too!
Toxic attunement is a life saver in many cases, get it even if it's just level 1.
Play the game carefully. Try your best to learn. It's very easy to win if you know what's going on and pay attention, I've rarely died due to unfairness in game generation, I've always learned and improved.
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When you jump into a pit, it takes you down 1 level (like taking the stairs down) but you might find yourself surrounded by enemies.
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ok i i equip that armor alone, it give me +6. but if i equip it with a plate help my protection goes to 0 instead of 8
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When i equip my +1 green dragon scale armor, which has +6 protection, my protection goes down 2 on my character sheet.
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Would really like a way to disable click to move. I've died several times now because of it automatically moving me into death when I would rather have it say "out of range".
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Me : (Has 3 hellfire , 2 fear 1 hp pot, 1 blink scrolls) Im gonna use this for strong enemies like bosses n stuff
Me : (Got ambushed and died) Why i didnt use my scrolls? Q~Q
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What is the win condition? made it all the way to the bottom and cleared all enemies out, but can't seem to figure it out
The core is a side branch, You've got to back track to the main dungeon and continue down. There will be portals at those end branches in an upcoming update to quickly take you back.
That would be random damage rolls and defense adjustments. The 3 is the weapons base damage, the [4] is your adjusted damage (strength, skill, talent mods etc.), and then it rolls randomly on attack and adjusts if the enemy has particular resistance or defense.
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Stuck on the sewers 4/4, with switches in each corner. have pushed all the switches and got the bonus rooms but now there's no exit to the next floor. What do I do?
Your in a side branch, you gotta retrace your steps to the main dungeon. I'll likely add little portals in the future, at the branch ends to do that automatically.
Your strafing an enemy if you are moving towards him, diagonally towards him, or sort of orthogonal (strafing). Pretty much as long as your not moving further away.
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Rat Meat -1HP +5 FD common drop from rats. Make this more reasonable, starving with edible animals around is really annoying.
Not sure why you got down voted, its a legit question and a lack of clarity on the games part. Magic increases the magic staves, while range is for bows, darts, slings etc. Planning on adding a ton more descriptive text to stats on mouse over soon.
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Some great tweaks and additions. Love the charms and refilling health and manna. I really dislike the variable damage. Part of the tactics in Rogue Fable II included knowing how much damage you could do a round. I also wish the mage classes would have initial wands devoted to their power; advancing a fire skill doesn't increase a magic missile wand damage. Generally I'm finding the mid-levels much harder than the last iteration. If you don't luck into a stronger weapon or other means of dealing damage quickly, you're screwed.
Thanks for the feedback! Variable damage was added to remove the massive power steps that occur with non-random damage, particularly with regard to weapons. With strict damage, getting a single mod on an item that causes an enemy to go from taking 2 hits to 1 hit or 3 hits to 2 hits is just an enormous spike in damage. The strategy in RFII tended to just be to max mod / skill / talent to get your weapon damage up and then just click your way to victory. I wanted to go with a much bigger emphasis on ability usage in this one (abilities are significantly stronger). This is also where the rest to regen came in, since it encourages more mana / cooldown usage. Mid-levels are likely harder than RFII simply in that you can't really rely on just raw weapon damage anymore and need to make much more use of abilities, consumables and charms. Elemental starter staves are back with latest update.
I think its a combination of just slowly learning the game (which you're already doing), and applying general rogue like strategy. I think the most critical thing most players miss in roguelikes is that they just play to fast, and don't carefully take each move when in dangerous situations. You pretty much have to take those situations like a chess game and really think through each move. Another big tip is to make sure your resting sufficiently between fights (though this has to be balanced with food consumption). Another important one is to use your consumables. A lot of RPGs have sort of trained us to never use potions or scrolls since we can always reload the game. If you find yourself dying a lot with an inventory full of stuff that could have saved you, that's a good place to consider improving. Finally if you use discord, I'm sure some of the folks on our channel (who are much better than me) could give you better advice: https://discord.gg/uC9m5wU
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Very good game, reminds me of pixel dungeon which I have enjoyed alot,
still trying to get my first win on this one - good difficulty!
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for the sewers and core these are optional areas. you can still come back upstair 4 times and choose the 2nd stair.
not sure if its a bug, but if im surrounded by monsters and climb the stairs down or up, the monsters follow us. OUCH