Universal Dungeon Plunder by Dominic Duchesne (Universal)

Discussion in 'iPhone and iPad Games' started by undeadcow, Mar 5, 2013.

  1. slewis7

    slewis7 Well-Known Member

    Apr 6, 2011
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    The new update brings some welcome variety. Thanks!
     
  2. wolpak

    wolpak Well-Known Member

    Feb 7, 2011
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    #562 wolpak, Mar 27, 2013
    Last edited: Mar 27, 2013
    Ok, I lied, I am adding more.

    Fear is a pretty cool mechanic. The problem is with rogues and mages, they only have 1 attack ability. They need to be able to save up some poison or mana. I know it says 11%, but I had 2 wheels caught by fear and then as one came off (it looked like it was 6 rounds, maybe it doubled up?) a third one came off. I was just trying to heal and get poison.

    First, if you attack while feared, it would be nice if it removed the fear (like hearts do for poison).

    How about if you choose any attack ability, it counts as an attempt for an attack? Interestingly enough, if you are trying to play defensive, that almost works exactly same as a fear since you are wasting one spot for an attack ability. To counter that, raise the % chance to fear.

    Also, how about item variations. One weapon hits for +6 damage, or whatever, but another weapon is +4, but 10% increase to poisons on the wheel. One item is +6 to armor, but another is +4 and 25% less chance to be feared.

    A lot of cool things you could do, though obviously that would be a big undertaking. This game is pretty well done and I like to add my two cents a little too much.
     
  3. DaviddesJ

    DaviddesJ Well-Known Member
    Patreon Bronze

    May 19, 2010
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    I am skeptical. The nature of the game is that defense is always going to be more important than offense. If you can stay alive long enough, you can kill anything. If you can't stay alive, trying to beat your foe down before dying can't be done consistently. I don't see your tweaks changing that.

    Playing the Mage seems even more defensive than the Warrior, to me.
     
  4. Thanks for all that feedback! Nice to get a new outlook on what you're doing.

    I'll do a comment regarding mages : the whole surge/mana thing was designed as such voluntarily: think of it as if the mage at some point just can barely hold the mana energy and has to unleash it through a surge voluntarily or not when he casts a spell.

    Your control possibility is to try to not have wands when mana is up in order to be able to vortex which is not a 100% guarantee, this is intended and I'm actually pretty fond of that design. I did however put lower odds of surge at low mana % so that you can actually more easily reach the vortex treshold.

    Among your other suggestions: true randomized items may or may not happen - might be more of a sequel kind of thing ;)

    Basically what I made sure is to lower the overall warrior value of a shield which, combined with the old way the defense skill worked, was just plain OP.

    I'm trying to avoid commenting on strategies as much as possible to let players figure them out (nor do I pretend to have absolute truth for that matter) but I'll just say that maxing out on defense in 1.15 may cause you to have an hard time against some opponents's abilities.
     
  5. undeadcow

    undeadcow Well-Known Member

    Dec 4, 2010
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    A what?!? :eek:
     
  6. Rest assured I'm not touching it anytime soon or have intentions to make the current game obsolete so quickly! :cool: I have lots to do in Dungeon Plunder first, nor would a sequel be my next project necessarily either.

    It's just that some wishes, like fully randomized items, are good ideas but would require too much changes to fit in the current design without some extensive rework.

    I'm 100% dedicated to Dungeon Plunder's updates (and I think it shows ;))
     
  7. wolpak

    wolpak Well-Known Member

    Feb 7, 2011
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    #567 wolpak, Mar 27, 2013
    Last edited: Mar 27, 2013
    I definitely think the fear skill occurs more than it should. Fighting the level 7 skeleton warriors, it seems to happen after 3 or 4 rounds of no attack almost every time. Could be bad luck, but for a 11% chance of it happening, seems strange.

    Also, when he dodges, it doesn't register that as an attack.
     
  8. Thanks for reporting. I'll investigate these tonight.
     
  9. Naked Snake

    Naked Snake Well-Known Member

    Jan 14, 2013
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    Have you looked into getting this game to work right on iPhone 3GS? Still has matching errors in every battle. I played a little bit on there anyway and it plays a lot better on the smaller screen vs iPad.
     
  10. I assume you did but you're using the latest version on your 3gs?

    I had a player who said my fix solved it back with 1.14. Send me an email at [email protected] and I'll followup with you for a fix or a refund if I can't solve.
     
  11. Naked Snake

    Naked Snake Well-Known Member

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    #571 Naked Snake, Mar 27, 2013
    Last edited: Mar 27, 2013
    Yeah, I tried the latest version of the game. I don't want a refund cause I'll continue to play it on iPad as I've been doing. I'll email you about it.

    It seems like it could be caused by one reel spinning too long, it doesn't stop when all the other reels stop.
     
  12. andreadeda

    andreadeda Well-Known Member

    Mar 6, 2013
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    I just died with my mage level 20 on the lich before Nicodemus, had no life scroll remaining; well i at least unlocked a legendary rune!

