This topic contains player feedback for this month that the player approved for the forum.
Player feedback from February 2021
Still something buggy about the elf selective attack. I just went into a room at the door with the swordsman and attacked a cave troll for one damage. I left the room and reentered with the elf. Still from the doorway I jumped over the troll and it jumped over but didn’t attack.
Can confirm, if you are visible and you switch out the current character for the elf the leap attack button is deselected on the first move. If you exit and select a new room leap selector is enabled as expected.
Bunch of crap, putting giant sized monsters in all the basic rooms to kill you off before you even think of the dragon, and this “move silently” thing? doesn’t work, i get spotted on my first move every time, and no, i wasn’t jumping 2 spaces, thanks for the great upgrade, keep it up so we all stop playing
thanks
FINALLY, a decent run in the daily hunt, 81 gas spores
Lost my hunt on 79 gas spores due to network error. I was on 79 with a bow shot for safe 2 more, and one more safe after that. Network failed. I was thrown out to the opening screen with “upgrade to try again”. Cannot have died and it not been displayed. Never seen game end prematurely due to network error before :-(
Just checked deeds. I got 81 gas spores and then got killed by a purple worm :-( At least I know why the game finished though.
Nice, at least you got that 80 threshold, isn’t it so convenient for that damn worm to show up at the perfect time to kill you? and I still think it is a pile up bull***t that those ghosts get to re appear and if they are next to you they get an attack
TBH that was the first time in the entire hunt that the worm showed up. So at least that was the only hit point I lost randomly. I’m pleased I got 80 - going out on 79 is galling. The gas spore hunts are different from the others because once you get far enough into the hunt that everything is gas spores next to each other, it’s largely a question of figuring out how not to get hit when they all blow up! I started off thinking “I need a better shield against +7 missiles and +8 fireballs” but, well, I got 80 so I guess that wasn’t the case.
Yes the ghosts appear and get an attack immediately, like the worm. Particularly annoying if you had space and were shooting with the bow, because then the hit is practically certain. At least with the worm, it might not attack you if there’s another monster, and sometimes it will take out 2-health monsters before they can attack! Nice when it’s the Reaper and the worm stays alive! :-)
With reasonable weapons I try to guard against several ghosts so that I can take out more than one per round. The wizards are a pain though. I try to take out spellcasters of all sorts first. When they’re mixed with archers, though, that becomes a horrible room.
Things seem to be looking up in the daily hunts, 92 crocs today
Hey your MORONS!
This is supposed to be a hunt for bugbears!
Yet all I am finding is Undead, Lizardmen, Ettins .
Where are the BUGBEARS???
They’re in the rooms further on. You have to hunt for them! :-)
The rooms at the beginning have a higher proportion of monsters which aren’t the ones you’re hunting (on average). They also have a lower total number of monsters (on average).
You get to fight the monsters you’re SUPPOSED to fight right around the time they are gargantuan sized and you have no items left to help you, just like it’s supposed to be
Honestly I miss the counter-attacks when you got a high number on the roll. Wish that mechanic was brought back
There is a bug in the ghost hunt. I was using dwarf, and flame scroll ghost kills weren’t awarded towards the hunt total.
Can you kill ghosts with flame? I’ll have to check the monster manual! I got plenty anyway :-)
There’s something odd with how it counts the ghosts. Sometimes you don’t get a point. I think you get a point for the first time you kill the ghost but if it reappears and you kill it again, it doesn’t count twice. That makes sense because otherwise you’d find a room with a couple of easy ghosts, hit one and wait until it reappears. Then do it again. But it does make it hard to figure out which monsters left in the room will give you a point, and which are a waste of time.
It’s baloney that the ghosts get to re-appear in the first place, especially when they re- appear right next to you, they should keep counting as kills every time you kill it, it’s not your fault the game makes them re-appear, and sitting and waiting for them to re-appear? that is plain stupid because they can and DO show up next to you and get free hits.
@rand: This bug occurred upon entering the room, before I had killed anything else. Makes sense that it wouldn’t count twice for one ghost, but is quite problematic when it doesn’t even count once.
