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
We are going to add some things to make it more challenging. For each time you visit the dungeon, monsters will grow stronger and stronger, perhaps some random traps and even an extra monster here and there... some form of mini-random changes. Maybe even some existing items could sometimes no longer be there?
Also we have been thinking this for awhile is to lock some skills until a certain amount of quests has been completed. For example the Wizard firewall could required 4 quests completed before you can unlock it. Another thought regarding this is 4 quests completed with this hero? or 4 quests completed all together by the player?
Regarding character creation we have something planned where you can select one of the 6 heroes to be "YOU" and start the game with that hero instead of the barbarian-wizard duo.
we are going to experiment a little with the cosmetics when we get some time, see how easy it is to add different looks that you can perhaps buy at the merchant or just customize the hero right from the begining.
Your other points have been considered as well, i think we need a few more skills for heroes to perhaps max all to 9. Having some skills to decide whether +1 attack or +1 defence sounds like a good idea but equipment was designed to fill that role.
1. Having trouble moving the archer, she actually doesn't move at all in any mission for me.
2. Dwarf seems a bit under powered, though I'll try leveling him more he doesn't seem to have many strong offensive abilities.
3. Some items not giving a bonus. Unless it has something to do with Defence. My barbarian was using a +1 attack sword (Vanquish) I think. And I still do 1 damage to some monsters.
But if its a Defense thing there should be some info on that. If when we hover over stats if it there could be a write up on how they work.
4. Enviroment getting in the way: Sometimes the background or even players or monsters are in the way of being able to see the ground to place a spell/ability on the ground. If it might be possible to rotate the view. I guess that would probably make it 3D and a nightmare to adjust though.
5. Traps; they make things interesting, but sometimes they are clusters in groups of 3 and in areas you have to go to and no way around them. So if you have no class with it you just have to take the damage. Taking away freedom to choose. Maybe a 60-70% change of taking damage instead.
6. One reviewer mentioned a rare/legendary item find. Think how excitiing it would be to go into a chest or see behind a group of monsters some gold, a dead hero and this legendary gleaming weapon that has a decent boost. Random stats, random from a selection of a few types.
7. The Potion Lady mentions buy 1 get 1 free but doesn't mention 'what conditions'. And it doesn't work. Is this something later to be brought into game?
I love the spell effects, the music, the atmosphere is incredible! The spells/abilities are fun to use and I love the crafting system. I think the weapons we make could use a boost on some of them though. I'd love to see keys on the floor that unlock certain doors in other rooms.
Maybe a few new monsters like Trolls, ogres, giants, slimes, giant frogs or spiders or even a dragon. I know you guys got your hands full. I look forward to whatever you produce. I for one will support any DLC or expansions! I'm hooked!
2. dwarf will see some improvements very soon
3. the sword of vanquish will add +1 damage to every attack. The barbarian by default has an attack of 3 which means he will do 0-3 damage with 0 being a miss. A sword of vanquish will do 1 + 0-3 damage.
An attack of 3 and accurancy of 60% means you have:
60% to score a hit + 60% to score a hit + 60% to score a hit = total hits
each hit counts as 1 damage. If you score no hits on your attack you will miss.
4. This has been reported many times, we are going to add some collapsed rendering view when pressing some hotkey to help with clicking around.
5. The traps that block the way have been designed as such.
6. There are some rare/legendary items called artifacts. There are only 3 now in the game but we are working on it. The crossbow and the book of alludan and the main 2 artifacts you can find in the game and go to the backpack.
Is this system flawed? Should it improve? let us know
7. It was originally written as a joke... :D
Thanks!
Great game. I never played the original tabletop rpg so to be able to play such a true to the original version on pc is awesome to say the least :D
On the grinding and leveling i have seen in GRIM DAWN which is more a DIABLO style game they have slowed the level progression to almost zero in areas the player has already gained many levels in so for them to progress they have to continue to other areas with more powerful enemies and continue the quest line. GRIM DAWN still keeps those areas interesting by having plenty of variety of old and new loot to use, upgrade or sell in town.
Am definitely looking forward to playing new heroes from the very start especially the female characters and hope it works out with the visual cosmetics you spoke about.
Thanks for a most excellent sequel to DARK QUEST and much success
3) Makes sense now that I think of it. With the barbarian, he just needs 1 area of effect ability to make him as enjoyable and rounded as the others. Whirlwind is perfect. Any enemy in the immediate 1 block around him suffers 1/2/3 attack or 2/3/4. Something like that.
4) collasped rendering sounds good. I also just thought of a feature that creates a grid mode. Everything in bright cherry red or silver type color that overlaps everything while its turned on. So that you can select any grid block you choose.
5) 3 traps in a row are rough, lol. But I guess I'll try better strategy and more healing potions. I have a throw away idea, may be good may be bad and unbalanced, you deceide. Say you want to put someone else in besides the dwarf or archer in a trap mission and your low on health in an area you know has traps. Maybe the character can sacrifice some gold to throw on the ground to set off the trap. If you make the trap where abouts random this would play the gold toss more
of a sacrifice, and add small amount of depth.
6) I found the crossbow. Look forward to seeing the others.
7. Thought it may have been a running joke :)
Maybe a small tutorial to explain how the stats works & how their determined. I wouldn't say its unbalanced much. I had to repeat a few missions but I just grinded a bit or went to another to toughen up and then it was no problem. I think you've done an amazing job, its fun to play. The only thing I'd add if I was part of the team is a few new monsters and maybe a new enviroment and extra artifacts. If you do an expansion or DLC I'd love to see that. Little things can add replayability like a random dead body on the ground, blood splattered here or there. A slime or spider climbing up a wall as part of the background or burn marks on the wall from a fireball. Things like that randomly generated into any room as a surprise. I'm no programer, I don't know how hard that would be to do though.
we are gonna experiment a little with getting content to be random in the dungeon, the layout will be fixed but monster placement, monster class, treasures and so forth could be random.
we have a few more artifacts in mind but the biggest problem with them they have low visibility, they are hardly ever used.... the backpack is not that important as is and nobody ever goes in there to find something usefull... perhaps some icons in the main screen to quick use those artifacts might work
Maybe a small random reward if you save all the prisonors. I'm pressed for ideas, you've already done a lot of good ones and its getting better all the time. You could maybe change title colors on the floor, like they did in Diablo 1. I think I'll get DQ1 now since i like this one so much.
Thanks for the response and for all the hard work! Few games I love this much, so its awesome seeing them updated and the developer in touch with the gamer! Enjoy your weekend!
I'd rather not have them become too much stronger.
I noticed I'm a bit stuck due to the early mission being quite harsh.