With the Mage I keep moving but those stealth guys seem to stab me at the right time. Ive done the dungeon with the warrior, but these punks drain me over time. Luck seems to be the only way not to get hit by them
The invisible guys aren't so bad after they come out of hiding with that initial stab charge; the Mage even one-shots them. To deal with them, you just have to be on alert at all times. Count how many enemies are in a room when you first enter; if it seems low, there's probably a couple of stealthed guys. Try to never get backed into a corner, and make sure you always have room to dodge at a moment's notice. If the room and enemies allow for it, try to always be moving until they show up. When they do show up, try to run perpendicular to where they're facing (i.e if they're facing right, run down). Focusing on dodging attacks over anything else really is key in the gold dungeon, overall. Also, before you use any scrolls, you can "scan" the room for the invisible guys. If you feel like it you can just keep one scroll with you at all times for this, just make sure to hit cancel instead of actually casting it.
Ayjona: We're doing something like your idea with the pets we'll add, for the third big update. They'll provide a constant buff, until you die. We wanted to do the graveyard/find old corpse thing too, (common in Traditional Roguelikes, they're known as "bones files") but we ran out of time. We're doing this, hopefully in Update 2. In addition a new altar type will show up if you somehow get all three buffs and keep them until the next floor. 3 definite updates. Maybe more? Not sure. 1. Lifesteal is definitely against the design of the game, but I'm going to play with that in a future game. Thinking of a class in a future game that can't heal normally, but gets a limited lifesteal mechanic. 2. Maybe! Can play with these in the future, especially to buff classes perceived as weak. 3. Yes, ones that can't do this are just bugged. If anyone has time, can you make a list of stuff that doesn't break shields that probably should? 4. Rogue getting tons of flash bombs is intentional, though we can play with this to buff her later if need be. She's getting various other buffs first. Warrior is just going to lose his health potion upgrades, he'll get something else instead. At the same time, health potions will become as strong as they were when fully upgraded, but remain rare. 5. Spellsword taking a full bar to charge is intentional. The idea is that you have to carefully weigh the advantage of the stunning charge versus being able to dodge frequently. 6. No new Forge upgrades are planned. Most of these ideas are stuff I'm considering for a future game, though. Oh and funny enough, the "decoy" idea for Rogue is how Fake Out is supposed to work. It's just too vague/weak right now, we should actually show the decoy for starters. No continuing after beating a section, it's too against the design of the game. I can tweak gold values, sure. I'll bump it up a little. 1. Nope. Would mess up the game's design. This would make sense in a game where it was just one big dungeon, but not in this one. We were aware of this during making the game, too, just wanted to try something different. 2. I'd like to see if I can fix this by making the options more enticing than the starter weapon. 3. No, I hate stuff like this. Really just results in "DAMN IT I GOT HIT" 4. Heh yeah. It was hard to figure out how to do this exactly. Maybe we should just add a 0 to all the +stat stuff, so it sounds bigger. Brandon does the hats and he just makes stuff at random. There's a way to get a gnome hat in the coming update I think. The last suggestion is TERRIFYING. 1) Bug, though an oddly difficult one to fix. Saving that for a future update. 2) Her staff should act pretty much the same as Cyril's... same slowdown effect and everything. Do you mean her snowstorm robe ability? EDIT: Oh woops, the numbers were off. I changed it so her tier I has the same slowdown time as Cyril's (8 seconds) and tier 2 is 50% stronger (12 seconds). 3) Tier 2 is the max.
I've finally beat the third dungeon! (With Blythe, predictably- two hourglasses makes the final boss free win) I have to say, the character balance is pretty spot on- great job Kepa and crew! Controls are great too. Pro swipe works super nice, at this point I don't think I'd do better with a joystick. Especially since I haven't touched one for a very long time. My favorite class is for sure the adventurer- depending on the upgrades you get Cyril is definitely capable of becoming the king pimp of pimpville. I'm actually editing Cyril's wiki entry right now. Orvar's Shield + Dash + Giant's Knife = Blythe 3.0 Spellsword is a nice inclusion for all us OG MG players. Cultist is sweet too and definitely worthy of being the last class to be unlocked. Her upgrades are super unbalanced though there's nothing else in the game that's nearly as much of an upgrade as belt of the trickster- on the other hand her dagger upgrades are all extremely lackluster. I never get excited for a dagger upgrade. Can't wait for the infinite dungeon, although I can't clear the third consistently yet. Maybe after I max out the cultist. Oh and more gold please!
