I mainly removed magical porter because it had extremely, extremely low usage. It made more sense to push alchemize than having magical porter still exist and compete with it.
I mainly removed magical porter because it had extremely, extremely low usage. It made more sense to push alchemize than having magical porter still exist and compete with it.
rigid skin includes any enemy that doesn’t have squishly mammal skin. So things like insectiod, skeletal, or mechanical enemies all count.
I opted to let them sit in the inventory mainly because they’re a sort of pseudo-equipment, and wanted them to sit near those items. I’m aware that inventory pressure continues to be an issue for some folks, but was hoping that making alchemize so much cheaper might help with that.
You’re welcome to still use it for that of course, I mainly meant that I felt the ability was a little too good for the type of item that the pickaxe is supposed to be, so it’s not getting buffed up with the overall Duelist changes.
Firstly, thanks for the feedback! I’m sort of split on this, because on one hand I agree with your dislike of farming, and personally would prefer if there was absolutely 0 farming possibility in the game, but I have to balance that against some players really enjoying farming gameplay. So, the ring of wealth and wand of regrowth are two sort of ‘dedicated farming’ items, where spending enough upgrades into them makes it fairly easy to farm indefinitely.
I don’t ever want this to become a meta strategy though, but I really don’t think that’s the case as you’re describing it. Analytics data isn’t infallible of course, but I do keep track of item success rates, and wealth/regrowth are consistently some of the lowest winrate items in their categories (with the exception of the obvious huntress/warden regrowth synergy). Tedious as it may be, I think getting a farming win with so many challenges is still a reasonable reflection of your skill, and not purely the power of wealth farming.
The pickaxe ability in particular was not buffed. I’m fine with it being useful against certain enemies, but in general the pickaxe isn’t meant to be a viable weapon option.
Pushing a new generator is mainly useful so things like progression-dependant item drops (e.g. guidebook) don’t affect levelgen otherwise. I can’t really do things like keep adding generator pushes for new content I add, it would become a mess, not work in all contexts, and the levels would still be different unless I did something like put in an option to just not include the new content. Every update since I’ve added seeds has done something that changes the dungeon and that’s just the nature of the seed system in a game that gets updates.
Oh yeah, you shouldn’t ever assume seeds will produce the same dungeon on different game versions.
Not every entrance will be as open as this one, and it’s worth noting that the game does perform some checks so that enemies won’t initially spawn within vision of the entrance stairs.
I mean… it literally says ‘gain experience’ already. I can cut it down a bit but it already feels pretty direct.
The horn charges based on exp gain, not based on time, mainly to prevent people using an upgraded horn to stall out hunger forever. The amount of charge you get per hero level scales from ~0.33 rations to ~2.25 rations at +10. Each ration you put into the horn will be recovered after about 5 levels.
Beta is not out, it’s coming soon™, but not just yet.
There’s quite a few things mentioned here, so I’ll briefly go over each one in order:
special floors also announce themselves in the game log when the hero enters the floor or whenever the game is loaded on that floor. I always felt like that was enough to establish a connection with the icon. There is no ‘hover’ function on mobile, neither is there enough screen space to turn that icon into a proper button.
I’m not sure exactly what you mean here, as the hero does ignore enemies and allies which they cannot see. That’s a big reason why auto pathing stops when an enemy pops into view, as otherwise suddenly changing directions would be quite common.
As a few folks have mentioned, you can tap on the enemy count indicator to swap targets like using the tab key on desktop.
I’m curious how many people would use something like this. The game would also need to communicate this functionality somewhere, as it’s not exactly intuitive to discover.
this sort of situation would be effectively impossible for the game to detect reliably. It would likely end up asking ‘are you sure?’ in lots of cases where the player gave simple inputs, and would end up being quite annoying.
I have considered something like this on desktop because of mouse hover, but I don’t think this would be possible on mobile without requiring every targeting prompt to take two taps. Auto-aim also already solves this problem in most cases.
All of these points boil down to having custom note functionality, which is something I would like to add soon-ish. The problem is mainly that implementing it well takes a fair amount of design consideration, as lots of different people all have different ideas as to what would work best. Just as a simple example, lots of people want notes or tags to exist in the inventory, but I’m wary of this as that UI is already very visually busy. The journal is the obviouls place to put them, but then the functionality might be too tucked away for lots of people to bother with.
That is correct. There are some cases where you can get a lot of value from this, but not quite as much as you might think. It’s a bit like a weaker version of invisibility (as enemies still aggro to you). The 6 turns is also because the shield is +3, the base duration is 3.
the main idea is that artifact levels aren’t analogous to levels you spend SoU on at all. I’d honestly rather just change it back to the way it was before, where transmutation simply failed if you rolled all the artifacts.
soon-ish. The previous estimate i gave of mid to late April is still fairly accurate.
That’s the plan! In fact one of the purposes of trinkets in general is to better tutorialize the alchemy system.
I appreciate that this would be whacky, and even possibly beneficial if it’s just one, but I expect most people will never take the trinket if there’s even a slight chance that it could just roll a bunch of mastery potions / enchant scrolls and totally screw your run.
You have to be pretty literal when interpreting the badge description. For instance, the badge never mentions consumables, you can damage DK with dangerous potions/scrolls as much as you like.
That’d be your armor of overgrowth. Fire, freezing and blinding are all plant effects.