Really? For a blueprint it still looks really good.
I'm glad the new art is already coming, its one of the things I was waiting for ever since you announced it. I'll hold my feedback until v4.0 comes then
I specially like the Troll quest area, I love blacksmithing so i know, everything looks like a proper forge now, the fire, the water, the tables, just perfect. I wonder if you are going to redesigned the Troll. He seems the proper proportions but I always found the anvil to not be noticeable, especially compared to the new tables and barrels. Maybe make him overall taller? It would be perfect if so
Either way, I'm glad we have a timeline for the next patch, i can't wait
Can I recommend a feature, can we have a button that instantly randomizes every part of a run for the player?
its not that I mind that I have to pick every talent to be random, it's just that sometimes I forget that I'm doing it. And there's no indication to show when you picked absolutely everything at random, so you won't know if you will get the badge.
Like there's already a color system. daily runs are blue, and seeded runs are green, maybe randomized runs could be like, idk, some other color
You mentioned before that our equipment won't come with us. Is the green magical barrier over the pit the thing that will stop our gear from coming into the vault?
Also, speaking of that, are you ready to share how gear progression will work while inside the vault? I'm very curious about it
Acknowledging that making new variants takes a lot of work, will the Imp's quest have different objectives like the current Imp's quest, or maybe different challenges, or will this also have different variants?
I finally got to try the staff. I'll help you a bit
Just for a bit of an explanation, the zap from a wand of blast wave is a 3x3 AOE.
You can use this knowledge to learn new tricks. Shooting to the left of an enemy will push it to the right, and so on, you should experiment with them. Experiment a bit, try some new angles.
Also, the farther you throw an enemy, the longer the stun.
You cannot miss attacks against a stunned enemy.
After the paralysis wears off, you will have a small window to hit an enemy with a surprise attack, but it's a very small window. Also it doesn't count for the Battle mage effect.
The most consistent way to trigger the battlemage effect is to push the enemy towards you, this requires a good angle, you need to zap behind the enemy and towards you, and then you can finish them off
I think this might be the hardest Battle mage ability to use, but hopefully you can learn to use it
This Beta was very short, but it certainly made thrown weapons a lot more interesting.
The new power and the new risks that come from thrown weapons really add a lot to the game, it would be interesting if we get new throwing weapons. Or maybe enchantments or curses that are unique to throwing weapons.
I didn't expect a beta so soon, this is interesting
I haven't tested much yet, but this whole rework is very interesting, I never expected throwing weapons to drop with curses or upgrades
Throwing weapons don't attach to the user, so there's not much incentive to uncurse them 🤔 but at the same time upgrades seem a lot more valuable with the rework, so you do need to identify them.
Thanks for the response. I think I should explain the situations I'm seeing more clearly.
Let me explain two scenarios I'm seeing through my testing.
Scenario A
My character is below 50% hp, the passive shield is ready (it's cool down is 0)
I don't take damage, so the shield doesn't trigger
I have the lethal defense talent and I get a combo kill
Lethal defense doesn't trigger. No extra cool down reduction is granted.
Even I get multiple kills in succession with a combo, the talent won't trigger unless the passive seal shield triggers
Scenario B
My character is below 50% hp, the passive shield is ready (it's cool down is 0)
I take damage once, enough to trigger the shielding from the Seal.
I have the lethal defense talent, I get a combo kill
Lethal defense triggers and the cool down reduction starts stacking. Multiple combo kills properly reduce the cool down for the shield.
This is very consistent for me
I also noticed that even when the shield is on cooldown, if a combo kills multiple enemies, or if the shield could further decrease cool down reduction, it just doesn't.
This might be intended, but just in case
For example
Scenario C
My character is below 50% hp, and the passive shield from the seal is at a cooldown of 50 turns
I have the lethal defense +3 talent and I get a combo kill, which according to the talent should reduce the warriors shielding by a flat 100%
Instead of reducing the 50 turns and an extra 50 turns, it just refreshes the shielding cool down back to 0.
After that happens, then scenario A will keep happening if I don't take damage, or scenario B will happen if I take even a bit of damage
Scenario D
Same circumstances as the previous scenario, but I use the Crush ability and successfully kill multiple enemies. This should give me cooldown for each enemy killed, but as of now, it just refreshes the cool down to 0.
This is art, its all subjective.
These aren't the new sprites either, the actual new sprites will probably be revealed in v4
Really? For a blueprint it still looks really good.
