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Bug that I think only happens in the Spectre Room, but if you get a critical hit on a spectre, you get your feat bonus freeze screen, but the spectre you hit still lives. I've noticed it a few times but thought I must have missed something... this time I took careful note. Used Dwarf this time but I usually use the Swordsman in that room so not sure if it's jus the room, or specific to the Dwarf. I'm also not sure if it happens EVERY time you crit a spectre but I'd bet it does. And this time, the spectre was in a flame, so that may matter or not.
Edit: This was explained to me in the chat right after I posted it and I forgot to come back and edit this. Thanks to Tandu below for saving me some typing!
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> *Originally posted by **[Jacketfan](/forums/979845/topics/1786968?page=3#13002384)**:*
> Bug that I think only happens in the Spectre Room, but if you get a critical hit on a spectre, you get your feat bonus freeze screen, but the spectre you hit still lives. I've noticed it a few times but thought I must have missed something... this time I took careful note. Used Dwarf this time but I usually use the Swordsman in that room so not sure if it's jus the room, or specific to the Dwarf. I'm also not sure if it happens EVERY time you crit a spectre but I'd bet it does. And this time, the spectre was in a flame, so that may matter or not.
Actually there are no critical hits, meaning no automatical hits when you roll a max. number on your attack die. You activate the feat thing even if your attack doesn't result in a hit. Maybe this happened to you, it has happened to me several times. Happens more often with a dwarf, since a maximum d10 + sword bonus is less than max. d12 + sword bonus. Spectres and dragons have high def. so it happens more often on them.
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On the profile stats page, career record shows what you're up against next rather than your best. so if you killed 10 red dragons, it will say your best is 11 white. Campaign works fine.
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> *Originally posted by **[troll123](/forums/979845/topics/1786968?page=1#12978577)**:*
> 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.
Thanks. So we've fixed #1, and I've bugged #2. And we did change the skills to roman numerals. Good bugs/suggestions!
And it's a good point about Punt being weak. Maybe the rule should be: "Any time a little humanoid hits the human, or the human misses a little humanoid, there's a 75% chance of punting it.
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> *Originally posted by **[Ravensvoice](/forums/979845/topics/1786968?page=1#12986454)**:*
> 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
Great bug report. I've added to the list.
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> I still dislike the new slime free turn when the hero is spotted. Please limit slimes to one move per turn. You already gave them immunity from uppercut and made impossible focused 100+ attacks that could have killed them without fire.
We didn't give the slimes a free turn. We just gave them back their turn that was getting skipped on a turn in which you get spotted. (It used to be that when you got caught sneaking, all monsters immediately started their actions. We decided to say that it takes a turn for monsters to wake up, so you get to go again after being spotted. However, slimes were already awake, so they should not suffer the "wake up period" that the other monsters do.)
Are you observing cases where the slimes actually take two turns in a row without the hero getting a turn?
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> *Originally posted by **[Dijotrija](/forums/979845/topics/1786968?page=2#13001580)**:*
> Also care to explain how exactly does shield work on Elf? Since if she defends, it won't affect her, but she'll rather have 2 armor i think, while after hitting something in melee, she'll have full armor i think.
The elf doesn't get a shield bonus if she is using her Evade skill. This was intentional because it makes little sense that your shield helps you evade, and, more importantly, because we like the idea that the elf does not need a good shield.
It's confusing, though. So perhaps we should change the Evade rule
FROM:
"After choosing to guard as your action, you do not get a shield bonus but rolling 4 or more (on your d8 defense dice) is a dodge."
TO:
"After choosing to guard as your action, you do not get a shield bonus but rolling 5 or more (on your d8 defense dice) is a dodge." (So harder to dodge, but you get to keep your shield bonus.)
What do you think?
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When Human's Riposte or Elf's dodge counter triggers a feat, the feat replaces your next turn, forcing you to have a turn in which no scrolls can be used.
