Cultist unlocked!!! after dying a hundred times and having the urge to throw my ipad across my room, i finally beat the third dungeon using the spell sword!! woohoooo!!! i have nothing, no spells and no summon, using the normal equipment except for the immunity gauntlet, half life, brute force, timing and swearing!!! and it's my first time to reach the 9th floor, first bout against the blondie ghost! ohhh yeaaahhh!!! finally i can sleep well tonight! will play the cultist tomorrow
Well, I finally beat Humphrey... And this time it wasn't even that hard! Phew. I'm not sure how I feel about it though. Man, the next level is tough!
Nooo! Dungeon 2, 4th door. No enemies, both doors closed shut. Nothing I can do, anyone ever get this?
At one point I managed to lock an enemy out of the room he was supposed to be in in such a way that I couldn't open the doors. I'm not quite sure how I managed that, but maybe something similar happened?
the last 5hats from the collection you can always start the dungeon again but you cant always find a maze map or a floor with a skull chest, some treasures or a secret -always play to discover 100% of every floor
one of the few rare maze maps from the golden dungeon. the skull chest had no hat in it, at least i got three treasures is the 3rd skull chest i find with no hat (i've read this bug will be fixed) anyway, maze floors are my fav.
ok. i've posted just the hats from skull chests with ss of the map too. i though may help since there are no more hats in the skull chests 'till the update arrives i'll take a long break from posting. gl&hf to all *^
Not for this game, wouldn't work too well. We plan to do a game like this in the future, but with co-op multiplayer designed from the ground up. BALANCE CHANGE NEWS: I wasn't going to do this until Update 2, but I've been doing some tweaking of the following classes: Warrior, Rogue, Adventurer. Mage, Cultist, Spellsword are staying exactly the same, for now. I see the occasional complaint about Mage, but I'm not sure if that means she needs balancing, or if the class is simply divisive. She does need some bugfixing, but other than that I'm waiting and seeing. Here's what we're doing so far. HEALTH POTIONS: Buffed to heal a little more to double the amount that they used to, which is exactly how strong they were when max upgraded. Health potion upgrade/gift are both removed. Warrior's getting something else, instead. WARRIOR NERFS: 6/12 shields maximum, down from 9/18. Shield ammo gives 2/4 blocks instead of 3/6. The starting sword power attack takes 2.5 energy, up from 2.0 energy. WARRIOR BUFFS: Duskhander now takes 2.5 energy to use, instead of 3.0. Axe and Bane of Bones take 2.5/2.2 energy to use, formerly 3.0/2.5. Stained Glass Sword now only takes 1.5 energy, meaning you can power attack twice in a row. Thinking of making the II version of Stained Glass have an extended range. His new upgrade/gift will most likely be "When struck, your next attack will do +1/2/3/4/5 extra damage." This may or may not also apply to blocking with a shield, haven't decided yet. ADVENTURER BUFFS: Slight damage increase to all lanterns. Giant's Knife, Flicker, and Bitter Wind swords now have reduced energy costs. At level II, you can use the Flicker power attack twice in a row. You can use Bitter Wind's power attack twice in a row, even at level I. ROGUE BUFFS: Lots of these. First of all, all the boots upgrades now don't increase your energy cost. All kicks cost the same low price of the starter kick, meaning with the -energy upgrades you can use two power attacks in a row. The slide kick has a bigger hitbox now. Whirlwind kick lasts a shorter duration since it takes much less energy now, but also does more damage. Nullguards block 2/3 magic projectiles now, instead of 1/2. Toadskin Cowters now ALWAYS applies its poison to whatever hit you, with level II inflicting a 50% stronger poison. Mirage Poniard got a slight buff to how long it stealths you. Rogue will get some further buffs in Update 2, stuff we couldn't do quite yet. The biggest is probably making Fake Out more obvious in what it does, and most likely improving it. She may also get a tiny reduction to dash cost and another small Mirage Poniard buff, mostly waiting and seeing how the other changes help her. In Update 2, I'd also like to change the Black Cat Braces and Hush Slippers to be different. Black Cat Braces will most likely give you a free stealth if you get hit. Hush Slippers will probably give you a free stealth if you kill a big/tough enemy. The level II versions will likely apply a stronger stealth. That's about it for now. Let me know what you think.
Kepa, I really appreciate the response to my coop suggestion. It's awesome to get a yes or no answer, in fact some developers just don't answer. Ty. I trust your judgement on the nerfs and upgrades, but my main concern is that you keep the difficulty extreme. That is what appeals to me.
Most of those changes sound cool. Personally I think that having the shield block a hit activating the extra damage would be nice, especially since the shield got the durability nerf. I think Mage is pretty balanced, though I feel her standard defensive ability (the gust of wind) is a little underpowered and most of the staff upgrades are not as good as the basic staff. Spellsword seems pretty okay too, though I can't speak on specifics since I have not played him all that much, and I haven't unlocked Cultist so I can't speak to her balance.