I'm glad the new art is already coming, its one of the things I was waiting for ever since you announced it. I'll hold my feedback until v4.0 comes then
The new art looks amazing
I specially like the Troll quest area, I love blacksmithing so i know, everything looks like a proper forge now, the fire, the water, the tables, just perfect. I wonder if you are going to redesigned the Troll. He seems the proper proportions but I always found the anvil to not be noticeable, especially compared to the new tables and barrels. Maybe make him overall taller? It would be perfect if so
Either way, I'm glad we have a timeline for the next patch, i can't wait
Say that again?
That's such an interesting change
How does this work with Ring of tenacity, I use that ring a lot
Does it predict how tanky you will get as your health gets lower?
That's interesting, I always thought they were like octopus, they just squished themselves into shape and changed their color.
The game should not be balanced only towards people who go after badges
I mean, if you know what hero you want to play as, why would you use randomization in the first place?
Hey
The beta looks awesome.
Can I recommend a feature, can we have a button that instantly randomizes every part of a run for the player?
its not that I mind that I have to pick every talent to be random, it's just that sometimes I forget that I'm doing it. And there's no indication to show when you picked absolutely everything at random, so you won't know if you will get the badge.
Like there's already a color system. daily runs are blue, and seeded runs are green, maybe randomized runs could be like, idk, some other color
There's at least 2 in each picture?
Does this mean there's maybe 3 in some?
I can't notice all of them, this is an exciting trinket.
Oh I see, I see
Thanks for the answer, I look forward to it
You mentioned before that our equipment won't come with us. Is the green magical barrier over the pit the thing that will stop our gear from coming into the vault?
Also, speaking of that, are you ready to share how gear progression will work while inside the vault? I'm very curious about it
I have a question about that.
Acknowledging that making new variants takes a lot of work, will the Imp's quest have different objectives like the current Imp's quest, or maybe different challenges, or will this also have different variants?
The new title screen looks gorgeous
Is it all randomly generated? I could not find a loop at all
If so that's perfect for a game like this where everything is just random every game
I finally got to try the staff. I'll help you a bit
Just for a bit of an explanation, the zap from a wand of blast wave is a 3x3 AOE.
You can use this knowledge to learn new tricks. Shooting to the left of an enemy will push it to the right, and so on, you should experiment with them. Experiment a bit, try some new angles.
Also, the farther you throw an enemy, the longer the stun.
You cannot miss attacks against a stunned enemy.
After the paralysis wears off, you will have a small window to hit an enemy with a surprise attack, but it's a very small window. Also it doesn't count for the Battle mage effect.
The most consistent way to trigger the battlemage effect is to push the enemy towards you, this requires a good angle, you need to zap behind the enemy and towards you, and then you can finish them off
I think this might be the hardest Battle mage ability to use, but hopefully you can learn to use it
This Beta was very short, but it certainly made thrown weapons a lot more interesting.
The new power and the new risks that come from thrown weapons really add a lot to the game, it would be interesting if we get new throwing weapons. Or maybe enchantments or curses that are unique to throwing weapons.
Thanks for all your hard work Evan
I didn't expect a beta so soon, this is interesting
I haven't tested much yet, but this whole rework is very interesting, I never expected throwing weapons to drop with curses or upgrades
Throwing weapons don't attach to the user, so there's not much incentive to uncurse them 🤔 but at the same time upgrades seem a lot more valuable with the rework, so you do need to identify them.
Very well designed
I mean, but would the "upgrade" option from the blacksmith still upgrade the whole unit?
That could be worth
Hmm, that sounds kind of like the huntress bow
I wonder, will the huntress bow also get reworked to have something unique to it?
Thanks for the response. I think I should explain the situations I'm seeing more clearly.
Let me explain two scenarios I'm seeing through my testing.
Scenario A
Even I get multiple kills in succession with a combo, the talent won't trigger unless the passive seal shield triggers
Scenario B
This is very consistent for me
I also noticed that even when the shield is on cooldown, if a combo kills multiple enemies, or if the shield could further decrease cool down reduction, it just doesn't.
This might be intended, but just in case
For example
Scenario C
After that happens, then scenario A will keep happening if I don't take damage, or scenario B will happen if I take even a bit of damage
Scenario D
Same circumstances as the previous scenario, but I use the Crush ability and successfully kill multiple enemies. This should give me cooldown for each enemy killed, but as of now, it just refreshes the cool down to 0.