- Joined
- Jan 28, 2011
- Messages
- 97,624
As far as I see right now, definite INCLINE. They still might shit it all up, but I honestly don't see that happening. Definitely recommendable.So, Angthoron, everybody else, is this game INCLINE? If so, might as well add it to our Steam curator now.
As far as I see right now, definite INCLINE. They still might shit it all up, but I honestly don't see that happening. Definitely recommendable.So, Angthoron, everybody else, is this game INCLINE? If so, might as well add it to our Steam curator now.
Will do in a few!As far as I see right now, definite INCLINE. They still might shit it all up, but I honestly don't see that happening. Definitely recommendable.So, Angthoron, everybody else, is this game INCLINE? If so, might as well add it to our Steam curator now.
Well, you have curation privileges, so go for it.
Midnight of which time zone?I'll just leave this little gem here...
Interesting idea, you're proposing make torch-light decrease when using healing spells outside of combat? What happens when your torch light decreases to 0? There's no equivalent to wandering monsters (unless you're camping), so I'm not sure it's a good fix. Using light is akin to using an inventory resource, since you'll burn more torches to bring your light back up. If you're using torches out of the inventory, why not just include healing potions? I'm not against it, but I think the introduction of healing potions might be a more controlled way to do this. But how to introduce them without trivializing damage in combat?
There can be a respawn, yes. You can see them if the corridor is scouted, even.Interesting idea, you're proposing make torch-light decrease when using healing spells outside of combat? What happens when your torch light decreases to 0? There's no equivalent to wandering monsters (unless you're camping), so I'm not sure it's a good fix. Using light is akin to using an inventory resource, since you'll burn more torches to bring your light back up. If you're using torches out of the inventory, why not just include healing potions? I'm not against it, but I think the introduction of healing potions might be a more controlled way to do this. But how to introduce them without trivializing damage in combat?
Actually I believe there is. When running around with torch at 0 I ran once or twice into mobs on a corridor that was previously explored.
What's actually curious for me is what happens if you're backing a lot? It seems to add more stress?
What the blurb says. Tankiest tank. Low acc, but can buff it himself. Can deal massive damage to first 2 rows, can heal himself.Has anyone got details on how the Leper plays? Very curious to see what perks/disadvantages he has, looks like such an original character.
EDIT:
Never mind, found some info:
The Leper
A ruined man, a warrior, and a poet. The Leper is most effective when given a turn to focus himself before raising his massive blade. When he swings, it is all or nothing - crushing blows and massive damage or the empty whistling of a glancing blow. He is entirely self-sufficient, drawing strength from his life of trauma, and able to channel it into heals, protection, or unrelenting fury.
The one "back exclusive class" is evidently basically a reskin of one of the other classes.So i've just heard about this game an hour ago. Is there really backer exclusive classes? I hate that sort of stuff, just give backers a discount and cosmetic shit.
Looks good, probably worth plonking $15 on judging by the last few pages.
The one "back exclusive class" is evidently basically a reskin of one of the other classes.So i've just heard about this game an hour ago. Is there really backer exclusive classes? I hate that sort of stuff, just give backers a discount and cosmetic shit.
Looks good, probably worth plonking $15 on judging by the last few pages.
Annoying. But if history proves anything, the developer will most likely give it to non-backers as cheap DLC, usually six months after it goes gold.Is there really backer exclusive classes? I hate that sort of stuff, just give backers a discount and cosmetic shit.
Yeah, it's been pretty annoying, but I imagine it's going to be tuned, and I'm also noticing that the "Sanity gain on kill" mechanic right now is possibly bugged in general, because the narrator is like "As the enemy falls, spirits rise and hope begins to bla bla" and yet there's 0 actual effect - not even on the char that landed the blow. This seems to have started happening after the first patch, as I clearly recall 4-9 de-stress per kill before, though only for landing a killing blow.IMO the "+ party stress when taking a critical hit" is BULLSHIT and should FUCK OFF RIGHT NOW! It's irritatingly random from a game mechanics point of view and downright idiotic from a thematic point of view. If my huge armoured tank takes a crit which doesn't even take off 1/3rd of his HP, why should this cause my whole crew to panic? He'll just chop up the offending wimpy bandit on his next turn, no harm, no foul.
Crits should only stress the character receiving them. Furthermore, the whole team should get -stress from killing an enemy, not just the character striking the killing blow. I'd be OK with removing the -stress from character's crits as well. Don't make much sense thematically either if the fuckhuge monster just shrugs it off.
To be fair people started moaning almost immediately but they couldn't change it. They seemed genuinely surprised that it was an issue. It's their first kick starter so I guess they didn't think that one bit through.Can't. It was an agreement with Dickstarter that they apparently cannot go back on now despite, allegedly, regretting the decision to make some stuff backer-only.