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Reply to #2, it was reduced from 20 because he didn't like overly tanky mages and stuff like that (I had recommended making the caps 15 for the two that most closely relate to the class you chose).
Reply to #3 it was changed to the general one as it makes it easier to transfer between spell types, and the specific element bonus is general + elemental damage boost to get the damage increase.
Reply to #4 I find plenty of gold (Ended a run I'd just done with 850 gold, after spending 300 or so).
Reply to #5, Unique NPCs and the coming bosses will have unique drops, and maybe normal ones with normal drops.
Reply to #6 and #7, again, I just agree with both of them.
1) Definitely on the todo list is much more visual feedback on stuff like this. There is definitely a limit to how much the game should protect the player from themselves, but I'd still like to give as much warning as possible.
2) First off, generic statement of how everything is subject to change so this may get reverted / changed / other things balanced around it in future.
Generally my thinking is that talents and items should be the largest contributor to your characters build as these are the things that differ between classes, races, and individual runs (through random drops).
Skills are always available to everyone and so, in my opinion, should not make up the majority of your stat gain. With 20 points you could get +40hp or +20mp for example which is much larger than even maxed fortitude and focus talents or any item in the game.
I actually have no problem with tanky casters as TheWither mentioned above, its more the idea that EVERY caster you make can ALWAYS be a tanky caster that I have issue with. I'd like the player to have to be a bit more reactive to the dungeon drops in their build rather than being able to completely preplan a build. I think this is sort of a balancing act, I'd like to get somewhere in between complete preplanning and pure reactive character building.
As a side note, I'm planning for a lot more features in the dungeon that offer the player a choice between rewards, so that would help put more control back in the hand of players and out of the RNG.
3) As mentioned above this was removed from the starter books to help them cross specialize into other casting schools more readily. The specialized talents are still available if you find a tome of the associated school.
4) Have to agree with Wither on this one. Imo if anything there is to much gold in the game atm. A big issue here is simply that item prices need a huge adjustment which will be coming in future updates. Its mostly just sort of random atm and not based on the actual agreed upon value of some items. As the simplest example many consumables are way to cheap compared to their actual value.
5) Special item drops from uniques are a planned feature that should be coming soon. Generic monster drops may get put in at some point. They were mostly just removed early on when enemies still respawned to stop farming, but with static enemies theres no real reason why they couldn't drop items and just rebalance the number of floor spawns accordingly.
6) I love that sort of stat soup so that will absolutely be coming. It was just kept short for the web release due to save file limits but I'd love to track pretty much everything and have it all searchable by run, by class, overall etc. Would also help tie into fun achievements like: "deal 150 damage in a single turn".
7) A lot of stuff will eventually be configurable so different screen layouts, keyboard bindings, toggling different safety/warning features will be coming down the line.
My todo list is, at the moment, unfortunately an unorganized mess spread across multiple paper notebooks, a sprawling personal wiki and a lot of it just sort of floating in my head. I will be trying to organize it and get it visible at some point. At the very least I'll try to keep everyone up to date in the update notes as to what the next week or twos focus will be on.
Thanks again for all the feedback, hope you enjoying the game!
After re-reading some of the stuff, I'm kind of wondering how best to liven up the Skill system. Even with the new caps, it seems like it will just shift from 'All in for one skill' to 'Dump into the top two skills. When I was able to cash dump on a Skill trainer, I tended to either up the Focus or Fortitude after the 20 point cap was hit (depending on being a caster or non-caster respectively). But I just remembered that some of the skills (and talents) did get tweaked, like how Staves can take advantage of more ranged based stuff. It's hard to say... I'd have to get a feel for the newer version to know for sure.