

Currently no, as the necromancer build is meant to be the main draw of using corpse dust outside of the quest reward. An alchemy recipe at some point might be nice though.
Currently no, as the necromancer build is meant to be the main draw of using corpse dust outside of the quest reward. An alchemy recipe at some point might be nice though.
Currently they are not going to be flammable no. It’s possible that this could be changed in the future but a solid wooden, treated barrel is going to be much less flammable than something like a door or grass.
Sorry but I’ve removed this comment, it’s best not to link to the app in question. By linking to it you’re giving it attention, or (if the purpose is for people to report it) encouraging brigading.
As annoying as these sorts of apps are, it’s best to ignore them. The vast majority of people aren’t going to buy this and it’ll fall down the search results quickly. Just report it as impersonation and move on.
Yeah, these levelgen additions are more about variety and flavor than new gameplay interactions.
Yep, the loading screen art by Aleks was the direct inspiration for these new terrain types.
Yeah, and most players do not need to worry about getting that badge in a specific run, which is why I think it’s fine. Too many of those badges though and the player will definitely be unlucky on some of them and end up having to send runs specifically for those badges though, which would suck.
I think the badge requires a reasonable amoutn of luck given that you can easily fish for more rare enchants using stones or scrolls of enchantment. I definitely don’t plan to add too many of these badges (it could get tedious very fast) but I wouldn’t mind a few more over time.
Obviously I don’t want to actively work against specific player-created challenge games like that, but I’m afraid trying to cater to it would limit my design space a fair bit. I expect that I will add more specific badges in the future which will probably put things further in that direction.
no the pickaxe itself needs to be at this level
It will count the bonus for curse infusion. The badge will require you to get the pickaxe to as high a level as possible.
That’s not coming this update but I would like to add more ‘use this specific mechanic well’ badges.
At the moment I just have them grant a higher quantity of regular barrier, but that feels a bit boring so I’m considering giving them a cooldown reduction benefit for the new seal shielding.
One of the things I wanted to move away from is the shield basically just being healing, so no the shield doesn’t persist forever. Once you’re out of combat it’ll fade, but you will get some cooldown refunded based on unused shield.
The shield triggers if the Warrior will be at or below half HP when the incoming damage resolves, even if he was below half health already. It triggers on any damage source that can be absorbed by shielding (i.e. anything but hunger).
All else being equal yes this is absolutely a nerf, which is why the shielding is being made a lot more generous. At base you’ll get 5 shielding with a 100 turn cooldown, which is already 20 turns per shield at best, as opposed to the current Warrior’s static 30. With T5 armor and Iron will this can go up to 15 shielding, effectively meaning 6.7 turns per shield. These numbers aren’t final though, of course, and obviously you are not going to be getting this shield as max effectiveness, but the idea here is if you play around it you’re going to get a lot more effective points of shielding than the old system which had 0 interaction.
I think we simply disagree then. I absolutely understand the possibility for something like this to be more detrimental to the game than fun, but I don’t think it goes against the spirit of a roguelike/lite at all.
Unfortunately the originals for the splash arts aren’t currently available anywhere. I don’t plan to put them in the game (clashes with the pixelated aesthetic) but it is possible that they’ll be used elsewhere in the future.
The censer was changed in v3.0 to be more straightforward, the effect now triggers when an enemy is in sight, and aims quite close to the enemy, regardless of whether that’s in a hallway or shop. The previous logic about not triggering in hallways or shops was removed. I am open to bringing that back if needed though.
Trinity doesn’t imbue any of your equipment, you can use trinity to simulate the effects of equipment you’ve already encountered in your run. Body form let’s you temporary gain an enchant or glyph, mind form gives you a use of a wand or thrown weapon, spirit form gives you use of a ring or artifact. If you were choosing darts then you were probably using Mind Form, which means you can cast the mind form spell to trigger the effect of whichever tipped dart you selected, as if you were throwing a real tipped dart of that type. Obviously it’s not that useful for simulating items you already have, but the power is in the flexibility. Maybe you’re all out of a particular type of seed but would like to be able to trigger that tipped dart’s effect anyway in a pinch, for example.