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1) Next update on the roadmap (NPC Update) will fix that, walking will be removed and replaced with transitions because it is too annoying for players
2) Mimic are supposed to spawn only on chest, this is already in the backlog
3) Already on the backlog also (same for relics that are not displayed when too many)
4) Already on the backlog, coins should not spawn on unbreakable platforms
5) Already on the backlog, chest should not slide
6) Didn't know that, thanks!
7) Already in backlog, odds of getting rarer items will change anyways in the early access release
8) Yes totally agree, some arrows/relics needs some balancing!
9) Never saw that! I saw the lid getting stuck and not opening but never inside the chest, I'll check that!
10) Yes, also when you aim to the top it is hard to be precise, I need to change that but didn't find a good solution yet
11) That would be too op if Vega has only the same arrow from the start. It's already planned to add a way to remove arrows but I might add to Vega an arrow that can't be remove since it would be a too op character I guess. We'll see!
12) Yes I totally agree but not sure how to balance that yes. Maybe having arrows/relics that interact more with the physics will help, for example with explosive arrow, blackhole arrow, electric arrow. Like that you don't need lot's of piercing to destroy structures
13) Yes that's the case: some debris can go through structures without colliding when too fast. But if I check the collision more often to prevent that then there's some performance issues. I already added a max velocity for debris to prevent that but it still happen sometimes. Physics is really hard to have it right, I'll try to tweak it again later!
Thanks a lot for this valuable feedback!
The chest's lid definitely does some weird stuff. Somewhere around 270 degrees (pointing straight down), it interferes with something and the end of the lid gets damaged somehow.
Debris should damage the player the same way it does to enemies. I think it would be funny.
But seriously, I just saw a single piece of debris deal 16 damage, and it was a small fragment falling from a ceiling. A few broken beams can add up to more than any arrow.
Maso-pincushion-guy seems to appear as my ally on the battlefield whenever I refuse to help him. Maybe it's just caused by that, or maybe it's specifically that I'm moving into the next scenario too soon, and not giving him time to despawn?
Fun fact; he crawls on regular terrain, but if the platforms in a battle manage to get under him, he stands upright on them.
I thought it worked before, but now Book of Channeling doesn't seem to work (at least with Light arrows).
2 Piercing base, +6 from other relics is 8 per arrow.
I had 3 in a row, so the first one I fired had +2 x2 from the two other arrows, adding up to 12, which is what the arrow claimed to have.
I fired it so a single arrow would hit one section, and it seemed to destroy 2 red beams before getting lodged in a third.
That's 3 + 3 + ( < 3 ) = ~ 8, not 12.
[Tested again, confirmed. 2 blue, 2 brown, then stuck in a red.]
{Strength works correctly though, so it adds Strength for each following arrow, just not Piercing.}
The first skeleton (fighter) was dead. The second (fighter) had attack and buff indicators over his head, like he was about to do 2 different actions. The third (mage) had the buff indicator over his head.
The fighter attacked, and was then inflicted with weakness...?
I don't think there's any item or status that applies weakness to attackers when they hit you, and if there is, I wasn't supposed to have it.
The mage didn't accidentally debuff him, despite what I initially thought. It clearly took place during the fighter's turn.
Either I had some strange effect that I was unaware of, or the skeleton did something to itself.