The lantern doesn't feel that powerful to me (and I do mean when standing still to make it last longer). It seems it does at least a fair amount of damage, I guess... I think it should manage to do at least as much as your sword if you have to stand still vulnerable to non-magic attacks. Defeating a whole room using all 6 ammo doesn't sound overpowered. It sounds about what I would expect, depending on what enemies. Plus, that's all your ammo gone now. 4 ammo sounds really bad, like I'd never want to use any of my ammo.
I don't believe they are, except Orvar's Buckler has "chance to not get damaged" built into it at upgrade II. Oh and Giant's Knife takes a little less energy at II, I think, but is otherwise exactly like the Warrior's basic sword. No, this isn't the second update yet, just a hotfix. We'll try this again in update 2 coming up. The darker guards are the nightmare versions, who have shields that are very hard to break. They look too similar to the normal versions though, I think. Looking into that issue. But yeah the solution for now is just closing/opening the app. I can try making these a little more forgiving. What we're going to do is make it do slightly more damage than it does even now, but also make it actually root you in place for a bit. It'll be about like swinging a sword I think, maybe somewhere between the shortsword and twohander. The problem with the lantern balance now is that you can use up your 6 ammo with it as quickly as you can swipe, giving it no downsides as long as you're willing to blow the ammo.
The lantern change sounds good. And I just remembered, about those flamethrower traps, I once encountered a set that had so many in a row it was barely possible to get past without getting hit... so making them slightly easier sounds good too.
Getting past large sections of flame spewers without taking damage is possible, it's just very finicky. You should stand directly in between the two, or as far away from the one if there's only one row, and only advance a moment after the flames die out. If you go too early, you're guaranteed to take a hit.
I'd like to share that in Catacombs, I entered to a room completely full of exploding mines and I didn't noticed any of it. I died, of course. More like CataBOMBS.
I had encountered so many in a row that running right after the flames stopped firing was barely fast enough. I don't think I even managed to time it, though it might've been possible.
Yeah I'll take a look at the flame traps when I'm doing balance testing for update 2. That should be in a week or two? I laughed when I read this. THANKS A LOT, O*BOMBS*A
Still can't beat the labyrinth as the adventurer or mage, adventurer is mostly just the room generator giving really hard rooms
I just got this. I am loving the style and mechanics. The only thing I am having difficulty and not very happy with is the control scheme, I do not find it very comfortable. But certainly recommend this one and, based on the comments and reviews, it is nice to see people are willing to spend a more fair price for games on iOS - glad to see not everything has to be 0.99!
Gloat post: Just earned my shiny diamond emblem to complete my Warrior character, finally. The gloat: I finished the final boss off with full power, and a health potion to spare! I feel like I should have gotten a special giant pope's hat or something afterward, but I'll settle for finally getting the diamond emblem ;p.
Ive been going to wikis and such/going through update logs to find an answer to how many floors are in the gold dungeon now but cant seem to find it. If anyone knows offhand I'd be super appreciative.
Thanks guys, appreciate it! For some reason I was thinking seven, but was off. Still not even close, best was six!
I suppose you're right, 4 would be too low a number. We'd probably just get a single lantern from supply boxes too. Also I'm finding it harder to corral enemies together to pull this type of nuking off in the Labyrinth than in the catacombs because of how varied the enemy types can be. I like the change Kepa mentioned. Will force me to use the lantern more tactically than like how I use the warrior's shield for split-second blocks.
Apparently I had no choice but to clear this huge mob of zombies in close quarters as Mage in order to proceed. Any tips on how to do that?