Hi Kepa, Thanks for responding to my post regarding Pets. One game I play which I think does Pets right is called "Parallel Kingdom" for iOS. In that game you can have several different types of pets. - some pets taunt the enemy and absorb damage for you - some pets cast fear which cause the enemy to run away - some pets stand at range and shoot arrows at your enemy In each case there are upsides and downsides. - if a pet is taunting the enemy, they have decent health, but they still die much quicker than I do, so I have to be quick about killing the mobs before my pet dies - when a pet fears the enemy, that's awesome because it gives me a second to regenerate some health, but they don't do any damage, so I still have track that feared enemy down and kill them - the pets that attack at range are the weakest, but they rarely die so that's a bonus for sure I think you could take these three pet ideas and make them work quite well in Mage Gauntlet. - the tanking pet has 3 hearts and can cause the enemy to focus their attacks on him - the fearing pet has 2 hearts and sticks pretty close to you - the ranged pet has 1 heart and casts beam of light or fireball spells Make the abilities have an internal cool down of 30 or so seconds and I think you'll be just fine. You could even make different pets cast different spells... ========================================= Regarding the iAP of the Phoenix Feather. The reason people feel the need to use it over all the other trinkets of course is because you get 3 lives instead of 2 lives, and with the difficulty of some of the later dungeons, you NEED 3 lives to succeed. Why don't you just add a rare spell which can be found in urns that mimics the effects of Phoenix Feather (as long as you don't have one already equipped) which lasts for the duration of the level (or until you are forced to use it). That way you don't HAVE to use iAP to get that 3rd "get up", but if you wanna spend 99 cents to have the effect you're more than able to. Does that make sense?
3 Secret achievements are bugged and currently unobtainable (Slime Cave, Sealed Tower, and Master Mode secrets). Decadence and Maximum Strength Solvent are also currently bugged and, as far as anyone can tell, unobtainable. Rain of Steel, Don't Disturb the Dead and Careful Brawler are bugged but still obtainable, however the latter of those three is basically impossible. Just don't try to use Sword Fury for Rain of Steel, it doesn't work that way. Finally: Seeker, Environment Milestone 3 and Combat Milestone 3 are bugged because they require other achievements, which are bugged. Pretty sure this update fixes all of them, but I'll have Kepa confirm.
This seems right. We may have missed a fix in there, but we can fix any remaining ones in another update. We're adding another life to story mode. Though, the reason the phoenix feather is better is due to 3 starring stuff. A rare spell would help, except it would be pretty strange given the lack of spell descriptions... I think we'll do something like this in other games, but it's probably to late to add to MG. I'm pretty sure I'm going to do this. Just make the last third (maybe half?) of the long levels a spell urn fest. Don't know about that. I know if I added a resurrecting robe or pet, that would be the only pet/robe that people would use, ever. I could put it on a sword, but then I'm limiting what people use in what's probably the most interesting equipment slot. I know in future games I'm going to make consumable items the only source of resurrection, no more putting it on equipment. We also added more spell urns to that level in the upcoming update. Haha... should have done an achievement for that. But more likely we should probably remove the lucky spell. Maybe the shield spell, too, which just sort of annoys me now if I get it. We removed haste from the spell urns for a similar reason, we should have gone all the way. I was also dimly considering making players get the luck buff from breaking spell urns when full, instead of a shield buff...
Remove Lucky, rename Ultralucky to Lucky, and make it less rare than the current Ultralucky spell (but more than the current Lucky spell). Shield spell annoys me too, but I like getting it from urns when I'm full. It's basically another heart but better, because it stuns enemies. Does the chance to trigger Fireball / Earthspike from their respective weapons have anything to do with either of your critical chances? Or with Luck, or the Lucky buff, or the Lich's Foot, or anything?
