@thy Sorry I forget the creature but te ability is as follows; Hits each creature to the right of the selected creature. Does 50% more DMg to each consecutive creature. Does this mean in the same row, or if I selected the creature on the far left it would hit all creatures. One more; if I combine the ability to diffuse 100% and the ability to kill creature instantly upon successful diffusion will that always insta kill? Will it trigger fervor? Or is it not considered an attack? This would be OP. Love getting to know all the new abilities and trying to figure out better groupings now!
Here's a sample of the new/upcoming Death dungeon tileset! http://i.gyazo.com/595285639598113e6244615124292d05.png @dude: For Periphery, the targets must be in the same row. "Left" and "right" refer to the creature directly to the left or right of the creature in question. As for your other question: yes, that would instantly kill the creature...but you probably won't get your hands on that combination too easily. I won't spoil why, though, since it's a secret that no one has found yet to my knowledge. @NightmareCC: Thanks for letting me know! Enjoy!
I love the new death tile set, probably slightly more than the chaos one. Awesome use of moldy green lol. I don't normally make suggestions, cause in law, we have something called an "officious intermeddler", someone who without any cause or duty injects their opinion somewhere, but: Someone else mentioned making the different realms have different layout patterns. Right now,the only thing that sets them apart for me, aside from the resources and tileset doodads, is the fit background (I play with randomized monsters, so I'm not sure if some only appear in certain realms). It'd be cool if each had some kind of functional mechanics that set them apart, something that would make the player go "oh man, not the chaos realm again, that's the one where x effect happens, and makes the fights harder/different". I'm not real sure what, if anything could or should be possible to do this, maybe the community has some more concrete ideas, but I think it'd make the realms even more unique. As always, love the game Zack, I'm happy to see that it made enough to justify you polishing up visual content post release.
I completely agree that the game could use stuff like that right now. The new graphics will come with several new events for each dungeon type, but nothing that drastically changes the way fights play out. However, there will eventually be a new NPC called the Warlord who you can unlock to issue you various challenges. These challenges involve you completing a task under a certain set of conditions. For example, you might be asked to go to the Death dungeon and kill all the enemies there, but your creatures will start each battle with 50% health or some kind of stat reduction or debuff. Or you might be banned from casting spells, or maybe banned from defending/provoking. Depending on the severity of these circumstances, you'll gain a better reward at the end. As you complete more challenges, you'll gain access to more difficult ones later on. Much like the rest of the game, challenges will be randomly generated so it should add a lot of the depth to the game. By the way - feel free to make all the suggestions you want, even if you think they're completely off the wall! You'd be amazed at how much inspiration I've drawn just from this topic alone based on everyone's input.
This will be a great addition Anyway this is a little side effect of giving all the shards the same name for stackable purpose: And the new Smith Overlord's sprites are awesome!
Yes. Which is honestly fine since you can't diffuse most boss fights anyway. But to get both of the abilities he mentioned, you'll have to do some more digging
What about saving monster teams? So we could make a team for fighting and a team for resource farming for example.
Here's how that'll work when it's finally implemented: New construction rituals will be added which allow you to expand the stables. Each ritual will add an additional room for a "team" of creatures. There will probably be a maximum number of rooms, around 6-10 or so. You can use these to configure teams so that you can quickly swap your current team with another. Alternatively, you can send these teams on missions to raid other castles, forage for resources/materials, mentor other magi (gives player experience), go for training (quickly levels up your low level creatures) and things like that. When your team returns from their mission, you'll gain a reward depending on what kind of mission it was. The chance that your creatures will succeed on their mission is based off of the types of creatures you used (Dragons might be better at raiding than Bats, but Bats might be better at foraging, for example) along with how high their levels are in relation to your own level. You are unable to use these creatures while they're out on a mission. The intention of this system is to 1) allow you to quickly configure teams of creatures, 2) add more rituals to the game that can be done over and over again, and 3) allow players to target a specific type of item (such as resources, materials, sigils, etc) if they want an extra amount of something.
Dear developers, I just thought of an idea to lengthen the gameplay hours. The mechanics is called a "creature rune crafting system" Basically it comprises of quest based system in collecting creature particles & defeating certain creatures to craft the rune. The end rune will have the special ability of monster or other added benefits. Let me create a mock example for you: - Developers created a rune crafting npc - Players have to "enchant their weapons" with rune slots first (to prevent current weapon that players use become useless if this is implemented) Quest requirements for enchanting weapons with rune slots: - Defeat a certain no of stacks of creatures from level xx & above (to control game balance so that players cant abuse this early game & break game balance) - A weapon should be allowed 1 or if you are lenient 2 rune slots. Alternatively, you can make it that rune slots can be increased with more powerful weapons found in deeper level of dungeon (should not exceed 3 rune slots) - After enchanting weapon, players talk to this npc & select "servant hunter rune" quest Details of this rune: - Crafting "Servant hunter rune" ( grants the weapon its unique ability "Razorsharp") - Note: developers can alter the percentages as you wish so it doesnt break the game balance - Additionally developers can add other types runes with benefits such as +attk or +luck etc Quest requirements: - Players have to collect 20 particles of servant hunter - Alternatively the quest can be defeating a certain no of stack of creatures on eg "level 20 or more" to make it more challenging - After clearing the first quest, a Boss Servant Hunter will spawn. Upon defeating this creature, then the rune quest is completed Removing the rune: - Runes should be able to be removed from the weapon at will or if you like, you can include quest to clear to remove from weapon This rune system is an open system with limitless possibilities. You can always add more as time goes on. This simple mechanics i think can multiply the gameplay duration & players can even mix & match different runes to create new combos & make the gameplay more exciting. I sincerely hope it can be implemented.
Wow this is a great addition to the game. For now we have only a few rituals that can be started over and over. Love this idea! Sounds pretty cool. Maybe it can be implemented in some way
Thanks for the detailed suggestion Angmodurian! Have you tried crafting an artifact yet? It's very much like what you suggested: you can find crafting materials that enable your artifacts to grant creatures new abilities, on-hit effects, and increase their stats.
Of course tried already but the creatures can still clear my party sometimes haha especially the blood hound creature group. Great game