I guess, I'm one of the few people, that doesn't like the shield percentage that much, since it feels artificial in this game. Everything is about exploring on your own, so I like to just read the descriptions "worn", "good" etc. The percentage is strange somehow. But I guess, I have to live with it
I like it because it saves a bit of time and some clicks. Generally I would check the old shield's percentage, then don (opposite of doff, heh heh) the new shield and check that and, if it wasn't better, doff it and pick up the old one again. Now, all other things being equal, I can just check the already equipped shield and compare.
I like it. It was tough figuring out which shield was "healthier" when I came across another in the dungeon. It's like the health bar, It isn't realistic to have one but it's about making the game a little more accessible. Maybe Paul will add a blood trail effect so we don't need that either I think most changes like these will be hit or miss with us fans since we play so much fargoal. Some of the hardcore players might also prefer the obscurity of some things, but those poor noobs are left to suffer
Re: chests. I've noticed a lot of empty chests since the update and perhaps this needs a rethink. What's the point of a chest with nothing in, not even a trap? Perhaps eery chest should have something inside but to counter it, reduce the overall number. Loving the wand of teleport btw
You won't once a pack of hungry dire wolves catch your scent and follow you around the map and down stairs.
Ahh... Jeff is afraid of blood or something, so there won't be any blood. Sorry. But maybe down the road I will create a new roguelike called "Decapitation." wobblez, yeah still working on the chest balance. No worries, any feedback from you guys is good to help refine things. I think the problem was more the rubble being stuffed with stuff, not the chests. As for the percentage... well I figure if it shows up in the equip menu, then it's OK to show it elsewhere. And yes, it's a case of the benefit (streamlining) outweighing the "distraction" I think.
I am having this issue on the ipad as well. The game has froze a couple of times but the main freeze happens after going down the stairs and starting level 2, the character will just stand there and can not be moved. Also, there is a black screen on start up and no video when going downstairs. I have tried a number of times but end up with the same issue. I have reinstalled and still have the same issue. Any ideas?
Yes, this is due to problems we're having with the video playback on the iPad. So, if you disable video for now, you will have no other problems. We'll try to submit a fix for this as soon as we get a chance.
Okay thanks. I guess I could just buy the ipad version as well. I will look into it and see what is different.
With the black screen, is the music still playing? If so then it's the new way video is handled in 3.2 and 4.0 (i had the issue on my iPhone) you'll have to just turn videos off for now. Paul, I bet it has to do with the games rating... But that's what secrets and cheat codes are for
BazookaTime, the iPad is my favourite version... but I basically have 1.3 for iPad of course, and it's not released yet. It will be soon though, and the graphics are all smooth upscaled and awesome. There's also a retro chunky mode if you like that. So yea, I'd say iPad version is really nice. VeganTnT, yes Manomio had C64 BASIC as a secret code, and remember what happened when Apple found out?
I just got teleported by someone else - it just said a teleport spell is cast and off I went. Was fighting centipedes at the time. I'm liking the update. The graphical polishes are good and it's great to have some new creatures in here. The wasps in particular are pretty cool.
Bliss! Well, I know that danger still lurks ahead, but at the moment I am hitting the jackpot. Jillpot? For the first time, I got the temple shield, felt terrific for about 10 seconds, but this dungeon floor had many teleport traps and exploding chests. I'm not sure whether the chest just exploded or I was teleported from the chest, but I looked around and my shield was gone. The trusty pink square on the map, however, allowed me to return quickly and recover it. Then I went to a temple and got blessed and enchanted simultaneously, ohmigod. Soon after I found a bug amulet. Loving the new creatures, the new floor colors. And it _seems_ as if healing at temples, without using the regen spell, and healing while standing in one place as well is a. It faster than it used to be pre-update. Is that true or only wishful thinking. This game is a Class C drug and should require a prescription.
lol, seriously I just realized something - maybe this is Madgarden's (Mad, right? get it?) evil Joker-like plot to make us all crazy with glee so he can take over the world.
Loving the update so far, but have a question (see later below). The black gargoyles look really cool, look a lot scarier than green ones. And the lizardmen are neat lookin' too. Started a new hero, played for about an hour tonight. I must be having fair luck with the chests so far, seeing about equal numbers of trapped vs. empty vs. has prizes. One sleep trap and a few explodeds, but pretty much even across the board. Was anything changed in the update regarding the rubble piles? I ask because prior to 1.3 I could sneak onto rubble and search, or disarm, or some did nothing. After 1.3, tonight I was on a few maps that had quite a lot of rubbles scattered about. A few rubbles were ceiling traps, but EVERY rubble offered no function at all when I sneaked onto them, I couldn't search them or anything. So I was just wondering if the rubbles are being treated differently now?
Fess Up Madgarden You did speed up healing in this version, didn't you. I haven't used a regen spell even once, and it looks to me that a hero doesn't even have to stand still for healing to happen. I'm loving it. And the teleport wands are genius. I just have to control yself and use them judiciously. Although "judicious" isn't my main flavor when I'm deep into this game, that's for sure.