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Messages - Mateusz P-G

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Dweller Discussion / Re: The maze level - good or bad?
« on: April 14, 2012, 06:54:48 PM »
Minotaur maze was really nice addition, fun to play. I used the Axe till I found a unique Black Sword on my Warrior.
Only thing I'd change is making the Minotaur drop a class-specific item. Perhaps a +Magic ring or crown for Wizard, a +Speed cape or cloak for Ranger.

Other than that, it was a bit too easy considering the power of rewards (I also happened to grab an Amulet of Thot from some random orc in the maze). Methinks the entrance should be moved a little deeper and the maze itself made into more of a challenge regarding monster types.

All in all, great updates lately, love to see new content added!

Ideas / Re: New Monsters
« on: April 14, 2012, 03:58:09 PM »
Oh, please reinstitute Goblin Scouts, Goblin Archers and Vampire Lords from the oldskool MIDP 1.0 versions!

Right now there's no ranged enemies with normal damage, so we need those archers all the more.

Ideas / Re: Perks
« on: April 14, 2012, 03:40:00 PM »
Ohh, I'm really happy to see those old suggestions hitting back with such force!

Not sure how difficult those would be to implement, but here's a couple of quirky ones from the top of my head:

Greed: Player finds more gold
Treasure Hunter: Increased chance of finding magic items
Dodge: X% chance to ignore an attack that would otherwise hit

Faster channeling: Decreases the cast time of all spells by X%
Retaliation: Being hit by enemy spell increases your spell damage by X% for the next turn
Wild Magic: Player's spells have a chance to trigger and additional random effect (just not charm, heal or teleport - too annoying)

Unstoppable: Increases Slow resistance
Crushing blow: Attacks with heavy weapons have additional chance to stun the target
Vicious Slash: Attacks with edged weapons have a X% chance to strike enemies on all 3 tiles in front of the Warrior

Animal Afinity: Sewer Rats, Vampire Bats and Worgs are initially neutral towards the player (recquires high level)
Fletcher: Creates a random enchanted arrow every X turns
Deadly Focus: For every turn spent idle increase the damage of next attack by X%, stacks up to 3 times

Bugs and Feedback / RESOLVED - 1.7.15 (J2ME)
« on: April 14, 2012, 12:19:12 PM »
A couple bugs and glitches:

- Damaging a sleeping monster by knocking another monster into him, won't wake him up.
- When trap damage kills a monster, its lifebar (empty) still remains for a couple turns.
I even saw those lifebars still running hahaha, ghosts perhaps. ;)

- When using a scroll of healing from inventory during combat, it doesn't ask for the target
but heals current oponent by default instead, that's painfull...
- After opening a chest or disarming a trap, player is displayed as a current target
(player portrait where enemies' portraits normally show up in the bottom left corner).
- Hidden trap can be "blindly" targeted for disarming
- This one is persistent since quite a while, but I never bothered to mention it:
In the Credits screen, just below the email adress there are 2 rectangles which propably
were some spacers or end-of-line markers in a different text coding. This migh just as well
be some problem on Nokias, haven't tested it on phones from other manufacturers.

Will add more if I find/remember any others.

Removed those I've found in the bug-tracker thingy.

Dweller Discussion / Re: Fighters in heavy armor
« on: April 14, 2012, 12:52:28 AM »
Hi Björn!

After a long break I'm back to stressing out your awesome little roguelike and what do I see!?
A full-blown FORUM and stuff, good job, finally all these bug reports, ideas etc. can be all gathered
somewhere else than your mailbox!

Anyways, hello everyone, that'd be my first post in here, so let's get to the point already:

What I think would help heavy armors is some kind of distinct (as in separate) damage reduction.
Just like Magic Resistance provided by Prismatic Band or Wizard's Robes, let heavier armors
give Damage Resistance (against non-magic attacks), say 20% for Chainmails and 33% for
Platemails. The numbers are just placeholders, I wanted them to seem "ok" without breaking
the game balance too much.

Well, that's it for the first thoughts, let me check the other threads and toss in some more ideas

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