Spoiler you'll encounter the spinning wheels on several floors, and I think they all have to be set to the same color as the colored doors you'll find on the floor. I can't remember which color the door on the fourth floor was, but it was either red or yellow.
Spoiler turn the color wheel so that the door color is on top - I think it's yellow for that particular floor, iirc
I'd go warrior, shaman, rogue, shaman from front to back. Max brawn in all, then vit in warrior and shamans, agi in rogue. Rest of the points can go into agi on warrior + shamans, and vit on the rogue. You'll have double the healing power and hit well with a front-line shaman that has armour and shield. Rogue would use bows, rear shaman either a bow or nothing. If the halberd works from the back row (unsure) then put warrior on back, two shamans up front. I'm convinced casters are useless as they run out if mana so fast. Maybe it's worth it later if there's mana regen items (amulet?) and their spells hit harder
The movable wall alert only seems to appear once, so if you don't find the secret door you have to remember where you saw it or else you seem to be SOL. This really needs to be marked on the map.
other bugs/issues/questions... -Teleport locations are not listed in ascending order, they seem to appear in the order you activate them. -the armour spell seems to last far longer than 10 turns. -how do +whatever weapons work? Do they give a bonus to hit as well as a damage bonus? -I've explored down to floor 8a and I've still only found one piece of armour, the leather armour you get at the start. Is this intentional? -how do you change the party order after you start playing?
There's lots of armour, you're missing secrets each floor. I'm assuming +wraps give the indicated flat damage bonus on top of the weapon stats indicated. Party order - drag one portrait on top of another
I can consistently hard crash the game when fishing. Just keep tapping and tap on a fish as it's flying out of the pool. Exploit: you can double or triple attack each turn if you press really fast. Confirmed with rogue and shaman with bow. Making a wish seems like a waste of 5g each time - I suspect it is slightly increasing catch rate but there's not much difference and it doesn't feel worth it at all. Should it be spawning other stuff like weapons, rations, gold? @stevejarman if you want me to beta test your builds shoot me a pm
Thanks for that! Yeah I love games like this - did you ever play Captive? http://en.m.wikipedia.org/wiki/Captive_(video_game)
I have found 16 weapons, 5 shields, 2 rings and an amulet. Still only the single piece of armour. Some games give a bonus to hit with enchanted weapons, was wondering about using a 1-6+1 vs. a 1-8 What armour pieces have you found and where?
Hey all - as a general note, if you're experiencing crashes, please let me know where/when it's happening, what you're doing at the time of the crash (i.e. moving, picking something up, etc), and also whether or not you're using Touch Controls or Traditional Controls. I suspect that the crash problem only occurs when you use Touch Controls, but I need some more evidence to figure out which specific gesture may be at fault. Touch Controls are very specific to each individual - it may be that players who like to use big, sweeping, elaborate swipes are triggering something that I never thought to account for (for example). If you're experiencing frequent crashes, I'd suggest switching to Traditional Controls for now to see if you still experience problems. As mentioned previously, you can send me bug reports directly via the form at my site www.stevejarman.com One other thing that I may have mentioned but I can't remember - if you're one of the players experiencing difficulties picking up items, try to focus your "taps" on the "sparkly" bit at the centre of each item. This is where the collider is thickest. It may help you. On that issue, we are still (im)patiently waiting for Apple to review and approve v1.1 (gotta love App Store development...). No - but I'm going to check it out now. They had me at "Dungeon Master clone" Correct. The sparkle indicates an item beneath the water. All (+) weapons in Coldfire (e.g. Longsword +1) provide a +1 bonus to both hit AND damage. So yes, 1-6(+1) vs. 1-8 is definitely something to weigh up.
Have replicated this now - can confirm that this crash occurs if you touch a fish as it's exiting the pool. Once it's on the ground, touching it is fine. Working on it. Yep - that's correct. Was hoping labels weren't needed but I maybe should have included them. On the character generation screen, each stat (and what it benefits) is described when you spend points in stats. If you use the auto-optimise option though, you won't see these tips. Admittedly, an oversight. On my list from another user report. In the meantime, if this ever happens, just use the Conduit Rod to jump to another location. Sparks escalates quickly as you level up and it rarely misses (though some creatures have decent magic-resistance). The Caster's support spells (e.g. Armor, Stun, Empower) make like much easier in combat...
Wanted to report a bug I'm experiencing: On floor 4, there's a section that the floor is raised up and down. When I first come to this floor, and I use the chain, the tiles are brought down but I can't walk on them. If I toggle the chain again, the tiles appear to be raised above the floor, floating in the air, and then this allows me to walk on it. Not a gamebreaking bug but something visually odd for sure. Also, there is the occasional flicker when traveling on this floor.
May i know what your future plans are for the game? More dungeons? Characters? Towns? Above ground adventure? User-generated content? How are the sales figures? Has it covered development costs?
Hmmmmmmm... You're talking about the chain near the altar? In a corridor with a closed door and a silver keyhole?
Just looking to get the game stabilised for anyone having problems. Then will continue releasing on additional platforms. I'm not planning - at this stage - on adding more content to Coldfire Keep. It's a self-contained adventure that already has a beginning and end, so I wouldn't want to just tack extra stuff on to it for the sake of it. I'm currently working on a new game in this same style, though it will have MANY dungeons to explore, a home town, and a world-map type of travel system. Don't really want to discuss sales figures, but I will say that anything I personally make from Coldfire Keep pretty much goes into the new game.