Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Some quick feedback: traps definitely need to be more deadly, I think they got nerfed accidentally in the last few updates along with other changes. I like the idea of making certain enemies immune to certain traps, this will keep the player from getting too comfortable even if they invest a lot into traps.
I'm not sure about the point system. If I have learnt anything while designing this game is that players hate having any hard limits :D. I think that simply balancing the costs of trap production should do.
Another thing ive always been bothered by is that i have a ton of iron laying around, but in the forms of armor and weapons.. and i have nothing i can do with them other than let them sit there. Maybe have a way to break them down into base materials?
Stone though.. Im not really sure how to get that as renewable. Maybe have an option to send dwarven prisoners out to mine in conqured territory to bring back stone?.. hmmmm
I do think traps should be a lot more deadly as long as they are also costly.
The "disarm trap" skill really needs to be reviewed since it basically makes you immune to all traps.
I like that in most cases, traps are a feature more present in "PvP", that is, when youre trying to conquer other peoples dungeons. I dont really see how traps could be balanced in a "PvE" context, that is, when playing against the AI, since youll always have a hard time balancing how the computer controlled enemy deal with the traps.
I never quite understood why the boulder is destroyed as soon as it kill one enemy, its a ♥♥♥♥♥♥♥ gigantic boulder rolling down a corridor crushing everything in its path, it should only be destroyed when it reaches a wall or is destroyed/disarmed by the enemy. While at that, I also think it would be interesting if the boulder picked up speed the longer it rolled (up to a maximum speed of course), this would make people think twice before sending their minions into dark corridors since you might not be able to outrun the boulder.