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Perhaps Evade can be changed to Improved Dodge and Improved Dodge II. So Improved Dodge is Roll 5+ on defense to dodge and counter with sword/bow. Improved Dodge II is Roll 3+ on defense to dodge and counter with sword/bow. And just have guard be d8+shield bonus in case of a roll of 1-2 if the Improved Dodges doesn't occur. Or would it make her too dodgey? :D
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With the latest welcome gameplay fixes including the monsters attacking back shamblers and cavern crawlers, could we have the dwarven bellow attract also cavern crawlers? Basically the bellow would cause a crawler to appear at a random cavern exit and behave like it always does: moving to another cavern exit with a healthy hostile attitude. This would increase the dwarf's usefulness in the caverns. Same limitations as with purple worms: no summoning another crawler while the previous is still alive, max. 3 crawlers per game .
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> *Originally posted by **[Tandu](/forums/979845/topics/1786968?page=3#13009875)**:*
> could we have the dwarven bellow attract also cavern crawlers? Basically the bellow would cause a crawler to appear at a random cavern exit and behave like it always does
I think that doesn't rella fit the narrative. Unlike Purple Worms, Cavern Crawlers aren't actually attrackted to sounds (like fighting or bellows) but only coincidentally enter a room where we fight. It feels wrong to me that we could call them.
For a newer player who doesn't know Purple Worms yet, it might also seem weird to click on a water hole to summon a Crawler from some entrance. (Assuming that's how the bellow would be triggered. Don't see how else it would work without losing the one-click mechanic of the game.)
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Bug report:
As of last update damaging the dragon doesn't seem to interrupt the spell.
Played as Elf.
I've had 1 dragon casting enlarge and other casting fireball. I stoot by the one casting enlarge and we both got hit with fireball, but despite that, the dragon continued to enlarge his fello.
In the same playthrough, one dragon was preparing a spell and I hit him with my bow, yet the dragon still casted the spell.
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Hm....I was just gonna report a bug from ingame, but somehow I managed to abort my game instead. Not even sure how that happened. I thought I had accidentally clicked on the Undo button instead of Report, and clicked Cancel, suddenly I got the Defeat screen. Strange. Who knows, maybe I had clicked something else, I was multitasking and not paying very close attention.
Anyway, the bug I was going to report: I was in the Specter room, which had also Ghosts, and a Reaper had showed up. The Wizardly Ghost had already enlarged the Reaper. I eventually used a Flame scroll under the Wizardly ghost and another ghost, and in the same turn I killed the remaining ghost to banish them all. The Reaper however stayed enlarged.
I am pretty sure I had this kind of thing happen before, also in the Specter room when a Specter stayed enlarged after killing the caster. (I think it was also a Wizardly Ghost back then, but not sure.) And in this old incident the Specter had been enlarged while invisible, which at that point I thought was important, but maybe it's just a problem with the banishing mechanics of the ghosts.
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> *Originally posted by **[Artydent](/forums/979845/topics/1786968?page=3#13013841)**:*
> Anyway, the bug I was going to report: I was in the Specter room, which had also Ghosts, and a Reaper had showed up. The Wizardly Ghost had already enlarged the Reaper. I eventually used a Flame scroll under the Wizardly ghost and another ghost, and in the same turn I killed the remaining ghost to banish them all. The Reaper however stayed enlarged.
>
> I am pretty sure I had this kind of thing happen before, also in the Specter room when a Specter stayed enlarged after killing the caster. (I think it was also a Wizardly Ghost back then, but not sure.) And in this old incident the Specter had been enlarged while invisible, which at that point I thought was important, but maybe it's just a problem with the banishing mechanics of the ghosts.
I'd guess it has to do with the fact that we can't really kill the ghosts, only banish them. Other spellcasters can be killed which ends the enlargement spell but ghosts can't die so their spells continue to function after they are dissolved, disrupted or whatever. Strange that we can kill other undead but not ghosts.
About the new dragon behaviour, it's seriously broken. Often they don't cast spells at all and sometimes one moves 2 steps, one toward the hero and another away from him/her.
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Hi fellow Dungeoneers!
Here I would like to share my idea on how to improve/re-balance dice roll system.
Many of us knows the Dungeons and Dragons books and game systems. Here what we are missing are more dices.
As many of us probably experienced during many runs into the depths of the Dungeon having an equipement +6 and higher still can mean nothing to us when your basic roll can be 1 and 2 so even weakest enemies will hurt/kill us if we are unlucky. Gear should have varieties of dice. So instead of having just one dice (1d12) and a weapon +7 there could be 2d6 or 3d4. Difference is here with the minimum damage/defence outcome. Better gear hould have more smaller dices. This system could even add Unique gear wich would have and extra 1d4 on top of basic stat.
