Funny, we just had a similar idea. Just putting in trinkets that were basically like very slightly weaker phoenix feathers but with different on-get-up effects. That wouldn't be hard to balance at all. We might add something to the Arcane Heart while we're at it. That would be much less of a nightmare than messing with existing IAP. The Rabbit and Lich feet skew your spell drops to the "more powerful" spells (like Ultralucky and Summon Inferno and Sword Fury and so on), but this is of somewhat crappy value. We'll rethink this aspect of those trinkets. The Lich Foot also increases your melee and spell criticals by 1.5x while reducing your maximum hearts by one less.
Sword Fury shouldn't be a 'more powerful' spell. Tbh I hate pulling a Sword Fury out of an urn. And while we're talking about things that I hate getting, Lucky sucks (Ultralucky is alright), and whatever the ice spell is does absolutely terrible damage. It's just so... bad. Shadow Bomb, Fireball and Chain Zap all the way. Adding something nifty to the Arcane Heart (not sure what exactly you're planning) would be good. Picking you back up with a Shield would also be good. Maybe some of the others, as long as they provide some sort of tactical variation and not just a direct reskin of Feather (like replacing the Fireball with an Acid Cloud, or something silly).
I Was thinking about swords since the IAP seems to be the more viable option until master mode. Why not a sword that does ice instead of fire and one that does poison. Therefore IAP will be JUST AS GOOD as the other swords and it will simply be tailored to what spell you like. Fire - massive damage Ice - freezes not as much damage Poison - damage over time Lightning - insta kill 1 enemy has lowest chance of appearing
Hey, so I discovered the special secret area in one of the Slime Cave areas (don't wanna spoil which one), but I was wondering if there's an associated achievement to go with it like the previous secret areas? (e.g. Warchief Tent)
That particular location achievement is glitched, along with two other, less obvious ones that are suposed to be achievements as well.
This talk of alternate Phoenix Feathers and Lich Feet gave me an idea, but it may be difficult to program... Necromantic Tome: Upon death, raises you in a (weakened) acid cloud with your health meter reduced to two hearts. Upon that death, you are raised in another acid cloud with a one-heart maximum. This gives you two on-death spells instead of Phoenix Feather's one, but they're weaker and it's harder to recover if you take too much damage since your life meter is shortened.
I like that. On a side note, I've done Uamuleth over 60 times now without a hat. That's: 100 * (.9 ^ 60) = 0.18% chance. I don't think even my luck is that bad. Maybe there's some really weird glitch somewhere, because I know some people have it. Then again, lots of people had 'Taking the Plunge.' <_<
It would be great if the pets actually did something other than give you base stats. I'm used to pets attacking the enemy for me. Keeping them taunted off me, freezing them with ice, etc. Any chance we can get more useful pets?
Kepa this might sound weird, but I'm listening to the TouchArcade podcast and you sound like a badass! Lol I'm loving this game like crazy.
I thought for sure leveling up would give me more hearts (like it does in Zelda), but alas... still as weak as ever, and I don't even know what +10% reduction in ability costs even means! What abilities? Can I spend XP to increase my run speed or something?
Basically your magic gets more powerful and you can dash 6 times in one full blue charge instead of 3. I am now on the very last level before the final boss and I have yet more feedback. The last three levels are incredible. I wish every level was like these. Enough hp and spell urns. Only problem is I got the luck spell 8 times in a row and it was utterly useless... Change spell chances because that's a little rediculous as beating these levels 3 stars has sole reliance on good spells. Also can you please remove the doors closing behind me. I got two stars on the first pinnacle because the stupid door closed and an enemy was stuck behind it -.- Only other thing is that the mages in the area before pinnacle are so op. they make me so mad.
Wow that's really, really bad luck. Did anyone else get this hat? Maybe it's glitched, but I don't see why it would be... Pets were planned to attack really early on, but we could never get them right. They were either too strong (you could just run around and have them fight for you) or completely useless. We could give them another shot in a sequel or something, but it's really tricky to get right. Maybe point out a game you think did pets well and I'll take a look at it? I think you're the only person that's said the last pinnacle level wasn't too long. In fact, the update adds a lot of spell urns to it. Maybe you're just that damn good. I think we'll do the randomized spell system with just one class in the spin-off game, then just sort of abandon it. It's a cool but flawed concept. I'm really thinking of going back through all the levels and removing the doors that close behind you. Secret hunters hate them, and they occasionally bug out when an enemy gets trapped behind one. It would be time consuming, but I can give all the levels a pass and do little tweaks while I'm at it. If I do this I hope people that hated the early levels are still reading the thread, because I could use the suggestions as to what to change specifically.
I've got it, so it's probably just really bad luck. I've beaten the Slime Prince and the Golem King literally 20 times each and nothing (in master mode, of course). You should increase the level cap to 80 and add a Hat Drop stat. I think the reason a lot of people complain is because they don't like using the buff spells; most people would rather shoot out a ton of cool-looking magic attacks than glow and have a chance to do more critical hits or have a circle surrounding them that makes enemies slightly slower. What was your actual intent on putting these in in the first place? Was it something to do with keeping players from stocking up on unbroken health and spell jars? Just curious. (I don't really mind them, probably because I've only been majorly cheated by them once.)
Necromancy pet. (skeleton rocketcat?) with a small % chance of the enemies you slay to rise and fight for you. Even give it a .01% chance to work on bosses (talk about replay value!). I'd be all over that.
Bosses are the end of the level though... when you beat them, there's no one left to fight. P.S. In regards to my last post: about ten minutes after posting about my troubles with the two bosses, I got both of the hats in a row! Talk about luck. (Just have Blorpx's hat now ) Edit: Woo! Top Dog!
Yup. Sidenote about achievement issues: 1) The "Stuck Pig" achievement says to kill the Fel Boar... Should be Boarzin, right? 2) I'm pretty sure the "Quintuple Zap" was called something different when I got it in-game... there's no way for me to check this though, as I've already got it... :/ If someone else wants to check, Boarlands Gold in Master Mode is a good place for it. Equip Whitebeard's Ring and the Charged Rig (&Rocketcat pet, if you have him), run past the first two mid-bosses, kill the mob, get the spell(s) (if you don't get the right one then just restart), lead the two you ran past to the other 3, and get the achievement (maybe you can whack all of them once or twice, just in case). So... yeah. If anyone wants to ease my conscious
I still feel that refilling hearts upon leveling up would still also be a good way to try and balance out the game. Maybe not done in master mode but at least have it in story mode
Nah man - he comes with you for the first X seconds of the next chapter. THINK OF THE POSSIBILITIES. That or, simply, when you slay something, there is a 1% chance that it resurrects at random one of the enemies you have slain (not enemy TYPES, but enemies - so if you have slain 49 drudges and 1 boss, you have a 1 in 50 chance of getting the boss, rather than 1 in 2). This would provide a cool double-edged effect: you slay less non-boss things to increase your chance of summoning a boss, but you still need to slay things to summon in the first place Keeps it from becoming abused. EDIT: I should really stop theorycrafting fantasy items. It's how I got kicked off many design teams.