I have a general question about leveling xp. Why does the elf take so much more exp to level than the other two?
I have all three at level 14. To get to level 15, the Human needs 2M total, the dwarf needs 3.5M total, and the elf needs 6M total. Why is this? The elf isn’t really stronger than the others at this point, especially the dwarf.
@earththunder - I’d definitely try that if I saw the ghosts gave more than one point. Chance of a hit is small if you’re in a corner waiting, the ghost is weak and your shield is decent.
@studentofbrand - I agree you should definitely get one point (at least) for getting a ghost. You’ve probably guessed I haven’t tried killing a ghost with fire - thanks for the tip! I don’t understand the XP difference either. I don’t play the elf much, but if anything the elf also picks up XP slower because its more costly to get hit by monsters and easier to collect stuff and get out.
Bug: On the Tournament screen, This Weeks Leader is on 30 dragons - beetletoe on 30(34). But Last Week’s winner is on 60 dragons - H2FSbF6 on 50(40).
Last Week’s winner should be on 50 dragons or This Week’s Leader should be on 40.
increase cleave chance after rage?
I like the idea of a rage-dependent cleave.
E.g.
cleave of 3 hit points happens only (and always) with active rage
reduce cleave chance by 10% and increase it for 10% per current rage attack point.
116 ghouls. One stun! 200,000 XP somehow from one hunt. Amazing!
Wow, nice going Enigmatic, I just dropped 82 spores, not to bad considering I only had 1 health point left at 43
Bug: Wilhelm can skewer slimes.
Ok, I just had a moment of inspiration - related to potions-but-not-for-healing - as I was playing the human and wishing in the moment that I had a better shield. The potion POUR.
Pour it on yourself, get a movement/leap buff. Pour it on your shield, get a defense buff Pour it on your sword, get a damage/to-hit buff. Pour it on your bow, get a range/accuracy buff. Pour it on your wormy (if you’re the dwarf) to bestow a damage/armor buff and/or wormy’s restored to full health.
Here’s how I imagine it. Click the potion and 4 icons slide out (5 if you’re stumpy and grumpy and wormy is already flailing about). Click your choice, hear the sploosh-noise, and rock on, dudes! You are now chuffed and buffed!
Bring on the potion pour! :-)
@earththunder - well done 39 spores on 1 hit point!
Congrats on the bull rush for the human, he went from not worth playing to real fun. I like pushing goblins into pits. Don’t hold it against me.
@raand9999: Sh! You’re not supposed to report THOSE kind of bugs!!!
@castillian: I like it too! Unfortunately, since they’ve upgraded the other characters since then, Human now seems the least dynamic and dangerous again.
I have a question for the developers??? Why are the Human’s abilities so… idk… narrow? Ok, he can shove 1hp monsters into a pit BUT only when there’s no other place to shove them. Even when enemies are DIRECTLY in front of him. If the ground behind is solid… shove away! But if it’s a pit, derp, “Me not shove baddie in pit. That be unholey.” WHY??? Does it make him too powerful?
I don’t know how to post screen shots, but I came here to ask this. In the screen shot, baddie is directly between human and hole. I laid down flames so there are no other places to go except INTO the pit, but I cannot shove it into the pit!!! Argh! Now I’ve not only wasted a scroll, but I’m trapped between 2 enemies. I think this might be a bug in the bullrush design.
If you think it makes him too powerful (I don’t think it would), then nerf it a little by eliminating the “stunned by the audacious brutality” loss of turn for the remaining enemies. I just doesn’t make sense to me why he can’t do it when ever there’s a pit available; can he bullrush or can’t he?
Or, do like the dwarf. The pits on level 1 are really just deep puddles. You can’t shove them in. Or - shambler-like - they crawl out again after one round.
On the second level, give enemies a 35 percent chance of surviving the fall TO THE THIRD LEVEL. So, players run the chance of making the third level even more difficult by pushing their problems off of the second.
@Raand - When have you been able to skewer a slime? I’m having trouble doing it.