Looting gear would look like that now:
Basic gear 1d12 (rolls 1-12) -> uncommon/rare 2d6 or 3d4 (rolls 2-12 or 3-12) -> unique 2d6 or 3d4 plus and extra 1d4 (rolls 3-16 or 4-16)
Basic gear 1d10 (rolls 1-10) -> uncommon/rare 1d4 plus 1d6 (rolls 2-10) -> unique 3d4 (rolls 3-12)
Basic gear 1d8 (rolls 1-8) -> uncommon/rare 2d4 (rolls 2-8) -> unique 3d4 (rolls 3-12)
Gear still would keep it's +1to9 bonus depending on drop quality.
Basic gear +1 to +4
Uncommon/rare +5 to +9
Unique gear would have a chance to appear while finding items +8 and up.
Of course this is just one side of the whole change. Other is all monsters to be adjusted to the dice system. So weaker enemies would have smaller single dices while stronger enemies more smaller dices. I would not hesitate and implement a 20 sided dice to some Unique enemies, very rare and Unique enemies.
**PS**. For those who don't understand what 1d4 stands for. It refers to number and type of dice used. In this case it's one dice which has 4 sides.
2d6 -> two six-sided dices
3d4 -> three four-sided dices etc
Thanks and Good Hunt to all of you!!!
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> *Originally posted by **[DontWorryBeMad](/forums/979845/topics/1786968?page=3#13014606)**:*
> Hi fellow Dungeoneers!
>
> Here I would like to share my idea on how to improve/re-balance dice roll system.
> Many of us knows the Dungeons and Dragons books and game systems. Here what we are missing are more dices.
> As many of us probably experienced during many runs into the depths of the Dungeon having an equipement +6 and higher still can mean nothing to us when your basic roll can be 1 and 2 so even weakest enemies will hurt/kill us if we are unlucky. Gear should have varieties of dice. So instead of having just one dice (1d12) and a weapon +7 there could be 2d6 or 3d4. Difference is here with the minimum damage/defence outcome. Better gear hould have more smaller dices. This system could even add Unique gear wich would have and extra 1d4 on top of basic stat.
>
> Looting gear would look like that now:
> Basic gear 1d12 (rolls 1-12) -> uncommon/rare 2d6 or 3d4 (rolls 2-12 or 3-12) -> unique 2d6 or 3d4 plus and extra 1d4 (rolls 3-16 or 4-16)
> Basic gear 1d10 (rolls 1-10) -> uncommon/rare 1d4 plus 1d6 (rolls 2-10) -> unique 3d4 (rolls 3-12)
> Basic gear 1d8 (rolls 1-8) -> uncommon/rare 2d4 (rolls 2-8) -> unique 3d4 (rolls 3-12)
>
> Gear still would keep it's +1to9 bonus depending on drop quality.
> Basic gear +1 to +4
> Uncommon/rare +5 to +9
> Unique gear would have a chance to appear while finding items +8 and up.
>
> Of course this is just one side of the whole change. Other is all monsters to be adjusted to the dice system. So weaker enemies would have smaller single dices while stronger enemies more smaller dices. I would not hesitate and implement a 20 sided dice to some Unique enemies, very rare and Unique enemies.
>
> **PS**. For those who don't understand what 1d4 stands for. It refers to number and type of dice used. In this case it's one dice which has 4 sides.
> 2d6 -> two six-sided dices
> 3d4 -> three four-sided dices etc
>
> Thanks and Good Hunt to all of you!!!
I understand what you'd like to see, but I think the game is deliberately kept "simple", i.e., just a single die roll and some boni. And I think that is good design choice.
Using more and more different dice would likely confuse quite a few players. I assume, many couldn't even compare two different setups consisting of different dice. Sure, you can still easily see the possible minimum and maximum result of your roll, but the result distribution isn't uniform anymore, so it's be a lot harder to intuitively guess how likely certain results are, i.e., how often they could expect Dodge, Feat, etc. I guess many players couldn't even calculate it.
