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The devs hint that there is a trick to these levels so that even low level characters can beat it in the release notes of this patch - I am not seeing it - any help would be appreciated.
I recommend to skip those levels if you aren't prepared, they are somewhat rare.
I hope there is another simpler method to survive the cold....
Edit :
Oh and sometimes, the freeze debuff bugs out and it doesn't go away at all even if you've left the frozen area. That's just.... terrible.
The thing with glacial levels is that each time you end a turn on a frozen tile, you get one point colder. When you reach 12 points you gain first level of hypothermia which starts to give you D3 frost damage per level per turn. Hypothermia level raises by one for every 12 turns you spend getting colder.
The warm spots on the ground do not make you warmer or colder and those are meant to be used to rest and to move around without getting colder. To reduce the number of turns spent on frozen spots, you can jump towards the next warm spot.
You guys have already listed all of the things that helps your survive these levels but you have left out turning back before reaching the point of no return. Depending on your equipment and resistances, you may have ~48 turns that you can spend getting colder (~8 points of frost resistance) before you start to take too much damage and it might take 10 turns to get back to the stairs if you use the warm spots on your way.
In that case you could spend maybe ~40 turns exploring the map and then go back to previous level to warm up safely or you could push just a little further and end up freezing to death.
Glacial levels were designed to require ~8 points of frost resistance and some thought where to end your turn and it's up to the player to figure out how to get there. Every piece of winter armour is the same as 2 points of frost resistance because they remove one dice from the damage.
So, the items and things that glacial levels made more desirable are:
- Amulet of frost ward
- Winter armour pieces
- Frost resistance enchants
To be entirely honest, I hate what you described. It doesn't sounds fun at all. If frozen levels were rarer, that would be fine. It would give you a choice to "endure and push through" or ignore and turn around. But since they're so prevalent and happen let's say 70-80% of the time it's not much of a choice but an almost unavoidable hard wall that forces you to stop exploring and sleep at the inn if you don't have a pickaxe or is lucky enough to have a well placed boulder to seal off the level. Basically, it removes player choice instead of adding options.
Now, let's talk about the "options" that we have to deal with this :
- Amulet of Forst Ward
Easy enough, that's perfectly fine. Add 5 resist frost.
- Winder Armour Pieces
Winter gear couldn't be crafted before. Yesterday, I got a rare plan drop (blue in colour instead of white) that gave me the ability to craft 1 winter gear. I haven't found any other such plan though. Seems like the drop rate is exceedingly rare. Finding the armour randomly is of average difficulty. What I dislike about it is that it forces us to have 2 armour set for reasons that will be explained in the next point.
- Frost Resistance Enchants
Really bad idea because of the way the game is already balanced. We need resistances and immunity to so many things that are already lethal there's almost no room left on our gear to add more enchants. We already need to deal with Fear, Confuse, Paralyse, Curse, Blind, Instant death, Charm, Sleep, Stun, Polymorph and more. Those are run enders. On top of that, most people want +5 Crit chance meaning 5 more enchants because that's how you can get the materials needed to craft anything drop properly. Otherwise, it's such a slow grind it's unsustainable. Then, the very few spots left are for + STR or + AGI depending on your build. And that whole story take into account you've got your Heritages in order and all your crafting recipes because you'll need every piece to be Blessed. On top of that, we haven't even talked about the huge cost of finding, crafting & enchanting all that gear. Where's the space for added Frost Resistance Enchants ?!
The only viable option I see right now.... is either having natural fur as stated above (which locks you in a specific playstyle/build) or having a second armour set (winter set). The issue with the second set is that resources are already scarce in this game and now you'd need to splurge on extra armour pieces and enchants ?! My my... that's quite sadistic.
Anyway I'm sorry Nibble, I really want to like Rogue's Tale.... but that new mechanic isn't fun. If we had extra space for enchants... that would've been a different conversation but in the current state of the game you're lucky if you get one armour set finished with all the proper enchants and stuff.
If you go in, get some freeze built up, then go back up a level to unfreeze yourself once you go back down you'll freeze faster. That's so damn annoying.
Does anyone know what Frost Resist do in regard to freezing level ?
I thought it would delay freezing or something but I tested it and it doesn't extend or slow down the 12 points limit. So you freeze as fast at 0 frost resist than you do at 12. What's the point of Frost Resist here ?
The only thing I saw do a difference is winter gear that prevent the first few damage roll from affecting you. 1 roll ignored per winter gear equipped.
Edit - can't remeber if I just assumed the random damage amount being 1-3 or if I read it elsewhere, it may be a flat 2 points of damage per cold level - will try to be more observant next time it comes up.
Thanks for the cold resist info. I didn't notice that... probably because it kills you so fast anyway.
It substract 1 damage to the freezing dice roll making it a D2 instead of D3. That does help prevent it snowballing a little.
My preferred way to deal with freezing is to have a Ring of Shielding (it regen fast while you walk) and getting + Frost Resist. It's not great, you can still die a horrible death.... but it'll help give you time to explore. Don't forget to jump instead of walking and try to path through the safe ground patches. Still a huge pain but at least it's somewhat functional that way.
I'll be honest, I'm still skipping those level whenever I feel like it. They're not worth the bother.