wobblez, keep looking, you'll know when you find it... I think it's been mentioned in this thread already. Pitta, that would be me. I'm rather glad how the sound effect turned out! And the sword glows when monsters are nearby. It glows extra bright when something really really important is nearby. Ravenblack, you're welcome. The next big update is going to take us a while, but we will be submitting an iPad update soon, as well as an iPhone update to cover off any issues that we've found (mostly with video). Then we have a TON of work to do to get the next update ready, so I'm not sure how long that will take. Also, make sure your devices are running 3.0 at least, because this is required to support the In App Purchase stuff.
You're sword will glow when there is a baddie nearby. You can also *sometimes* watch for the glow to help find secret rooms. IE. On occasion I've cleared rooms of baddies and know there aren't any around, but I will be looking for a secret wall and my sword will suddenly start glowing, so it makes me believe there must be a secret nearby with a baddie waiting inside. It took me until last week to clue into that!
AWESOME!!! JUST AWESOME!!! It's incredible how deep is this game, I really wonder what this complex substrate could do applied to a full fledged RPG with dialogues, NPCs and such. Madgarden, if you're 'next big update' goes well (I understand you're about to add quests and themed floor, or something like that)...you could sell individual 'a bit bigger' quests with story/unique objects/dialogues/NPCs/cutscenes. I know I would buy those.
I think you're onto something, Pitta, if they did want to add anything that radically changes the basic play like entire detailed quests and the like, by having them as DLCs they d only be something those interested could bother with and if folk prefer the game's more simple streamlined nature they don't need to bother with them. It's a win/win situation!
Pitta, we're definitely open to that sort of thing. Initially, we will be doing a big overhaul of the dungeon and adding new playable characters as the DLC.
Perhaps just leave it as it is and make Sword of Fargoal 2 ! Can anyone imagine playing SoF v1.0 now the updates have made it so much better?
Okay, s'more observations: - According to what I'm reading now, potions can break in battle? Rut-roh. Also, the Gods can bless you with random things now? Could be good. Unless my beloved temple shield is badly in need of rejuvenation and the Gods thing it'd be funny to bless me with a wonk... - Have secret areas been revamped a little? I'm noticing more loot in them now. Or is it because I'm continuing my existing game they were like that before because they've already been generated before the update? - Oo, my black orb just absorbed what I assume was a stun spell. Cool. (Not new, just never had a black orb before.) - Just found a silver orb. So what happens when I have both, as I understand they're effectively opposites? Do they both just oscillate between silver and black as they absorb the magic they were intended to? So having one silver and one black would mean that, averaged out, I'd pretty much always be protected from what each protects you from? Cos that would be cool. ::several minutes later:: Yup. Silver orb absorbs darkness, black absorbs light. KISS MY HYNIE, DRAGONS. Silver seems to take more to turn into a black orb though. - You should be able to disarm flame/stun/whatever traps after they've been uncovered. Still playing, so I'll see what I can see.
Heh yeah... SoF 1.0 was really not what I had wanted to release, but we had to get a move-on and figured that it was at least a good initial re-imagining of the original C64 game. So that's why 1.1 took so long... I was getting it to where I really wanted it to be for 1.0. So yes, this next update will really be like SoF 2.0 as far as features go. Mindfield, yeah disarming complex traps like flame trap might be something a proper skilled thief could do, but a simple fighter... alas. But yes, expect another huge revamp of all of this when we release the big update.
Also, a beautiful seductress monster, perhaps a Doffie, to lure heros to their tragic destiny. Or try to. (No one knows what a Doffie _is_. It's my legal name, but I've never met another person with this weirdo name.)
I really AM hoping U LET us know when you do find the item that was added in your honour...but the blue room is not it.
It is, but this mysterious and persistent voice keeps echoing through the dungeon, asking, "Are you done yet?"
You know, "doff" is a British term meaning to remove, as of clothing. (i.e. one doffs one's hat.) Presumably then, a "doffie" is one who doffs, or removes clothes, so your proposition is quite appropriate under the (somewhat contrived) circumstances. Especially if you're British.
Not a Brit, know the verb, and doff my hat to you for all of your enlightening and amusing posts, Mindfield.
Yeah, I don't know if this is coincidence or what, but I played Legend mode last night, and every treasure chest I came upon on the first floor exploded. I didn't even make it past level 1 (is it just me, or are the monsters a lot more difficult in the last couple of updates?) to check if the explosions were to continue. It seems to me Legend mode is a LOT more difficult than Hero now - seems like there needs to be another mode in between the two (if people don't like the idea of toning down legend mode). I can never seem to even get past level 1, whereas in Hero, last time I played, I got to level 15 (and I finished the game before the different diff. levels were added). On another note, I LOVE that the update text now lists shield percentages when you walk onto a shield - very helpful. And the wasps are cool. Oh, and I like the vault with the lever hidden elsewhere - I'd love to see more of these types of puzzles/unique features - they really add character to the dungeons.
It's not just on Legend that chests are exploding at alarming rates. The first v1.3 game I played, about 8 of the 10 chests on level 1 exploded playing on Hero.
It may be traps in general - I played Hero after Legend, and many of the 1st level chests were trapped with different gases (but no explosions that I remember).
I've noticed that too. Most chests that don't explode are either booby-trapped or empty. I've run into very few chests that just opened and doled out some loot. Madgarden really wants to get his virtual pound of flesh out of us with this new update.
Heh, it should be the same percentage of trapped chests as before, but I'll take a look. Not that it should matter... stay outta my chests you thieving adventurers!