|
metadata
Bugs:
1)the swordsman can get the press bonus on floating enemies (or at least ghosts, haven't tried others) using wide pits. doesn't make much sense since they can still move into those tiles.
2)when the dwarf enters feat mode, he can summon the worm for free, as in he can still move 2 tiles or attack.
Suggestion:
1)the swordsman's cleave was nerfed recently, I suposse it was indeed quite OP against dragons but new players got angry that the free hero got nerfed. personally i think he's still the best hero against dragons (correct me if i'm wrong) but he could get a buff so that new players dont feel like they're stuck with the "worst" hero. Maybe replace punt with something a little more useful, or make it also activate on missed counterattacks
2)use roman numerals for skill levels, both in character sheet and when showing chance to hit. I think it would look neat.
|
|
|
metadata
when you skip the new spinner you get text to say what you got from the (hidden) spin. unfortunately if the chest is on the left a bit on the low side part of the text disappears in th scroll graphics. could you make it so the the leftmost position of the text does not overlap those scroll graphics?
|
|
|
metadata
when the dwarf is hunkering down and on that turn a worm appears and attacks the dwarf it only defends with his shield bonus, not shield bonus +4
|
|
|
metadata
you need to recheck the random roll program, I just rolled 4 1's in a row and 90% of my rolls are 1, 2 or 3
|
|
|
metadata
I'm not sure if this happens everywhere, but I often notice when fighting dragons that if I am in the middle of a feat and charge a dragon with a feat bonus as a dwarf (possibly it also requires some focus), it lists all the bonuses when I hover over the dragon, but when I actually make the attack, the feat bonus is not included. This can make a big difference to the outcome!
Edit: Just saw this issue also reported at https://www.kongregate.com/forums/979845-dungeoneers/topics/1787985-feat-bonus-not-working-with-moving-charge
|
|
|
metadata
I don't know about others but after the cleave nerf, to me, the human became rather useless. The cleave itself is that unreliable that he is no longer worth using against the dragons. It was the only benefit he had so now the dwarf has more options. The only use I have for the human is his two hit points. After that, I park him.
|
|
|
metadata
> *Originally posted by **[sodiumhydroxide](/forums/979845/topics/1786968?page=1#12991011)**:*
> I don't know about others but after the cleave nerf, to me, the human became rather useless.
Interesting. It depends a bit on the layout and my scrolls, but I still find the human the best against dragons in most situations. Flame scrolls help a lot to get the Press bonus and/or Full Swing bonus, then most attacks are hits even without building focus. With haste scrolls, a dragon is usually dead in two or three turns, sometimes even in one if Cleave or Feat mode trigger.
I find the dwarf much less useful. He often needs several attacks to build focus before he actually hits. Not as bad with Frenzy, but then he also gets attacks from several dragons each round. And his Hunker has the disadvantage of breaking the focus building. His worms can work nicely as decoys but usually don't even last long against dragons.
With a decent room layout that allows separating me from dragons with flames (ideally even from breathing attacks if possible), I even find the elf better than the dwarf. She avoids lots of attacks this way and with her Flaming Shot takes out dragons reasonably quickly.
Aside from XP farming, the dwarf would be my choice only if I hardly have any flame scrolls.
|
|
|
metadata
> *Originally posted by **[sodiumhydroxide](/forums/979845/topics/1786968?page=1#12991011)**:*
> I don't know about others but after the cleave nerf, to me, the human became rather useless.
Cleave triggers much less now and makes large creatures more a challenge to the Human. Before this, he was a "no brainer" over the Elf and Dwarf. He still has decent advantage over the other two characters against Dragons - you will however, need to plan out your moves. Isolate Dragons and corner them with Flame sctrolls, maneuver into solo duels using Leap scrolls, and expand Haste scrolls to counter their retreat to cast spells.
I have more issues with the Elf with her low HP and often lack of space to kite, and the Dwarf no real option to work up attack bonus and his supposed advantage against being swarmed is quite negated with the Dragon's superior attack bonus.
