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usually u can run for the exit way before he arrives, and......
You can actually fight him after getting some levels. its not one hit kill.
I can usually avoid the boulders, I can never outrun the minotaur and usually it shows up right when I enter the level and don't know where the exit is
Whenever I get into a minotaur level, my priorities just change. I immediately prioritize rushing through as much of the level as possible until I find the ladder. This strategy hasn't failed me since I stopped picking up a bunch of crap that slows my character down. At worst, in early levels, the minotaur may kill off a run that's already going poorly for me as I lack the killing power or whatever to get through the level quickly. This is OK with me! A roguelike becomes boring if you can guarantee a victory every time you play.
Typically by the time I get to the labyrinth levels, when the minotaur becomes a much more serious threat due to map size and complexity, I've collected scrolls of magic mapping, potions of levitation and pickaxes. You generally have a lot of tools to find the exit faster. Building up your tools is part of roguelikes! Don't disregard that part of the skill that's required to get better at the game and survive.
I know people don't want to hear "L2P," but I encourage you to continue trying to adapt your strategy.
I'll admit that I did have experience with Spelunky, whose ghost plays a similar role to the minotaur, but it's in *every* level, and is thus more unforgiving! You could argue that it requires you to adapt faster than Barony's minotaur does.
If you chose to give up, that's your call and I respect it. I'd never ask anybody to play a game that they're not having fun with, there's too many games out there that probably appeal to you more. But if you love a lot of things about Barony, it's worth your time to adapt to the challenge of the minotaur.
I doubt this is actually happening. The minotaur is set to appear about 2 minutes and 30 seconds after entry to a minotaur level (and by entry, I mean, descending the ladder -- not walking out the door). If you wish to prove otherwise, you should share with us the log file of any game that you believe the minotaur "immediately" appeared in -- the messages in the log file are all time stamped, so I can see exactly when the minotaur appears relative to the time that you entered the level.
On a sidenote, I can't even remember the last time I was killed by a minotaur, so I know for a fact you have plenty of opportunity to escape any given situation.
Sorry, we got the Steam SDK too late to add things like tunneling, invites, and other nice features to the release version of the game. But we've already promised this is a coming feature, so be patient. :)
This is inaccurate to say as cross-platform multiplayer has always been supported. The fact that it was broken until today has nothing to do with that fact, because if it did, we wouldn't have even bothered fixing it in the first place.
There are 16:10 resolutions, just not the ones you want ;p regardless, you can set the resolution to whatever you want by editing the default.cfg file in your game directory.
Don't take this the wrong way, but it's a little funny to me that most people consider ranged weapons overpowered compared to melee (which they consider the worst way to fight) where you say the exact opposite. It's also a bit strange to me that you'd consider it fair to criticize us just for being different from other roguelikes... not that it bothers me personally that you'd say that, but could you name an actual downside to squishy monster collision besides the fact that it makes our game a bit different?
Word of advice: developers taking criticism too personally and getting belligerent with their playerbase is a kiss of death for any indie game.
In other words, learn to behave in a professional manner and don't act like a typical petulant brony or else nobody will want to buy your product.
I also don't know what bronies have to do with any of this, because I am not one. The pony references in the game were placed there strictly to elicit a response from our players, not because I really care about them. Haha.
Well, for the record, you actually can funnel monsters down hallways. Even with the squishy collision, the monsters are programmed to avoid touching or passing directly through eachother, so if a narrow hallway is already occupied by one monster and another one wants to pass through, chances are it will find an alternate path completely rather than try to force itself down the hallway as well.
I guess I just don't understand what the problem is.