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Messages - FaustoMartense

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Bugs and Feedback / Re: 1.19.2 Feedback
« on: September 05, 2012, 05:29:24 AM »
Just to let you know, i play dweller on a dodgy old nokia, no android or fancy stuff. Works totally fine, except for a few times it bugs out with some java error, i just reload and do something to change the screen, like recall or teleport and the bug doesn't persist.

Watley, feel free to open a new thread in the Bug section, since 1.22.3  is out and this discussion was for a very old version.

Dweller Discussion / Re: Sounds in Dweller
« on: August 26, 2012, 01:50:30 AM »
Lets say background music and sound effects are added to Dweller, what is the first thing you are going to ask next? A button to mute the background music and sound effects.

My humble opinion: No music.

Dweller Discussion / Re: Stone blocks again.
« on: August 20, 2012, 09:39:09 PM »
I say make them "hit-able" when they've reached the point that they cant be moved further... give em some hit points and let the character whack away til they "crumble."  could also hide things inside them as well... (yeah just like statues in nethack sorry)

ZiZnAK idea looks really good. I would like that fix above all the rest.

Ideas / Re: New type of secret doors
« on: August 09, 2012, 04:46:50 AM »
Awesome. It is so cool to contribute with this great game :)

Ideas / Re: The new class: Machinery
« on: August 09, 2012, 04:45:29 AM »
Even when the setup for Dweller would not allow robots in the game... you can still add rock golems. They are not robots, but kind of fit in that category. Call it Constructs if you want.

Ideas / Re: Inventory suggestions
« on: June 19, 2012, 01:50:59 AM »
I like the idea of cursed items in games where you cant buy, that way you have to search around for a scroll to uncurse your items, but in Dweller it would only mean a lot of pointless trips to the surface. (lots of Recall scrolls)

Ideas / Re: A new type of potion
« on: June 17, 2012, 08:41:47 PM »
I like the idea. It would be a must for wizards to survive and attack at the same time. That item exists in a lost of games, for example it is an elixir in FF.

Ideas / Re: Frost Arrows
« on: June 17, 2012, 08:33:34 PM »
Both sounds like very nice ideas. The frozen arrow can add the slow status, with a small chance to freeze the target, and the exploding arrow can damage a group of enemies with the chance of setting them on fire. (Of course for this to work, frozen and burned should be added as status...)

Ideas / Re: Design your own piece of the dungeon
« on: June 16, 2012, 11:51:05 PM »
Thanks a lot for the help :)

Ideas / Re: Design your own piece of the dungeon
« on: June 16, 2012, 01:09:55 AM »
Let me see if I understood...  All the rooms needs to have four exits in the middle of each external face of the square? Sound confusing... if not, I just need to move the empty tile that works as a entrance to the correct place, right?

Bugs and Feedback / Re: 1.19.2 Feedback
« on: June 14, 2012, 11:23:45 PM »
What about the problem with the Elven Water? It let you ignore your max MP. At the start of the game, the MP is so low that the Elven Water let you double the amount you can use.

Ideas / Re: Runes
« on: June 13, 2012, 09:05:23 PM »
Exactly like the Charms in Diablo series. I suspect the problem would be the coding.

The inventory space is very limited right now... so maybe it is a bad idea to also carry passive Charms. Maybe the runes can be used as keys to open magic doors or passages. For example for the side branch, right now you can access each branch without any limitation, maybe with a magic door needing the correct rune, you will have to work a little hard for you to enjoy these side branches.

EDITED: You are right, I never noticed it before, but the last time I played the inventory was very lagged when it was full.

Ideas / Re: Runes
« on: June 12, 2012, 11:50:46 PM »
Exactly, wands, books and scrolls are all there and have a wide range of abilities. Maybe these ideas can be applied in new scrolls in the future.

For runes, it would be nice it they give a small bonus just for being in the inventory. Like 1hp regen each a certain amount of turns, or more mana regenaration.
Active runes fall in the other three casting methods, but maybe they can just be passive.

Ideas / Re: Water Traps
« on: June 12, 2012, 09:31:56 PM »
Aside from monsters lurking in the water, or whirlpool that could spin you into confusion... to move in water must be harder. The player should slow down his movement speed and combat speed just for being in the water. Is not the same to be fighting on ground than in water.

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