I was initially against the 10% trigger nerf for Cleave, but practically, while it did make fighting 5-6 Dragons very challenging, it did have the effect of making th Human a more taactical option as opposed to using him being a "no brainer".
|
|
|
metadata
Slimes have begun taking a double turn lately. Today was the first time I saw, first a yellow slime take a double turn in the cellars , did no harm though, but in the next room a green slime moved twice and sure enough cost me life. It seems to be a bug so please fix this.
|
|
|
metadata
> *Originally posted by **[Lucullusmaximus](/forums/979845/topics/1786968?page=1#12994533)**:*
> Slimes have begun taking a double turn lately. Today was the first time I saw, first a yellow slime take a double turn in the cellars , did no harm though, but in the next room a green slime moved twice and sure enough cost me life. It seems to be a bug so please fix this.
I have not seen the slimes move twice. Has anyone else?
We did just fix a bug where the slimes were not taking their turn after an action where you were sneaking and got spotted. Now they do. Maybe you were used to slimes not moving immediately after you were spotted, and their unexpected movement caused you to think they moved twice?
Also for a while this morning, there was a bug where placing flames caused the room to wakeup before flame effects happened, so slimes could move then before being killed by flames. We fixed that. So hopefully that was the problem.
|
|
|
metadata
Or was this "double move" with a Feat Mode of yours inbetween? When you get a Counter-Attack during the enemy turn and when that counter-attack triggers Feat Mode, then this Feat Mode will happen after the enemy is done, but it will replace your regular turn, i.e., after the Feat Mode, enemies have their next turn again, effectively having two turns in a row. (Or three or more, if the same thing keeps happening.)
Once I had this twice in a row in a dragon fight and got swarmed because it prevented me from re-erecting flame barriers. (Fortunately I had enough health pots to win anyway.)
|
|
|
metadata
I have to observe it more closely next time to give a more detailed account, but the yellow one that took a double turn was right after my elf took a normal bow shot at a gas spore and then the yellow slime moved twice. Other slimes in the room did not however.
|
|
|
metadata
And the same thing happened again. I took a normal bowshot at a gasspore, no heroic strike or anything two yellow slimes next to it died and the remaining one immediately moved two tiles.
|
|
|
metadata
I've seen this too. Slime behaviour has changed - if you use a leap scroll the slimes treat it as your turn and move, same happens if you get a feat, they take a turn before you use either of your extra turns.
|
|
|
metadata
I just saw it myself. I think it's because of this new change:
> We did just fix a bug where the slimes were not taking their turn after an action where you were sneaking and got spotted. Now they do. Maybe you were used to slimes not moving immediately after you were spotted, and their unexpected movement caused you to think they moved twice?
So apparently when you get spotted now, slimes (and only slimes) get a turn. (Not sure why, other enemies also only get their turn after the player.) What I think causes the "double move" is when you deliberately come out of Sneak Mode (e.g. by attacking a monster). Then the slimes get this new extra move additionally to their regular move, so they all move twice.
Edit: I assume that this double move thing is actually not intended. Otherwise the player even has a disadvantage when doing so compared to being spotted, which is counterintuitive. In any case it makes tunnels a bit tricky right now. Now I occasionally rather jump around until I am spotted before I start shooting.
Edit2: Oh and of course that is also a problem when you finish Sneak Mode by casting a spell (at which point you are spotted). Then the slimes get this new extra turn between your first cast and the rest of your actions. (Maybe this behaviour is even intended.) And then they have their regular turn after yours, so effectively they also move twice befpre you get your second turn. This requires some tactical changes from the player.
|
|
|
metadata
> *Originally posted by **[Artydent](/forums/979845/topics/1786968?page=1#12994647)**:*
> I just saw it myself. I think it's because of this new change:
>
> > We did just fix a bug where the slimes were not taking their turn after an action where you were sneaking and got spotted. Now they do. Maybe you were used to slimes not moving immediately after you were spotted, and their unexpected movement caused you to think they moved twice?
>
> So apparently when you get spotted now, slimes (and only slimes) get a turn. (Not sure why, other enemies also only get their turn after the player.) What I think causes the "double move" is when you deliberately come out of Sneak Mode (e.g. by attacking a monster). Then the slimes get this new extra move additionally to their regular move, so they all move twice.
