Hey Madgarden, Is work underway to change how monster respawning is handled? As you know, currently, the second you enter a new area the entire floor of monsters is "rolled up" and while this makes sense in most cases, like when you've FIRST entered a new dungeon level or new area of the dungeon, currently it can be greatly abused by simply clearing out a map, running up stairs and then immediately right back down for a whole new crop of baddies on the previously cleared floor. My hope for the future is that this is only rolled up once for each map and while occasional new monsters can later enter the level from the adjacent levels above and below (heck maybe even laterally from a wall crack), this silly little "stairs/crack jumping" will no longer be a valid trick to help players infinitely milk a level for exp.
I just asked Mr. Madgarden and he said this is part of the plan for the next big update, to have mostly persistent dungeon/monsters.
Ender's Game had ended? Poor guy. I would have thought salsa dancing would have given him a huge edge. Maybe it was the outfit, to flashy...poor guy.
Oh, now who's throwing around the literary references? But who said anything about ending? We don't know what happened to him yet.
Thanks, Paul. I will be giving it all some serious thought this week and throw out some suggestions (which you may then...ummm... throw out). But, off the top of my head, LordGek's idea of rolling up monsters for each map only once seems right on. I did not, in fact, in any of my best games do the sneaky to rack up experience, but I sure did think about doing that. The Minotaur battle should be somewhat harder in Legendary mode. How about adding a "gatekeeper" (a strong monster) at or near the entrance to the sword room. One would have to defeat this gatekeeper and then, ta da!, finally meet the minotaur. Seems like bosses in movies often have some sort of consigliere controlling access. Saving up strength/agility potions to defeat one guy is hard; having enough juice to kill two in succession is harder. Might add a bit of drama to the final boss confrontation. Drama is good. First time you get near the sword, you see the Minotaur, know he's bulky and bad, but perhaps he doesn't look scary enough, doesn't bellow and roar at you. Also, as I've said before, dungeon-diving and exploring is my favorite trip. I'd love more than 27 dungeons, with special items and creatures as you adventure deeper. More later, undoubtedly.
If I may be so bold as to include myself in the feedback..... Now, this might just be me not concentrating but the tunnels in the wall don't seem to correspond geographically with the map you arrive on. For example, if I enter a tunnel on the east wall of a dungeon then another on the north wall of this adjacent dungeon I will reappear on the west side of the original dungeon. So I've gone right one map, up one map and appeared on my original map on the left. I hope that makes some sense. Anyway, can the maps be fixed so the tunnels are consistent? Another thing.... please PLEASE consider a more detailed drop-down list of buttons from the top right (e.g. teleport, shield, potion, and strength). Oh, and another ...... add LOADS of new stuff. For example, new wands, monsters, and traps. The more the better. Perhaps even a.... ahem.... womble!?
If I may be so squishy as to slip into developer mode here: Now, I don't know specifically how Paul has done it, but unless I miss my guess, each dungeon, regardless of its geographic position, is generated independently and without regard to the geographic position of any other dungeon. Stairs and holes in the walls are then connected randomly to other dungeons by way of a simple link, again, without regard to the geographic position of the dungeon. To put it in more visual terms, imagine that all of the dungeons -- whether on the same floor or different -- are arranged in a large stack. Then the algorithm simply draws a line from one set of stairs or a hole in the wall to another in the stack, and it does this for all levels. Arranging them geographically is probably possible, but it would require a rework of the algorithm that generates the levels so that links one floor to a geographically appropriate matching hole or stairs on another section, and if it can't find any it wold have to find another level that isn't currently linked and move the door or stairs there.
BINGO. Don't think of the maps as geographical. Keep the thoughts rolling guys... you're all pretty much on the money as far as my plans so far.
I never thought of the maps as geographical. I find the fact that they are upside-down, topsy-turvy, and entirely maddening one of the most delightful aspects of exploring. I sometimes get so frustrated I could scream at those crazy tunnel entrances and, although I might be crazy (I could get you affadavits to that effect), I truly like that.
Belated congratulations Madgarden all the best with your new direction! As for Fargoal and the maps, the random nature reminds me of the old text adventures you know, "go north" into a forest then "go south" and instead of leaving the forest where you went in, you suddenly find yourself hopelessly lost! Brings back memories of pages of maps drawn out in boxes on squared paper Now I'm impatiently counting the days until the iPad arrives so I can finally try out Legends Dunno why I'm so keen to see my hero killed on another device, though
Been a while since I posted bt have continued to follow the thread. Unfortunately I always feel like part of the group cause I read this thing bt never add my own comments. Anyway I have fiNally gotten a few hero runs complete. With sword succesfully returned to top for the win. And I got to say this game rocks. Iwas always worried about getting the game because of the time limit in getting back up bt everything in this game adds to the fun ratherthan taking away. Got to say out of all the iPhone games and other games I have played I think I trust madgarden and the fargoal team to make updates and changes with balance and fun remaining intact. New lizard man monster looks perfectly evil and reptillian, and the way the new wasp flies and makes it hard to judge where he is going is awsome. I still maintain the centipedes as my creepy monster winner though wand of fireballing a whole room full of those bugs is my new favorite thing. I can't wait to see wha other monsters I get to blast in the future. This thread is awsome too. And when madgarden keeps calling womble wobblez I have to make sure I'm not drinking anything. Anyway time to move on to legend mode. Best of luck on the full time thing.
welcome and thanks for diving off the deep end to join us Rovorcen! I always love hearing how people are loving and/or loathing the game! I hope legend mode treats you well. And by well, I mean, not too harsh a death. (geesh, I'm starting to sound like Madgarden) Those wasps...just wait...Oh man, does Madgarden have an idea up his sleeve for them!
I don't like the sound of that. My mind immediately goes to the worst possible outcome And what is that outcome? A new ability/status effect. The wasp injects you with poison AND an egg. The egg effect stays with you a while and has a random chance of hatching into another wasp
Player's note: The lizardmen, if/when you get down to the really deep levels (26, 27) suddenly become viciously aggressive. And fast!
Exactly, Mrs. M! They also come in bunches at those very deep, dank dungeons. I lit a match, but they still smelled bad.