The estimate I gave in the last blog post is still fairly accurate: “around mid to late December, just before the holiday season”
The estimate I gave in the last blog post is still fairly accurate: “around mid to late December, just before the holiday season”
The game also uses ‘inscribe’ for rogue and mage talents, which is the same term it uses for applying stylii glyphs to armor. Your point is fair but I don’t think mixing terms for ability names like this is a big issue.
There’s a sub-menu, but you can also bind a frequently used spell to the action indicator.
Hold to move sensitivity. Reducing the sensitivity increazes the delay, including turning hold to move off entirely at the lowest.
No news there yet I’m afraid.
No plans to return disarming stones, but I am aware that people would like a more accessible trap-cancel effect from alchemy.
The game has a tiny built-in delay (which is configurable in the settings) when a movement key is held before an action is performed, specifically so that it’s relatively easy to move diagonally in one action using two separate keys, and not have the game interpret it as two separate key presses.
If you don’t want to go through Google Play, I’d suggest downloading the game in APK form from Github. People are welcome to make unofficial distributions on stores like this though.
From a quick look it seems that the bookshelve spawns there, you might have destroyed it while playing.
At the moment they don’t, but other talents have metamorph-specific effects and I will try to give those to the Cleric talents too.
There will be other changes, of course, but I’m not planning for v3.0 to have any significant new content aside from the Cleric.
For the moment you get both the bonus damage and the curse effect. Not letting you get the spell’s effect felt overly punitive.
they temporarily replace the existing enchantment.
They temporarily override existing enchantments (not curses though), although I’m consdering giving the player a way around that later on…
I mainly wanted trinkets to accomplish two goals:
I’m still not 100% happy with where trinkets are, there are still a few balance outliers and I would like to add more of them, but I do think they’re doing this job fairly well. Alchemy system usage is up across the board, and players are definitely not dieing a lot more or less with trinkets overall. It’s worth noting though that I don’t balance based on gameplay data from new players, as those numbers aren’t particular representative of how actually powerful items are. I look at data from players who have 1+ wins.
Trinkets are also designed to be flexible, it’s perfectly valid to keep them at 0 or +1 for a milder effect, if you’d prefer to not mix up your run too much.
Yep! While it obviously won’t play the same way, D&D spell lists and the variety of effects they offer was a starting point for design inspiration.
Yeah that’s a rare cursed wand effect, time freeze for 100 turns.
muffled yelling
Illumination is nothing like mind vision, it’s a debuff which increases the effectiveness of the next melee attack against a target, it doesn’t grant you vision against them at all. There’s also a clear visual indicator for it.
One cast per real item I’m afraid.