@ChadIcon - We wanted shoving a monster into a pit to be fairly difficult to do. It would be too easy if you could shove into any pit. The ‘explanation’ for the rule is that if there was another open tile to the side, the monster would side step to that tile rather than let itself be pushed into a pit. Regarding the case with flames to each side, are you sure the monster didn’t have 2 hp?
@Rowdius - I reported it as it happened. Maybe you and Masterleep can tie up the time on the forum with the time in your server logs. Think I hit a firebug with a yellow slime behind. The slime definitely perished and it definitely wasn’t from a gas spore.
I especially like it when there’s a line of monsters next to a line of pits and you can just push them all in one after the next :-) Almost as good is when you can just ambush them - push one in and then step back and wait for the next one to step into your cunning trap!
@ChadIcon - Watch out for overgrown 1hp monsters too. You can’t bull rush those if they are too big. Humungous I think works, but Titanic definitely doesn’t. The panic when you push them in the pit gives you a chance to guard; you usually end up next to one or more monsters.
@raand9999: Thanks for the tips! It was a Kobold (also to answer @Rowdius’ questions). Definitely 1hp. It was “oversized”, but I don’t think it was Titanic. I can’t check now b/c I played past that, and the size labels don’t show up in the screen grab.
@Rowdius: I understand the reasons and obviously I love the game. You know… if wishes were fishes, I could feed the world! Thanks for the response, and thanks again for the terrific game.
@raand - Thanks, I was able to duplicate it.
@ChadIcon - You cannot bull rush monsters that are larger than humongous. It’s in the rules, but we need a better system for the Bull Rush in-game error messages which explain why you can’t bull rush.
@ChadIcon - if you leave feedback from within the game right after you spot something that seems like a bug, it makes it much easier for us to reproduce what you were seeing.
One could weaken bull rush a bit like the dwarfs charge ability and stun only the adjacent monsters. However, the human has far less possbilities to shove than the dwarf to charge. This would be only an option if the skill gets new strengths. But what could that be and why? Maybe it can increase the chance that the worm shows up to something like 5% per pit/monster and turn (because it eats up the monster and looks for more food). But that is very dwarf-like and nothing new and special. What else? Proposing new human skill: rotation! I haven’t seen punt for a long time. Maybe we can finally replace this by some kind of “taunt”. It would fit very well to skewer, cleave and bull rush if the human would somehow be able to “make enemies move on a spot he likes them to have.” What I mean is maybe just the “last move towards the human”. If he could say “come here” or prevent them going on a fields we don’t want to have them (by e.g. a swinging sword). But how to put this into the interface? Maybe there are other ideas, but I could think of a “rotation toggle” that is where dwarf and elf have their combat switch. It makes the human either slowly rotate left, right or standing still. The monsters adopt his move. So if he is rotating clockwise, they will go left, if they have the option of both. This would also make it possible to “pass” single enemies wothout being hit, even when not sneaking.
I think I just shove an humongous hag that has been increased additionally in size by one. If this is right, that feels wrong.
Woohoo! 102 Hags today, never gotten to 100 before
Earththunder: VERY impressive; congratulations!
Mastersleep: Good to know about timing. I will keep that in mind for bugs or incidences in the future
@Bare Hand - I like the idea of pit shoving increasing the chance of the worm appearing.
since the elf has had a stealth based boost, why not give her the ability to re-enter stealth mode similarly to the dwarf’s “girded loins” if she guards without being attacked, she will re-enter stealth
Good suggestion corgiknight64. I too think the elf needs to be able to re-enter stealth mode somehow.
@Earththunder - Congrats on making 100 in the hunt!
For the human, the worm showing up is a double-edged sword, because it might attack him. If it’s more likely to show up where you pushed the monster in, then that might work because you can plan to move away. But if it’s more likely to show up everywhere, I don’t see that’s an advantage. If you wanted to tone down bull rushing into a pit, then it would be a way.
You could say that the spellcasters’ enlarge spell makes the monsters bigger, but not heavier, to explain why he can bull rush a magically enlarged monster but not a naturally large one. The name doesn’t change either if it’s enlarged magically.
Based on above comments, we created new topic to discuss possible changes to Bull Rush and pit shoving.
I have suggestion;
Since each character can now Advance to 24th Level and receive more powers and abilities.
