I've seen this as well or tonight a case where some 4 monsters were completely blocked off from accessibility in a corner of the map due to a perfect arrangement of hills, trees, and lakes. Oh, are there any plans (unless such an artifact already exists) to have items that let the player traverse a specific obstacle (like boots of Water Walking)?
As with many others, loving the game, although I've become somewhat frustrated in the past few days since my Rogue keeps dying at L14-16 (16 is currently my high). A few suggestions to put on the project backlog -- 1) Remember what name is used for what class. I always name the different classes differently, so when one dies I end up having to type the name over. Small problem, but also a small fix. 2) Let us choose what artifact to keep for legacy. I really hate getting stuck with +coin. 3) Make sure the 2nd page of characters has free slots for starting marathon characters. You could do this one class at a time (really all that's needed) prior to 1.18 by using the 4th slot. Great game, although I find the higher levels really incredibly difficult. Glad you're able to keep the updates coming!
Indeed. Fixed, thanks for reporting. Good idea. Will be done in 1.20. I've been struggling with this one for a while. Another attempt to at least improve it is on it's way with 1.19 No such thing. The game normally (emphasis on that word) should generate geography that makes everything accessible. There's going to be an addition in 1.19 (undocumented yet, little surprise) that should help in that regard. Quick to fix and as a matter of fact I do the same thing myself I'll do it today. On the list. There's 8 slots with the new version so that should be enough I think. Glad you like it. So far the feedback I got here and in email/private messages has been very positive. They were lots of fun to design and they ended up with their own personality and playing style that makes them unique. Well it's a big deal to me as I was confident I had that one addressed in 1.18: had found a case where quest items would not end up on the roads and were just skipped if generated there. Back on the list, high priority. Thanks for reporting.
You're very welcome! I have a debilitating addiction to this game lol. It's great to be able to talk to the developer and actually report or suggest things and they're actually acknowledged! Great work so far man, keep it up! I'm interested in this "little surprise" you mentioned. I too have been playing the rogue pretty much exclusively, but I also felt lately that I've hit a bit of a wall in terms of how far I can get with that class. I love the rogue, but I've been dying pretty consistently around lvls 14-16. However this has given me the opportunity to try out the ranger which I am absolutely loving at the moment.
I play only with the rogue and I can't pass level 8, I got within a sliver of 9 once but died. I'm switching over to ranger now, I think I'm done with rogue. There is a point around level 7 to 8 where your life is around 140 and your opponents are suddenly like 250 and I guess that really spells my doom. I must be using the wrong strategy.
It's a good approach to switch classes when you're stuck. No need to frustrate yourself and nothing prevents you to get back to it later on. Good luck with the ranger.
Purchased additional classes and skins to get the platinum badge; this developer is on fire and well deserves the support.
I've had great fun with this game since I bought it, and I'm really enjoying the Ranger. I also wanted to report a strange thing I've noticed for sure at least once on my Ranger, and which I've also noticed happening one or two other times (but don't remember if that was also on my Ranger). When on a Collect quest and not careful with the controls (i.e., tap the direction for each space instead of just holding thumb on the screen), I've actually sent my character onto the space of the item to collect, passing through the monster with my character. It immediately brings up the combat screen for the monster I passed through; after I defeat it and it goes back to the world map, (1) the item has been removed from the map (presumably because I've stepped on it), BUT it hasn't been added to the quest count, and (2) the monster I just defeated (which I walked through but for which the combat screen came up anyway) is still there on the map (and I can fight it again). Anyway, I mostly figured I'd make you aware of it. If I'm slower with the screen tapping or if I just hold in one direction instead of tapping to move each square, then it all works correctly and I can't pass through the monster guarding the quest item.
Hey Dominic, Since 1.20 is likely weeks away, any chance I can con you into a Class Reels breakdown right here in the forums? No graphics needed just something simple like: Warrior: 2x Double Headed Axe 2x Axe 1x Axe/Shield etc. The part I'm really curious about is class specials are weighted into the mix, how much useless junk each class has to contend with (are the classes with junk removal given more?), and do some classes see common symbols more or less than others. I love the game but the game mechanic junkie in me has trouble with the idea of rolling an unknown sided die hoping for the best.