Personally, shield buff on breaking heart urn at full health is totally appropriate. On a full spell bar though? That's hard to say. Doesn't happen very often, but when it does... maybe random buff excluding haste/shield? If you take out "lucky" even better. I like the *concept* of the lucky buff, it's just so unnoticeable that it feels like a wasted urn. I don't get Ultralucky often enough to notice in that one, but I don't feel like the difference is appreciable there either. Perhaps replacing lucky buffs with a buff that gives 100% melee/magic crit for 5 seconds, or something along those lines. I've seen other games use this technique and it's really good, providing it lasts long enough to use a couple times, but not too long that you can kill a boss in one application of it. I have a question, what are the drop rate %s for trash enemy hats? I notice from the names of them that some enemies appear to drop multiple hats? Are there hats exclusive to MM enemies or can I get all the mob drop hats in SM?
I agree with this - I get a Lucky spell and use it almost instantly just to have a spot for another spell if I find one. I don't mind the shield with full health either because as was mentioned it provides a stun as well - double whammy I guess. Though sometimes I judge whether I should crack a heart jar and debate whether I should save it and come back for it if needed. But then again I am at a point in the game that still is possible. I am sure that as I progress I will rethink that strategy. I am in with the orcs at the moment and going carefully to three star everything before I move on - prefer to savor the experience than rush through. This might not have been the best choice though since I have leveled up a lot in the meantime. Therefore, the orcs are not as hard as some others have reported. I guess that is the trade off for good or for bad. On the other hand am getting some cool hats along the way!
I think normal enemy drop rate is 1%? Not sure though. Master Mode enemies don't have unique hats, but they can drop other hats from the same level group and have a higher chance to drop them.
The chance to trigger is always around 6%. The fireball/spike itself is affected by magic crit and the red robe/brown robe, though. The random buff thing was the original design of the game, but it didn't work too well so we removed it. It ultimately just made people avoid smashing urns when full. The drop rate for trash enemies is 1%. In master mode, the new enemy variants have a much higher drop rate, and drop from a selection of hats that other enemies in the chapter drop. There are no hats exclusive to MM enemies, but it's a way better place to get them if you want all hats.
Great game so far but ... I purchased the game from the app store on sunday and didn't get the early bird items (8 hats and cat) ... As i understood, up til saturday, you get a discount and the items, and up till monday, you just got the items. I know i purchased it on Sunday ... but didn't start playing it til monday. Is that why i didn't get the promotional items?
Question regarding how hat drops are determined. It's obvious that enemies can't drop hats that they've already dropped. So the question is, for enemies that drop multiple hates (like the Master Mode enemies), what algorithm is used for determining drops? I'm assuming that first the RNG determines that the enemy will drop a hat, based on its respective drop percent. After that, however, say it chooses a hat out of the monsters treasure class (or whatever you want to call it, I'm reverting to Diablo II a bit here) that the player already has. Does it then reroll and drop a different hat, or does it just stop the process and not drop anything? If it doesn't continue, it may be less beneficial to farm nightmare monsters if you're only missing one hat in an area, since they're drop chance will realistically be much lower. Also, specifically how high is the drop chance for nightmare enemies, if you're willing to divulge? And is that applicable of all enemies that appear solely in Master Mode, or just those with "Nightmare" in the name? (Which is a lot of them).
Yeah, that's why. But send me your UDID over email, twitter, or just post it here if you want and I'll add your promotional items. It just removes already drop hats from the list before the roll happens. But yes, the more hats you have from an area, the smaller the drop chance becomes comparatively on the nightmare enemies. The nightmare enemies have a 3% chance per hat, and usually have 3 or 4 hats assigned to them. So if you have no hats from that area, it's up to 12% chance that you'll get something. The "nightmare enemies" are the ones that are harder, recolored versions of old enemies. Basically the things that are introduced in the second level of every master chapter. We were going to make a trinket that increased hat drop rates dramatically, but ran out of time. What we should do is assign that to the rabbit's foot trinket...
+1. I love collecting stupid crap in games like this... It increases the replay ability for me 100-fold I just don't like grinding for 0.05% drop rates!
Looks like sleep did the trick! After restarting a few times because I kept getting luckys p), I three-starred/beat the silver pinnacle on my third attempt. Three-starred/beat the gold on my second attempt... lol About to attempt the boss, wish me luck! (BUT DO NOT WISH ME LUCKYS!) EDIT: Beat Hurgoth, watched the awesome extended ending, and went back and three-starred him. Love the game!