I think that each character Should receive 1 Additional Health Point Once the have Achieved 16th Level.
So, about 10 minutes ago, I encountered an unfamiliar bug.
I am in Career mode, against 58 green dragons, having just encased a Specter in fire, and grabbed the weapon.
The picture of the room disappears, and is replaced by a new screen that says “Sorry old chap …” and says that an error is occurring. As directed by the page, I returned to the home screen, and pressed start.
The room screen image appeared briefly, for a moment, and was replaced again by a “Sorry old chap” screen.
This happened several times in succession, until I discovered that replacing the room image with the “Sorry” image was triggered by passing my mouse/cursor across the image.
So, I did succeed in getting a screen shot of the room by moving my mouse out of the frame of the picture.
(1) Do you want the screen grab, and what e-mail address should I send it to?
(2) I am leaving my game in its current state, in case you can access it from your side.
Let me know when it is safe to try: (a) starting a new game (b) re-logging in (c) restarting the Chrome browser to see whether or not the game still functions for me.
(P.S. is there a bug-report e-mail address on the web site? I looked briefly, but didn’t find it)
Beetletoe, try quitting the browser, then restart it and go back into the game. If it still happens, leave a feedback from the game screen if you can manage to do so.
Hi, Masterleep.
Good idea. Quitting the browser, restarting the browser, and then re-entering the game did get me past the point where the infinite loop was happening. So far, the game now seems to be responding normally.
The cleave sound is like the power chord from Whole Lootta Love from Zeppelin and the triple play is like Gimme Three Steps from Skynard
upgrade the magical summon on monsters so that they summon minions equal to their level so that kobolds dont summon trolls and giants, and dragons dont summon beetles
when monsters are at 1 hp bull rush can be triggered including shoving into pits
Hi, corgiknight64
What you are suggesting, about having high-level monsters invariably summon other high-level monsters could make the game impossibly difficult.
Clearing out dragon rooms with multiple mages is already high priority, to prevent monsters from being enhanced beyond our ability to deal with them. To that end, we spend lots of our scrolls early in a multi-mage-containing room, to prevent the situation where clearing the room becomes much more expensive later on. Additionally, the appearance of a fireball from the mages is already a drop-everything, deal with this right now situation.
As of now, we are already barely able to keep up with Dragon Mage activities, even though the Mages frequently do things that are not terribly threatening. So, what would happen if Dragon Mages, in two turns, would often create a new 3-hit-point monster? How would we possibly keep up?
there is a bug that when the reaper kills a worm, the sprite of it’s corpse is thrown across the arena and into a wall
Yeah the reaper’s swing with that scythe is really strong! Wilhelm’s swing is pretty strong if you roll a 12 too.
I think that the magical summon should summon monsters less than or equal to their level, so that weak spellcasters (kobolds, hag witches) can’t summon extremely strong monsters, but more powerful ones don’t always summon strong ones. They could enlarge first of course. I think that’s fine. Or perhaps the chance could be altered, so a weak spellcaster is very unlikely to summon an extremely strong monster, with the chance increasing as the spellcaster becomes more powerful. beetletoe is right that rooms with multiple mages can be deadly. Even in normal rooms if they all make it to the corners and all start casting it can be next to impossible to progress against them. And if they’re ghosts, they start coming back while you’re making your way to the next one dealing with all the fireballs on the way!
change girded loins to trigger after a guard in which you take no damage
@corgiknight = it already does. If you hunker and do not counterattack then you will gird loins. So, you can stand somewhere safe and hunker. Or you can hunker against eg a fireball or dragon breath, resist it and gird loins.
As the dwarf, I attempted to haste, and then hunker (to get Gird Loins and therefore +3 attack and defense) before hunkering again. I got a message saying it would be a waste of my free move. Since I’m surrounded by several large giants, I don’t agree!
That is a really good idea, raand9999, about the haste scroll. It could be changed (for every character) to “you get the attack bonus on one of the two turns” instead of bonus on attack with first turn and then another std turn. That would achieve your hope with the dwarf (not that he needs even MORE advantage, lol) and provide more tactical flexibility to the others.
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