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[BUG] Ancient Jungle Floor "Fails" If Only One Magic Vineling Survives
As per the title, while trying to protect the Ancient Vinelings to clear the Dawn of Dragons DLC's Ancient Jungle dungeon's floors, if you kill the last enemy with only one Magic Vineling left alive, it transforms into the stairs and the floor kicks you out since "The Vinelings have been destroyed".

On a related note, this dungeon is dramatically overtuned on Savage World difficulty. It is nearly impossible. The enemies do anywhere from 500-2000 damage to the Vines, which have only 6k health.

The only way to beat it is to pray for no ranged enemies and spam items by alternating between Scrolls of Ice Prison (from the Elemental Scrolls official mod) with the Immunology class passive equipped and offensive bombs. It seems to be otherwise impossible. I can't imagine that the balance is intended to be so gamebreaking for this dungeon.
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Showing 1-6 of 6 comments
zircon / Impact Gameworks  [developer] Dec 6, 2019 @ 6:27pm 
Oops! Good catch, I'll fix that in next build.

Also, thanks for the feedback on the area. As you can imagine, gathering Savage World-level feedback is not easy since most people are not there. I will adjust it.
Doom_Cookies Dec 6, 2019 @ 6:46pm 
No problem. I knew something was wrong when I had to blow through three playthroughs worth of tier 3 and tier 2 offensive consumeables and ice prison scrolls just to clear the first two floors of the dungeon. Needless to say, I just opened cheat engine for the third floor before the boss.

While we're on the topic of Savage World feedback, you may want to take a look at the Croak de Cuisine enemies in Frogmire (and item dreams, I suppose). On Savage, they heal for just under 1000 damage every turn, in addition to making you move out of the occasional fire they set beneath your feet. You need to be able to deal around 1200 damage per turn to them just to break even on their healing, which not a whole lot of builds are capable of sustaining. In fact, if there's more than one of them at the same time, that requirement becomes a nigh impossible 2000+ sustained damage per turn.

The only way to kill two or more of these at the same time is by bringing them into a larger group of different enemies and spamming strong AoEs, as they seem to heal a random injured monster. Or, I suppose, you could use the magic mod that lowers enemy healing. The healing just seems a bit overtuned.
Last edited by Doom_Cookies; Dec 6, 2019 @ 6:56pm
zircon / Impact Gameworks  [developer] Dec 7, 2019 @ 9:13am 
OK, I will take a look at that as well. Maybe the healing values need to scale down in NG+ and SW.

My change for the Vinelings at the moment is +1500hp in NG+, +3000 in SW, and +15 / +30% damage mitigation respectively.
Doom_Cookies Dec 7, 2019 @ 12:38pm 
That sounds great. With that amount of HP and damage mitigation, and clever use of some consecrated chalices, this should be quite doable.

I just ran through the entire game (except the final boss of the new DLC, which I'll be getting to today) on Savage World over the past few days, so it's all fresh in my mind. If there's any point you can think of that you want feedback on for Savage World, I'd be happy to share my thoughts. I didn't find anything quite as standoutish as the vinelings or food frogs, though.

On that note, I do have a question. I got my backside nearly handed to me while I had my dodge boosted up to 133%. It is intentional that certain skills go through dodge, correct? From a balance perspective, it would make sense to have a counter to dodge like dodge-piercing skills, but I can't seem to find any particular rhyme or reason to what ignores dodge and what doesn't. I just want to make sure it isn't a bug.

Haha, I hope you don't mind my constant pestering. Things just keep coming up. :)
Last edited by Doom_Cookies; Dec 7, 2019 @ 12:40pm
zircon / Impact Gameworks  [developer] Dec 7, 2019 @ 12:58pm 
As far as I can tell, it is possible to dodge every skill in the game. However, % chance to dodge skills is reduced by 50% (otherwise it would be ridiculously powerful). So, with 133%, you should have an actual skill dodge chance of about 66%. Did it feel like that?
Doom_Cookies Dec 7, 2019 @ 1:09pm 
Ah, that makes sense. Thanks for the insight into how dodge works. That is how it felt for the most part, yes, and explains a lot of my experiences with dodge. One skill stands out, though. I felt as though the Bandit Dragon's caltrops-like skill was hitting me every turn. That skill is what made me think that some skills may just be dodge-piercing. It could have just been bad RNG, or maybe I just didn't notice it missing with so much action happening every turn, so it might be nothing. But it might be worth a cursory glance to ensure it's working as intended.

Last edited by Doom_Cookies; Dec 7, 2019 @ 1:11pm
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Date Posted: Dec 6, 2019 @ 6:00pm
Posts: 6