Hello, I'd just like to share my thoughts on this game as a "non power player" for want of a better description All in all it's a great game - very slick, original, interesting. And I totally plan to add it to my site when I get round to updating it. However: 1. My first observation is that it's very light on RPG elements. With all that interesting equipment, I'd like to be able to access my wardrobe and try different things out mid-level, but that doesn't seem possible. It's not vital, but it's a bit of a shame given the effort the devs have gone into creating all that cool gear. 2. As a very casual player, I find the game far too hard. I die all the time, even on the first level (garden) and the second one is almost impossible. My suggestion would be to make a "casual" or "easy" level, perhaps either with less/weaker monsters, or unlimited lives. Completing it perhaps wouldn't unlock Master Mode, but players like me would still find it enjoyable and be able to complete the game. I am fairly certain at this point that I will never be able to complete the game, and I simply don't have hours available to practice (unfortunately!) This game requires more player skill than a turn-based RPG, for example, and I just don't have the coordination and fast reflexes required. 3. My other disappointment is the scarcity of magic spells (and this relates to the above - it would be much less difficult if there were a lot more spells available). Casting spells is great fun in this game, so it's frustrating that there seem to be so few spell urns. The first boss fight seemed to have unlimited spells as a new one arrived every time you used one, and this was great (it enabled me to complete it anyway!) So those are my thoughts, but I'm very glad to see this game appear, since any innovation in the RPG genre is always great.
@istara There are going to be a ton more spell urns in the harder levels in the update... but if you died in the gardens, I'm honestly not sure how to help you... Also, I think "Mage Master" is bugged...
All boss fights give you 4 spells to start, and spawn minions which grant targeted spells when killed (so none of the Shield / Lucky / Time Circle bullcrap!). A beginner's mode with infinite lives might actually not be a bad idea. It would also allow people to grind for hats without really paying attention to how they're doing. Nothing else would need to be changed except that part. That being said, the new update is already increasing the number of lives you get in Story Mode by 1, so that should help you out. I'm on 302 stars—Tower Pinnacle 2 and 3 on both Story and Master mode still need to be cleared without dying, but I've been too lazy to go back and do it. Uamuleth still refuses to drop his hat, in either story OR master mode, after 70+ attempts. Hurgoth also has refused to drop his after ~15 attempts. What the hell, bosses.
I'm sorry folks but Master Mode is SO MUCH easier than normal mode. I usually beat each level with 1 heart lost overall so I don't use the heart canisters that much. So far I have not gotten less than 3 stars on a level and I finished the entire first section. Master Mode is also so much better as there is actually a good amount of spells! Anyway I only found 1 secret and am going to wait until the update hits and fixes the achievements. I don't like the door that closed behind me and forced me to replay the level to kill everything though... Anyway secrets in Master Mode are actually incredible. Nothing like the normal ones. Please continue the next game like Master Mode. It's absolutely perfect (except for those damn red doors).
Master mode screen 1 and 2 is a joke because there's so many spells. Master mode screen 3 is much more evil.
I liked both kind of secrets, and I also thought it was neat how the different kinds of secrets are separated by modes. Maybe in the next game there could still be both kinds, but the "unique art"/story mode secrets would be more obvious (though they honestly weren't that hard for me to find, especially with the map). One thing I am ticked at though is that I don't have the "Shadow Sleuth" achievement, and it's apparently not bugged... that means I have to go through EVERY level again to find (probably) one note that I missed... and it's in story mode so I can't even really get hats while I'm doing it... *equips chicken*
I wondered (hoped!) that this might be the case. I've only managed to get to the first boss so far, so I wasn't sure. Yes, that's what I thought. It increases the fun for casual players, without removing the challenge for those using advanced difficulty modes. I got there in the end, it just took a lot of attempts! I didn't mind that as it was nicely challenging. However, starting the second level has made me realise that it's likely to get far too hard for me to succeed with my current (lack of) skills