It's some slang from MUD days, represents a monster in computer RPGs. Just changed it to opponent for clarity sake.
OK, I beat all of the enemies in the final dungeon including Nicodemus. Quite a close call, I just barely scraped enough XP to reach level 21 by killing all of the "normal" level 20 enemies, and then going back and killing almost all of the remaining level 19 enemies as well. Used my last life scroll to kill the first of Nicodemus's minions, but fortunately got a life scroll from that foe, which I used to kill the next minion, and got another life scroll from that battle, etc. So I used a life scroll in all of the final four battles. A bit disappointed that after beating the game I get no perks or runes, whereas if I had lost to Nicodemus presumably I would have gotten a strong rune and a lot of loot for my next run.
Congratulations on the kill David! Sounds like you had quite an epic run. He's very tough but beatable. Gonna have to be careful with the balancing on him when I'll add his abilities. I actually give an automatic legendary on a marathon kill. I'm going to change it and keep track of a kill for each class and just give the rune once per class because getting to Nico and killing him is quite a feat even on a standard run as you've seen. I just want to avoid "rune farming" going on with repeat 18-21 runs and keep some space for the future classes.
Well, ok, but if I can just deliberately die after I reach level 21 to get runes, it doesn't really make sense to give a lesser reward for actually killing the final enemy. That said, I don't really mind starting with no loot for my next character. But it's the runes that make the biggest difference as to how easy or hard the next run is. Perhaps there should be an option to disable your runes if you want a clean start with no help at all. P.S. It was definitely close, there was at least once that I was low enough on health that if I'd rolled no shields or hearts I would have died. The life scrolls don't actually help that much, especially since you can only use one per enemy. But definitely better than not having them.
Good Job? Is there some special secret to leveling up or something? Cuz the reels can only give you so much to where it ultimately comes down to luck with getting shield and shield comboes(I'm at lvl 12 now and it's getting really tough) I feel like it gets really hard at level 10 and you only have so much to work with as far as skill points. I'm not seeing how a full 21 run would be possible especially without the warrior. I think you should get something more for beating the game like maybe you name some where in the final dungeon of like the top 5 people who beat it first. I dunno just an idea..
The rune you'll get on a 21 death from 18 will be restricted to intermediate which you will be full of already - there's some inner wards in the attribution code to prevent such abuse already. I noted this from one of your previous comment and will probably make it an option (and achievement on a successful run under these conditions) at some point. There's definitely a tight curve at 8+ which is addressed in 1.14 by upgrading loot tiers which was just too low. Should be approved any days/hour now. Mages and Rogues get some additional hit points as well, 2 and 1 per level respectively. I'll keep a close eye again on metrics post update to see if the situation is improved and will react swiftly if not.
I still only have one major rune (defense) and one intermediate rune (artifacts). I think this last run started at level 12. Anyway, I'm not so concerned about what I get, it just seemed anticlimactic to get nothing for winning, when I could have gotten a lot more for dying. You could even have a New Game+ mode for winners. Maybe not enough people will complete the game to make it worth the effort, though.
I could post some tips from what I've figured out, but I wonder if saying too much would make the game less fun for people. The play does get pretty stereotypical when you figure out the "best" approach, although there are still decisions to make. But maybe people would rather get there by themselves? I will probably post some tips in spoiler tags, later.
Absolutely fantastic ideas; the death one I really like! Gambling after quests would be awesome, too.
Yeah, those are good ideas. Not sure I'd put the gambling after each chest, but as a quest reward, it makes plenty of sense thematically. You could have one on death that influences your inheritance, or maybe even give a rare chance at coming back to life (5 hearts).
Obituary/local score of some kind is on the list. I like the gambling thing but it'd be restricted to few occasions to keep it's special feel. I'll post another 1.15 preview tonight. Crossing fingers on 1.14's approval today, will submit 1.15 the day after to make sure it's watertight.
Still no news about 1.14's approval - tomorrow please? Here's a little preview of an enemy ability from 1.15 in the mean time:
That'll spice things up. I'm not concerned about it affecting balance cause I know you're real aware of that sort of thing. Looking forward to the updates.
Yeah I'm cautious - for each ability added I subtract something and I run test battles with each class to make sure it's right. I'm also not adding any life gain abilities, even though they'd be cool, for the enemies to avoid any risk of endless loop.
I should have about 12 different abilities wrapped up. Just running tests tomorrow so if 1.14's approved 1.15 will be swiftly submitted as a followup if all goes well. Could be nice to get a 4-5 days approval that time around!
1.14 just got approved and released! Here's your weekly Dungeon Plunder update's content: - (Warriors) IMPORTANT CHANGE: Single bladed axe is now the combo symbol instead of the double bladed axe. The higher damage of the double bladed axe is now properly listed in the battle reference. - Mobs damage range is now shown on the battle screen. - Battle screen damage outcomes on health points vs shields are now more clearly outlined with visual cues/colors. - Adjusted skills descriptions in battle reference to match spent skill points. - (Warriors) Added defense upgrade on shield wall's battle text when skilled up. - Increased the blinking rate on low life. - Added a confirmation prompt on life scroll usage. - Slightly upgraded loot drops scaling for levels 4+ areas. - (Mages and Rogues) Normalized hit points for all classes to match warrior's. - Rune attribution formula has been adjusted and is slightly more generous. - Name field is now pre-filled with the previous character name. - There's now an exit button on equipment, artifact and inventory screens. - (Mages) Mana Vortex will no longer be wasted if all reels are selected. - (Rogues) Poison modified damage will now shows as "+X damage (with poison)" instead of "+X poison damage". - Bug fixes. 1.15 will be submitted to Apple tomorrow: - There's now special abilities on creatures! Tap on them up top on the battle screen to know what they do. - Added a run away button usable before the first spin. - Inheritances will be more generous on life scrolls on levels 6+ deaths. - Runes will no longer pile up when their rank is filled up and will instead grant bonus gold when they'd have been earned. ... and more ... 1.16 will focus on adding new quest types and add more variety in the world encounters. Thank you for purchasing Dungeon Plunder!