It's because slimes always get a turn, even when you are in stealth. When you get spotted, the regular monsters take a turn to "wake up", but the slimes just keeping taking their normal turn.
There is still a problem with slimes occasinoally getting a free turn. It often has to do with flames. If you see it happen, please immediately report it using the in-room feedback button.
|
|
|
metadata
Small suggestion.
Give Dragonslayers a +1 passive bonus to all attack and defense rolls. It would incentivise getting to that rank and they've worked hard enough for it I think.
|
|
|
metadata
> *Originally posted by **[RogueSword](/forums/979845/topics/1786968?page=1#12994725)**:*
> > *Originally posted by **[Artydent](/forums/979845/topics/1786968?page=1#12994647)**:*
> > So apparently when you get spotted now, slimes (and only slimes) get a turn. (Not sure why, other enemies also only get their turn after the player.) What I think causes the "double move" is when you deliberately come out of sneak mode (e.g. by attacking a monster). Then the slimes get this new extra move additionally to their regular move, so they all move twice.
>
> It's because slimes always get a turn, even when you are in stealth. When you get spotted, the regular monsters take a turn to "wake up", but the slimes just keeping taking their normal turn.
Okay, so:
1) The hero has a turn in sneak mode and tries to sneak, but gets detected.
2) Enemies have a special turn, where slimes move normally (they are oblivious to the hero), and non-slimes just "wake up". (Interpretation: They are trying find out what the disturbance really was and where it came from etc.)
3) The hero gets a regular turn, and the regular turn cycle continues.
But what an attack from sneak mode looks like is this:
1) The hero has a turn in sneak mode and attacks, by which he also gets detected.
2) Enemies have a special turn, where slimes move normally and the non-slimes just "wake up".
3) Enemies have a regular turn.
4) The hero gets a regular turn, and the regular turn cycle continues.
So slimes effectively act twice between the hero's turns. Considering that the hero was even in control of breaking sneak mode here, that doesn't make sense.
Or what a spell in sneak mode looks like is this:
1) The hero has a turn in sneak mode and starts it by casting a spell, by which he also gets detected.
2) Enemies interrupt with a special turn, where slimes move normally and the non-slimes "wake up".
3) The hero's turn continues.
4) Enemies have a regular turn.
5) The hero gets a regular turn, and the regular turn cycle continues.
Again, slimes effectively act twice between the hero's turns.
What I would expect to happen:
1) The hero has a turn in sneak mode and attacks, by which he also gets detected.
2) Enemies have a regular turn. (Interpretation: No need to "wake up" aka to find out what is going on, because the hero had prominently revealed herself/himself.)
3) The hero gets a regular turn, and the regular turn cycle continues.
and
1) The hero has a turn in sneak mode and starts it by casting a spell, by which he also gets detected.
2) There is a special "wake up" turn (only for visualization) where non-slimes turn towards the hero.
3) The hero turn continues.
4) Enemies have a regular turn.
3) The hero gets a regular turn, and the regular turn cycle continues.
I'm pretty sure that from a technical point there was always a special "wake up" turn, mainly for visualization, i.e., enemies turn around to the hero. Also slimes used to do that (which was a little weird, considering that they are supposed to be oblivious of the hero's presence). Now slimes move regularly instead which leads to the double turn of the slimes now whenever the player intentionally breaks sneak mode instead of accidentlly getting caught sneaking. And this double turn really should not happen. (Whether the slime movement upon a sneak fail happens or not, that doesn't matter so much I think.)
From a technical point it might be the easiest to simply exclude the slimes completely from this "wake up" turn, i.e., slimes don't move and don't even turn while non-slimes turn towards the hero. The interpretation why the hero acts first after caught sneaking could just shift from "the enemies need a whole turn to figure out what's going on" (aka "wake up") to "When sneaking the player was always at the ready and could initiate a turn (i.e. fighting action) immediately upon detection. (If an attack breaks sneak mode, then enemies can react before a second attack is ready.) This solution would remove the double turn, and would also remove the slime movement after failing the sneak roll. It would mainly revert back to the old way, except that slimes don't turn towards the hero anymore when the hero is detected.