I actually went and measured each of the character's health bars (in pixels). It seems that 2 pixels = 1 HP, so when all characters are fully upgraded we have: Warrior: 44 HP Mage: 28 HP Rogue: 45 HP Adventurer: 43 HP Spellsword: 38 HP Cultist: 42 HP Curiously, comparing these to previous screenshots show that all of my characters have gained 5 HP about two days ago, including characters who don't even have max health upgrades. It seems that Gift of the Stalwart is bugged and actually increases everyone's max health instead of the health obtained from potions, which is probably really useful but is certainly not intentional. I'm not sure if this applies to the Warrior's normal potion upgrade as well. The intended max values are: Warrior: 39 HP (maybe) Mage: 23 HP Rogue: 40 HP Adventurer: 38 HP Spellsword: 33 HP Cultist: 37 HP EDIT: Does a class's Gift apply to themselves, or to all classes EXCEPT theirs? It's not entirely clear.
Are you actually planning on showing the decoy in an update (like an afterimage when she dashes?)? Which last suggestion? Brandon the Adventurer? 1) So avoid it for now, basically? (I think when it does get fixed it'll probably be my personal favorite lantern upgrade for him. Yes, even moreso than the shield.) 2) You should definitely have enemies turn blue like they do with Cyril's ability, to make it much more visible. My 'weird little snowstorm' comment was because her power shot has a bunch of mini particles flying around it as it flies. Buff suggestion: have enemies within a certain range of the shot (who would be hit by the little snow particles if they actually did anything) become slowed for a minor length of time (2 seconds?). 3) So in dungeon 4, there'll be 6 forges spread throughout 20 floors? Or will there be more to give you the opportunity to change your upgrade if you 'got a bad roll'? @WooHooII Oh my god, if we have to start discovering exact enemy/trap attack damage because of this, I will never forgive you
All classes but theirs. 1) Well it's still pretty handy for complete caster lockdown. It will also remain instant, while other lanterns will have a delay added to them (it's a bug that you can flash lanterns instantly). 2) Will add that to the list sure (at least the color change). 3) 6 forges yeah. Can look into adding some "reroll forges". EDIT: Ok done. 9 forges now. Maybe a little too much but whatever. No, it's just because the Warrior gift is bugged right now and gives everyone else health. Warrior will have the most when that is fixed.
OH AND Since the update's taking awhile, I think I'll look at Mage when I have time. Post suggestions here for balancing. One thing is that most people seem to dislike the staff upgrades except for the one that is just the starting staff, but with more critical damage. Another is that the fact that the mage default Power Attack does less damage than the normal attack, which is kind of non-intuitive due to the lack of damage numbers. Then there's some bugs we know about, like power attacks hitting walls too easily on certain directions. Initial changes, for starters: 1) Mage basic power attack goes from 10 damage and 1.5 energy -> 15 damage and 2.3 energy. 2) Mage lightning staff Tier I power attack goes from 3 energy -> 2.3 energy to fire. Tier II stays at 2 energy. Could maybe look at this again later, it's risky to mess with too much because it nukes single targets. 3) Ice Staff power attack goes from 4-8 seconds (depending on tier) -> 6-9 seconds (depending on tier). It remains at 2.0 energy for 20 damage on a single target. The idea is similar to the Warrior changes, where no upgrade makes your power attack take MORE energy to use. This also makes the salamander and earth staves a little better, as they now have a relatively lower energy cost. Not sure if I should do anything else with them.
@Kepa So is this new game you're referring to Mage Guantlet 2 or something completey different?(I understand if its a secret or something..that's fine) I guess I understand about stealing Health going against the design.( It would probly be too overpowered) Kinda wish there would be atleast a few new forge updates(if not new ones atleast some tweaks to the existing ones...though it sounds like that is kinda planned I guess) That's cool about the Fake Out "decoy" curious to see that. Anyways ,Still can't beat the last boss(working on getting the SpellSword and Mages last Upgrade..though i dunno how much that would help)
Why are you changings mages normal charged attacks damage and energy requirement at all? With the other staffs I just think you should lower the energy requirements and thats it
Darth: Something completely different than Mage Gauntlet 2. MG2 development won't start until the end of the year, at the earliest. It's going to be a big one. Apricosomoso: Two reasons. One is because the damage part was really confusing for people. The power attack actually did less energy than the normal attack. The second reason is so that we can have all the staves take the same energy as the starting staff, or less.
I think that was mostly just that one guy who poo-poos all forge upgrades and thinks the game's too easy. For awhile there he was making most of the posts in this thread himself.
I'd rather keep the starter sword than upgrade into anything else I've come across. Except for maybe the slower axe....sometimes.
Hey Kepa, I don't know if you still need a list, but for Warrior at least, the upgrades that cannot break shields are the Stained Glass Sword and Bane of Bones. All the others can break shields. Do other classes have a problem with this? If yes, I can check those too. Edit: Wow, you already added three reroll forges to the fourth dungeon? Sweet, haha.