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This would have been fun if the difficulty curve didn't turn into a cliff after the 1st level. Way too frustrating getting instaganked as soon as you move. Pass.
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Why does Exhaustion only refill/recover after deaths? Health recovers at the end of each day, when the hero presumably rests (as opposed to pressing on to another dungeon), so why not Exhaustion too?
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Ranger (Rogue 5, Warrior 5) is a glorious class. I think Run and Versatility are probably some of the best class abilities you can get.
Remember when I said mobility is important? Run is fantastic - if you are using mainly rogue or warrior, make a point to get at least two levels in ranger.
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I'm a little frustrated with how difficult this is. Dying would be more fun if we could maybe choose a piece of equipment to keep like in enchanted cave. Or choose between extra starting experience or a skill. I love the mechanics of the game but even when I'm doing really well, something will kill me out of nowhere and I have nothing to show for my past success. a lower difficulty setting would be nice as well. :)
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Best way to handle ranged weapons that I've found is to just drag your equipped ranged weapon to your skill bar to turn on/off at your leisure (be sure to turn off when in melee range, else you'll just back up and never attack)
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I don't get why the dev is so against toning down the difficulty when almost everyone who comments on balance is trying to say it's too difficult. *This is actually harder than most roguelikes.*
Is the easy settings still too difficult? I can add a new easier difficulty, but I don't want to change the normal settings. I will however correct improper difficulty (like I already reduces cave and swamp which contains too wide area)
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Spell misses, Weak starter spells, Traps, Spawning in a room full of baddies, Enemies with Silence/Slow on level 1, Inability to pickup hearts from far away kills... tell me, why do you hate Mages so much?
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The balance is absolutely horrible. Saying some people made perfect runs doesn't make the game balanced. They would have been extremely lucky. The bats have too much dodge. Ranged enemies are overpowered. Slimes are almost impossible to melee. The late game enemies have too much defenses, everything deals 0 damage to them if they don't miss. Two-handed weapons are useless. The first time I finished the game I did so 'cause I got an artifact staff in the beginning (I'm a mage), I grind exp and only saved the princess. I'm a true roguelike player (I played ADOM and IVAN), and this game is too unforgiving and luck-based. Dying is not fun 'cause you don't get knowledge of how to proceed next time; you probably only survived that far because of sheer luck. Tips on balancing: Increase the overall accuracy of the player. Increase 2-H damage. Make Dodge increase movement speed, so melee users can catch up.
I won't claim I have the same polish as ADOM or IVAN (or DCSS, which is my favorite one), but it is not as luck based as you said. Some enemies will force you to have at least a second strategy beyond the first one. There is 3 defenses, 2 resistances, armor and hp (and regen). No enemies have all of this. And 2-handed are strong against high armor if you don't have armor piercing (even a knight based on shield should keep a good 2-handed for fire golem)
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at the beginning it says "The evil blood cult abducted nine children, including the princess." but in the pictures there is 10 children and a princess? also it says "including" meaning the princess was apart of those children, so there should be 8 children and a princess, but theres 10 and a princess, where did the two extra children come from?
They should be a problem only for early priest. They have poor range so you can kite them too, either to charge them, or to kill them from distance while no other enemy got in the way
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how does one actually unlock a new class? do yu just reach a certain stage between two sets of classes? or a certain skill level?
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I can't be bothered searching to see if this is up already, but for quick reference, subclasses are: Mage(Enchanter/Inquisitor), Priest(Necromancer/Oracle), Rogue(Archer/Assassin), Warrior(Barbarian/Knight). Hybrid subclasses are Mage/Priest:Summonner, Mage/Rogue:Arcane Archer, Mage/Warrior:Battlemage, Priest/Rogue:Punisher, Priest/Warrior:Paladin, and Rogue/Warrior:Ranger.
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Oh, and Curse/Paralysis is the best thing ever. Magic Affinity makes them very cheap for a pair of devastating debuffs - remember, a paralysed target is essentially a meatshield between you and the rest of the world.
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Two easy campaign playthroughs later: Swarms are fairly manageable with AOE attacks; Warrior/5 Swipe is especially good for this. Since everything blocks LOS, you can hide from ranged attacks behind other enemies, but generally I've found it easier to just keep my defense high enough that I almost never get hit anyway. Defense buffs are very useful - I generally play with about 3-5 of them up at all times.
Run 1 was Warrior5>Knight5>Rogue5>Ranger5, and Ranger is excellent. Run 2 was me cataloguing all of the sub-classes, so 5 each in the base classes, though I went to Mage/10 and Battlemage/5 before I finished. Battlemage is underwhelming - 2 is a nice passive and 3-4 are okay situationally, but it's not really worth the XP.
Mostly, I find the biggest issue with the game is the limited size of the playfield - you can't zoom out the map, and a few of the UI elements are still too small - one of the spell descriptions doesn't fit even at 1x. Forget which one.
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New version uploaded !
New Features
- Add settings to disabled initial Auto-XP configuration
- Health/Fatigue Potion no longer usable if you are full of life/fatigue
- Skip button for introduction/conclusion
- Difficulty is now saved for next play
Balancing
- Cave should contains less wide area
- Swamp contains less water, and water should be more scattered
Bugfixes
- Add flying to Divine Avatar
- Pathfinder sometime not skiping known traps (should only happen when no other path is possible)
- Pathfinder sometime was stuck between two positions
- Some powers weren't checking immunities
- Tooltip correction for ironbody
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Max ENERGY should increase with the more INT you have. That would help balance squishy mages that need to teleport away from mobs.