> There is still a problem with slimes occasinoally getting a free turn. It often has to do with flames. If you see it happen, please immediately report it using the in-room feedback button.
Have never seen this. Is this something that always happened or just with this new "slimes move after hero fails to sneak". If the second case, is it really some bug or just the new standard behaviour I described?
|
|
|
metadata
I believe all this was fixed with our release a couple hours ago (~5:30 pm PST)
But please let us know if you continue to see double slime moves.
And Artydent ... Our software developer just read your post and was impressed with your reverse engineering.
|
|
|
metadata
Nice! The sneaking behavior in rooms with only slime left is a bit weird though: I clear out a tunnel room and leave 1 slime, leave and return to it from the entrance, and then any move gets me "spotted" and slimes get to move (which is how it's always been, but the sneak meter should probably show 0% then), but they don't seem to turn towards me and the spotted text doesn't appear when guarding.
|
|
|
metadata
> *Originally posted by **[RogueSword](/forums/979845/topics/1786968?page=1#12994883)**:*
> I believe all this was fixed with our release a couple hours ago (~5:30 pm PST)
Oh, I guess I had missed that while I was writing here. Now it's even working as I had mentioned, i.e., "wake up" turns as before but without any slime action, i.e., slimes not even turning around which fits the whole slime idea better. Now we can safely do a sneak attack from behind a slime, it will move away as it should instead of first turning towards us in the "wake up" turn and then potentially hit us.
> And Artydent ... Our software developer just read your post and was impressed with your reverse engineering.
Thanks. Just careful observation (which is genuinely easier to do in turn based games anyway). Plus, I have experience in software development and game design myself.
|
|
|
metadata
Not sure if this is a bug or just a new (or previously unnoticed by me) behaviour, I just noticed dragons moving and on the same turn attacking. Fortunately this applied only to dragons that were striking back at a purple worm. Is this new and intentional? Because it seems to give a monster that is attacked by a worm 2 actions on the same turn, first movement and second the attack on the worm, which is kind of against the rules, isn't it? Also this reduces the usefulness of purple worms as a distraction when fighting dragons and possibly other multi-hitpoint monsters. Shouldn't there have been a memo on this? (like Jack O'Neill used to say.)
|
|
|
metadata
So a dragon move towards the worm, then did a melee attack against it on the same turn?
|
|
|
metadata
> *Originally posted by **[RogueSword](/forums/979845/topics/1786968?page=1#12996451)**:*
> So a dragon move towards the worm, then did a melee attack against it on the same turn?
Dragon is already next to the purple worm. Worm attacks the dragon, either hitting or missing. Now the dragon first moves towards the hero then immediately melee attacks the purple worm.
Previously dragons have struck back at purple worms that attacked them that turn but now they seem to have both movement and melee attack at the same turn.
Edit: So the dragon can ignore the purple worm attack and move just like it would if the worm wasn't there, because it now gets a free attack at the worm. Earlier a dragon would spend its' entire turn attacking a worm, now it gets to move and attack. That means the worm is much less useful for keeping the dragons occupied. So far I haven't confirmed if this behaviour is dragons only or if other monsters can also move and strike back. I'd guess it's only dragons.
|
|
|
metadata
I just sent an ingame bug report about a free slime turn, but that seems to have been prematurely, because apparently the slimes generelly move again upon hero detection (but without that double movement). I guess that's okay, even though it still feels a bit weird to have them move in the middle of my turn between casting a spell and the rest.
> > > *Originally posted by **[Tandu](/forums/979845/topics/1786968?page=1#12996958)**:*
> > *Originally posted by **[RogueSword](/forums/979845/topics/1786968?page=1#12996451)**:*
> > So a dragon move towards the worm, then did a melee attack against it on the same turn?
>
> Dragon is already next to the purple worm. Worm attacks the dragon, either hitting or missing. Now the dragon first moves towards the hero then immediately melee attacks the purple worm.
> Previously dragons have struck back at purple worms that attacked them that turn but now they seem to have both movement and melee attack at the same turn.
I tried to reproduce that a few times last night, but without success.
|