Having the result distribution from more dice concentrated more in the middle also means that the fights would become more boring. Sure, you get fewer unlucky rolls (and due to the higher minimum the very low results are even eliminated), but you also get fewer lucky rolls. Part of the fun of the game is exactly that it's not too predicable, but that even a very weak monster might hit you, or that you might block a strong enemy even with a weak shield.
All in all, I think that using such a more sophisticated sytem for the rolls wouldn't improve the game, rather the opposite.
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Bear in mind that the current system isn't suited for simply swapping out a d12 for 2d6, because the elf and dwarf (when unlocked) use that same sword bonus with a d10, and similarly for bow and shield. Such a change would also severely break the Feat (Heroic Strike) system. And particularly:
> I would not hesitate and implement a 20 sided dice to some Unique enemies, very rare and Unique enemies.
Would you really want a ~~red dragon~~ rare enemy that hits you all the time because you can't find a good enough shield?
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not 100% sure about this, but i think dragons will try to cast a spell if they have defensive behavior (1hp) + breath ready + are cornered. Maybe it checks if it can breath on you first, since it can't it goes straight to casting a spell instead but it should melee attack.
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> *Originally posted by **[unekdoud](/forums/979845/topics/1786968?page=3#13014696)**:*
> Bear in mind that the current system isn't suited for simply swapping out a d12 for 2d6, because the elf and dwarf (when unlocked) use that same sword bonus with a d10, and similarly for bow and shield. Such a change would also severely break the Feat (Heroic Strike) system. And particularly:
>
> > I would not hesitate and implement a 20 sided dice to some Unique enemies, very rare and Unique enemies.
>
> Would you really want a ~~red dragon~~ rare enemy that hits you all the time because you can't find a good enough shield?
Well...on second thought...yes...and a 20 sided dice doesnt mean you will have high rolls all the time. Like Artydent had already replied...
> *Originally posted by **[Artydent](/forums/979845/topics/1786968?page=3#13014660)**:*
> I understand what you'd like to see, but I think the game is deliberately kept "simple", i.e., just a single die roll and some boni. And I think that is good design choice.
Maybe I got carried away with all the gameplay, graphic art...It just brought back all the memories. This game is fantastic and seing even possability to use more dices was giving me shivers.
> *Originally posted by **[Artydent](/forums/979845/topics/1786968?page=3#13014660)**:*
>
> All in all, I think that using such a more sophisticated sytem for the rolls wouldn't improve the game, rather the opposite.
You may be right here.
Thanks guys for your replies.
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when you prepare a haste or vanish scroll while standing on a room exit, you'll lose the scroll if you leave the room then change area or room, even though you didn't actually use it.
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> *Originally posted by **[troll123](/forums/979845/topics/1786968?page=3#13018509)**:*
> when you prepare a haste or vanish scroll while standing on a room exit, you'll lose the scroll if you leave the room then change area or room, even though you didn't actually use it.
Does the vanish effect still go through? That is to say, if you go back to the same exit (immediately or later) do you remain in stealth?
~~Also, there's a different bug where you can get a feat on an exit, reenter through a different entrance and move once, which ends your feat but not your turn.~~ Prettty sure I'm mistaken and the second action here is just a successful sneak.
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we should not be able to use the exit while scrolls can still be canceled, that is already the case for leap and flame
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> *Originally posted by **[troll123](/forums/979845/topics/1786968?page=3#13019179)**:*
> we should not be able to use the exit while scrolls can still be canceled, that is already the case for leap and flame
You're right. I've added to the list. Thanks!
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Perhaps this have been adressed earlier but anyway. I spent a haste and struck with dwarf at a dragon with the intent to go into hunkering mode with my next action. I got a heroic strike and assumed that this is a bonus action and struck at a another dragon but I did not get another move and three dragons chewed at me without getting my defences up. Is heroic strike suppose to work that way or.......?
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> *Originally posted by **[Lucullusmaximus](/forums/979845/topics/1786968?page=3#13022027)**:*
> Perhaps this have been adressed earlier but anyway. I spent a haste and struck with dwarf at a dragon with the intent to go into hunkering mode with my next action. I got a heroic strike and assumed that this is a bonus action and struck at a another dragon but I did not get another move and three dragons chewed at me without getting my defences up. Is heroic strike suppose to work that way or.......?
You don't trigger feats when hasted. Maybe you weren't actually hasted? But if it happens again, please immediately leave feedback using the in-game button.
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