With the rogue and just now the ranger down, I figured I'd give thanks to the developer for a hell of an addictive and fun game. My combined playtimes of my other top few releases of this year probably doesn't come close to the amount of time I've spent with this one. Said I'd take a break, but now I'm itching to start a monk...
Thanks for reporting. Sure, here goes: Warrior: 6/24: Useless symbol. 4/24: Double-Axe, Coin. 3/24: Axe, Shield, Health. 1/24: Axe-Shield combo. Mage: 5/24: Wand, Useless symbol. 4/24: Coin. 3/24: Mana, Shield, Health. 1/24: Mana-Shield combo. Rogue: 5/24: Dagger, Useless symbol. 4/24: Poison, Coin. 3/24: Health. 2/24: Shield. 1/24: Health-Shield combo. Ranger: 5/24: Useless symbol. 4/24: Bow, Health, Coin. 3/24: Claw. 2/24: Shield. 1/24: Claw-Shield combo, Bow-Claw combo. Monk: 5/24: Useless symbol. 4/24: Staff, Health, Coin. 3/24: Ki. 2/24: Shield. 1/24: Ki-Shield, Ki-Staff combo. EDIT: Fixed odds. These will be in 1.20's help section btw. Feel free to print/write down as a reference in the mean time. Tbh I've been reluctant in the past to release these to prevent rip-offs attempts but I changed my mind about it as it penalizes players as an unfortunate side effect. As I keep static reel strips they could still be obtained with some work as another player did in the past anyhow. Thanks for the kind words. 2 classes completed = boss. Great job.
I was a little worried about that after I hit send on my post, perhaps knowing the odds would be going too far behind the curtain, but VERY MUCH appreciate the sharing!
Thank you so much for providing this. The number junkie in me is already salivating at running some spreadsheets on combo odds later
Another idea for the maker of worlds! As it stands there doesn't seem to be anything to distinguish the dungeons from the overland encounters. So why not introduce some sort of, even if really subtle, environmental modifiers applied to all encounters in the dungeon. These could be almost like rune modifiers (all monsters herein do +10% damage or maybe grant +10% gold). Just an idea.
Right now dungeons have better loot odds and have boss encounters every 5 levels. Possibilities for enhancement that I see for dungeons would be traps, special items to interact with and boss encounters for other levels (with a chance to be there, not always).
this thread is to big, so i got some question about buying it. How random are the maps? would 10 playthroughs be all very diffrent? is the game short if you don't die? and do you ever beat the game? did this game ever get content added since it relased?
also how do the runes work for carrying over and this game is a perma death game right? do the runes carry over once or forever?
The maps are fairly similar even though the specific types and numbers of enemies you'll face are somewhat randomized. To be honest, this is not much of a map exploration game. The overland map is broken out into zones which are always more or less in the same general arrangement with the same general terrain and the same general enemies. Dungeons are fairly linear. It's not a game about the maps, it's about the rogue system using the magic 24 sided dice combat system (and presented for some reason as slot reels ) to try and progress through a series of battles to reach the end. Good luck with that not dying part You *can* however beat the game by reaching a final dungeon and killing the "Big Bad" Nicodemus. I have never so much as seen this final dungeon and I've been playing it almost since the game was released. Admittedly, I play the game in short bursts on and off, it's not a marathon type game (unless you want it to be), which is a big part of its appeal. Play a few battles, hit menu, everything is saved and you're off to bed or whatever. I almost didn't bother to answer any of your questions seeing this asked. You're seriously asking if there have been content updates for a game that the dev has posted here near daily about suggestions, upcoming changes, new features he's working on, etc. (you posted *immediately* after the game's developer btw)? He has submitted updates pretty much weekly like a work report, and this is all obvious if you do anything as simply as glance over the thread or look at the version history in iTunes/app store, or appshopper, or, well, anything written about this game. A big thread is no excuse to not read any of it, which you clearly didn't with an ignorant question like this. FYI, the game launched Mar 5, it's had 6 updates since then. Swift and merciless permadeath. Many times I have been thinking, man, this is going so well... oh wait, I'm dead again. Runes are the only truly persistent, character wide element in the game. Hypothetically, they're the main mechanism where your dozens of deaths give you the edge to finally kill Nicodemus (final boss and game winner).
Yea after I asked about the updates I found out you can read all the updates on iTunes which I never knew, thanks tho.