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I kinda REALLY don't like how the first part of the game is ezpz and then in the last two zones level it randomly gets super hard and my spells just aren't consistent enough in terms of the damage they actually do. Like, this is supposed to be easy difficulty, right? I have to debuff the enemies up the wazoo just to keep any summons I have alive and suddenly I go from being seemingly invulnerable to enemy fire to getting hit every single time. That kind of ramp up just isn't fun.
The more you advance, the more you need to hit in the opponents' weakness. In easy, a mono strategy may work longer, but you have to diversify a little for the end
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The depth of customization shows a /very/ interesting game that is somewhat marred by a little bit of an issue in monster balancing.
Elf Summoner is probably a new player's best bet to beating the game, just be warned that each tick of a turn is going to take ages to process and moving around will be frustrating. Nothing else I've built comes close to it, mainly because it counters a swarm with a swarm. Build Mage->Summoner->Priest->Necromancer. Flood with Skeletons backed up with Wisps and the occasional elemental. The ability to have 4 different elemental summoning spells would improve the playability of that by a lot.
Don't go to Monster Lairs with a summon strategy. The boss hydra will rapidly gain heads from summons and rip them to shreds.
Best tip I guess would be- Mobility - Have a way to get /out/ of being surrounded. Charge, Teleport, whatever works. Teleport will save you a lot of trouble.
My testers made perfect victory with all the 4 starting classes. ANd for the hydra, the best is a fire branded slashing weapon. It reduces the number of heads
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There's a substantial problem with swarming all throughout the game, combined with ranged attacks.
No matter what build I've done, any open area is immediately lethal, especially swamps, where I've never lived for more than a few turns.
Making the mobs have less potent, less-ranged ranged attacks would go a long way towards playability. As is, one just gets /piled/ on immediately. Going defense mitigates the damage and lets you keep your health high and then you cannot kill the swarm fast enough to be chipped down. Going offense leads to being quickly murdered by ranged attacks before you can get to them. Trying to use choke points fails when some of the ranged units are stationary and all the hearts cannot be picked up due to, again, a swarm of units.
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I dunno... kind of seems like half a rogue-like game with more of just slow story progression having to start levels over instead of the entire journey. It would be nice for the screen not to auto-focus on my character right after I cast a spell. really annoying having to drag the screen after each attack when trying to kill a far away enemy. There's no defining thing about this game that stands out to me. Favorite part might be the class-leveling system?
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Having stats I can't see anywhere is killing me xD I get physical resistance from a belt, but it shows nowhere. Armor absorb isn't a value I can find, modified attack or run speeds, stuff like that.
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I'd still like that option to start without auto level on somewhere, and if we could press a skill and use enter instead of and as well as A that'd be nice. Maybe it's just me, but I tend to try to use enter on my numpad a lot when in skill targeting.
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Good game. One thing though, change the order of death & battle effects. "XXX dies!" should not proceed "XXX is poisoned" and "XXX is no longer poisoned".
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Sometimes levels (particularly the swamps) spawn with no method of victory. After obtaining the quest objective there is still no down staircase anywhere on the map, and using the up staircase results in 'defeat'. Maybe I'm missing something
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The number of ranged units on some floors is ridiculous. Walk around a corner and get shot at 4-6 times and occasionally something to stun gives very little chance to succeed.
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Nope summoning is not cool. At high levels the most serious problem is difficulty to hitting some monsters (obsidian skeletons, for example), so if you're aiming at no deaths run or deeper levels of towe of chaos - best way is to go mage(10)cleric(6)Inq(5), or even better - rogue(5)Archer(5)mage(5)ArcaneArcher(...) with heavy dip in accuracy boosting skills. Otherwise bats will get you. They will! Beware of bats.
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1. Black bears are just too tough for a 2nd dungeon...
2. There are just too many ranged monsters... Life just depletes too fast...
3. Is there a way to save the prisioners??? I couldn't get out of the 3rd dungeon, the demon was relleased and came after me...
It is a very good game, however, the difficulty setting to easy is just hard enough because of the ranged monsters and the VERY tough monsters that appear...
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I like this game. It would be nice if there was some sort of long term progression between campaigns, eg you get 10% of your end xp as a starting bonus or something. Also, please default auto distribute to off.
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Summoning is incredible powerful. They tank, block line of vision *no ranged attack*, can be summoned from cover.
Strategy spam summon elemental, rest while they kill everything. repeat. Profit!
- Start off as an elf mage. *turn auto upgrade off!!*
- kill your two first enemies with magic missile, and upgrade conjuration two time to get familiar.
- Use to familiar + missile to finish 1. dungeon.
- Beeline for level 6 conjuration and spam elementals for the win.
(They are all good, but I found fire elementals be able to deal with heavy armoured enemies by burn damage)
/ if you want you can add summoner un top *5 level mage, unlocks*
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I'm not really liking how I can enter a floor and immediately lose half my health because everything gets a ranged attack. Roguelikes are supposed to present fair challenges - this goes way beyond that.
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Upon activating the slow target ability, I ended up unable to attack anything (I would back away from targets instead). Even once I disabled the ability. Even at range. Even after I died. This sucks :(
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I would really like it if the tooltip menus would tell me what key to press to do the same thing. I know there are keybindings, but it's a nice UI feature to NOT have to dig though that everytime my lazy head forgets something.