    Amazing game and very good update, gives a whole new strategic feel to the battles and some needed variety.

    Hope next time i'll beat him! will start again from level 17. Btw i really like the mage, feels more tactic and interesting than the warrior (only played a couple of games as rogue), canì't wait to beat the game and try it with the new classes!

    good job developer!
     
  13. ArtNJ

    ArtNJ Well-Known Member

    Jul 13, 2009
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    Got Rogue to lvl 15 pre-update. Did expect to die soon since I was out of scrolls. Had the latest gear, but on lvl 8 and after (pre-update) Rogue can randomly die to any mob that is usually easy with bad luck early on poison. Shields and to a lesser extent hearts can buy time on poison, but they arent a substitute for it. Sooner or later low poison will kill you if you cant get it higher. Its not like the Rogue can attack before getting the poison up, since attacks normally use up a poison level. So attacking too early just increases your chance of death.

    Died soon after the update to a vampire that was paralyzing me a ton. I dont really see how paralysis is a fun mechanic. Yes on fear, that is fun, but on paralysis it just feels like you are not involved. Due to all the paralysis, death seemed pre-ordained. I never had a chance that fight.

    As I undestand it, poison stun % got raised, but the defense rune bonus got nerfed. This seems like a poor trade for the rogue, as the rogue's difficulty was early in the fight when the poison level was low. Once the rogue gets 5 poison and 2-3x the initial level shields, winning is 99% if you dont get careless (say when trying to farm). If you never get those levels, you may well die. Even before the update, I accumulated over 1500 shields while farming gold . . . increased stup % wasnt needed for the rogue -- something to mitigate bad luck early was.
     
  14. #574 DungeonPlunder, Mar 28, 2013
    Last edited: Mar 28, 2013
    Thanks for the good words Andreadeda - you're almost there! Was there enough mobs for you to get to 21? I added some in 1.16's dungeon as it was a bit tight.

    I kinda like what I did with paralysis tbh since it's not a wasted turn - you still have a shot of landing something. Vampires are tough though with their combo but I tuned down their damage to compensate if you noticed. I also increased the number of opponents in 1.16's dungeons to let you selectively pick which ones to kill and which ones to avoid if you struggle against a given combo.

    I did increase base hit points to mitigate the bad early luck for all classes. I also increased the number of scroll attributed on death. Increased stun was needed later on as the old formula had stun % decreasing over levels which was just awful for rogues - trust me on that if I restored it as is you'd hate it at your level.

    Atm you're second on the leaderboard. I'll check rogue progression and will come up with something new by the time 1.16 is approved if I don't see them getting further. Might slightly lower stuns at higher poison levels but give them an edge at the beginning or something like that. Will have to be careful to not kill the rogue unique playing style either.
     
  15. Naked Snake

    Naked Snake Well-Known Member

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    Before the latest update I had earned a minor rune, but I was maxed out on minor rune bonuses. The red plus symbol stayed on the main menu next to runes even though I had none to scribe, and after updating to the latest version the red plus is still there, but there's nothing to scribe.
     
  16. Retro Nug

    Retro Nug Well-Known Member

    May 9, 2012
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    Same thing here. It's kind of annoying.
     
  17. ArtNJ

    ArtNJ Well-Known Member

    Jul 13, 2009
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    I did notice the increase in start life -- that doesnt do much because with no poison, you burn life like water. I think the increase in life scrolls is a really significant help though. I have 5 to start for my next go.

    If the rogue needs more help, my suggestion would be to make the lowest ranks of poison more sticky, so that you fall from 3 to 2 to 1 to 0 more slowly. One thing that kills rogues is when your not getting poison and you accidentally draw daggers and your poison ticks down.

    Rogue is always going to be a little more subject to bad luck than warrior because you need two things to get rolling, poison and shields. Once your rolling, you can get buy with few shields, but at the start you need both.
     
  18. I do a cleanup of the leftover runes on 1.15 death - should have put it on game start though. My bad - I'll move the cleanup there for 1.17.

    I like the idea of having low poison stick more - I'm not in front of the code right now but I'm pretty sure there's no such factor atm. That'd be a good help without messing up things too much.

    Let me know how your next run with the scrolls go.
     
  19. andreadeda

    andreadeda Well-Known Member

    Mar 6, 2013
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    I actually didn't think about the fact that i could level to 21, thought 20 was the level cap (my bad for not loooking at the exp bar) so i went straight for Nicodemus...oh well, next try i'll be sure to hit 21 before trying the bosses
     
  20. Darth Ronfar

    Darth Ronfar Well-Known Member

    Nov 20, 2011
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    Arghh what a pain... Spent all that time with the warrior then started trying a strategy that was made less efficient.. Only to die and lose everything

    I guess now ill just have to start over maybe use the rogue I dunno..

    The thing that's bothering me is the person that beat the game isn't in agreement with the creator of the game..
     

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