i max out warrior and adventure's passive upgrades -after the update i'll have to upgrade their passive skills again? spellsword should do a power attack and a dash with one bar of energy -sometimes when you fight a grup of enemies you can stun 2-3 enemies but you're stuck in the middle of the grup and one dash would be v helpful mage should get a forge upgrade to increase the health between floors -in the first 5-6 floors of the 3rd dungeon i always have full health -if i lose half of the life bar i get it back on the next floor but above 5-6 floor the enemies are more agressive and the amount of enemies doubles -sometimes i'm on the limit with my health bar -and a forge upgrade like adventure has "a bonus to the health between floors" will refill my health bar when i reach the stairs with the bar on the limit, also will be nice for the 4th dungeon i agree, the game difficulty should stay as high as possible -the game feels more rewardin this way maybe a dungeon with some snow theme will come in future updates, at least a floor or a secret treasure room edit: i've play alot just to test some strategy and see who can be the ultimate character -the mage's only weakness is her health bar -if she had a health bar equal to any other character she would be a killin machine. you can kill rooms of enemies without them knowin what hit them. in the 3rd dungeon you can do it with most enemies except the rooms with those melee fast guys -but you can stealth them as well -depends how the room is build
About the warrior needing to get hit to activate an ability. It would work best with the shield. The best player doesn't take damage, so the new ability would be mediocre if it didn't work with the shield.
This game is an abusive spouse. Took me a while, but finally beat the third dungeon with the warrior. Tried out all the other characters and beat the first dungeon (which is so much easier after playing the third ha). The cultist is really fun to play. Thanks to all the tips and videos from this forum, Ill list the things that helped me for the third dungeon. FYI I personally found the difficulty of the dungeons to be really hard (bronze), brutally hard (silver), and insane (gold). 1. This game is an abusive spouse. It will mercilessly beat on you and you will keep coming back for more in the hopes something will change. The sooner you accept that the less frustrating it will be. 2. I liked the axe, the extra damage really helps. It sounds like with the upgrades mentioned above that some of the other swords may be useful too but until then Id skip them. 3. The key to those resurrecting terminator things is staying diagonal to them as far as possible within your sword range. Swing until they charge, then move to their diagonal again. Id kill the other enemies in the room first, you can also get a couple swings in while they are trying to resurrect something. 4. I did not find the power swing very helpful in the third dungeon. Every now and then maybe especially with the axe because then you could one hit some monsters but otherwise keeping your shield on at all times was much more helpful. That took me a while to learn especially since I first started playing the rogue so Id be used to going into a new room with my power attack ready to go. 5. Shields are really the key. Id basically attack and immediately swipe down to put the shield back up unless I was swinging more than once in a row. Get used to that movement. So that every time you open a chest or whatever, you immediately reactivate your shield so you dont get punked by a mine. The only exception to this is the rare time you have full health are running low on shields, then its better to lose some health that you will get back when you go to the next level. 6. The only shield upgrade I liked was the thorn one because you could move full speed and it wasnt weak against magic or physical. Plus the damage against melee attackers is helpful. 7. Every hit and shield counts. So I wouldnt pick up a shield upgrade if I was only short 1 or 2 shields from max, Id play out the level and come back to pick them up so as not to waste them. 8. Learn how many hits it takes to kill each monster so you can know if one more swing is worthwhile or its better move away and wait for your next opportunity. 9. The little flying things that shoot at you that you can one hit kill do NOT stop their attack when you hit them so have to get to them before they are charged up. Use your ax against them. I was bad at remembering to use axes, Id always have extra. Wheres the flying monsters that take 3 hits to kill, when you hit them it will halt their attack so once you get to them Id just finish them off with 3 hits. 10. Save your powerups for the boss. They are relatively rare for the warrior so Id only use one if I was in a really tight spot or once I maxed out and another dropped. I otherwise have no boss advice, I just used all my powerups and went to town on her as quick as possible. I had full axes too so I think I finished her off with a flurry of axes. Kepa, thanks to your team for such an amazing game and the great support in this forum. All of the updates you are planning in your above post sound great, except for nerfing the warriors shields. Its already such a challenging game, and the shields are so key to the warriors strategy on the difficulty levels. I dont think less shields will be balanced out by upgrading swords that you may or may not even find on a particular run. Suggestions (some I know have been posted before) - Health bar on enemies especially bosses. Please. - Dungeon Floor number available in the map or at least tells you when you enter a new floor, I lose track and have no idea what floor Im on. - Faster gold collection magnetic thing. As it is the delay before the gold starts flying towards you gets frustrating and getting gold is hard enough in this game. You have to sit by the chest or the gold piece for an unnecessary amount of time. - Nerf the mines somehow. Either get rid of them, make them more visible from further away, etc. They are really frustrating and it does not seem like I got any better at avoiding them with practice, but maybe thats just me. - More shrines. I only ever found them on level 2 of d1 - Make it more obvious that the tutorial is a tutorial. I was really confused when I first played. Thanks again to Kepa and RocketCat and all the forum users who have posted useful tips and videos!
i tried to make some screenshots to give some ideas about how to stealth your way to victory with the mage. you can do it with warrior's axes and cultist dagger's too but you can run out of axes and cultist has low dps. mage is the best becouse has a great damage with her normal attack. in the first ss. the room has 4 enemies in it +1-2 invisible melee guys. i get that bad guy out of his room and make the room easier -he revive everyone and can be v dangerous in crawded rooms in the 2nd and 3rd ss. the room has 3-4 enemies, i take out that exploding dude(i also kill the fast little guys with my shots) and after i kill him i can do the same with others or i can rush into the room and kill everthing that moves if i could make videos would be much easier to understand. dosent work all the times and i dont always do this strategy but when i want to do it for me works like a charm):