It is somewhat intended that their logic is exploitable. I'd rather the player be able to consistently outsmart them than always getting forced into fighting both a necromancer and a skeleton.
It's a relatively small change if you're not upgrading them, but the way they upgrade is changing quite a lot.
Please read the blog post:
Shattered will at some point be considered 'complete' by me, but it'll probably be a while after a new city quest. I do certainly think we're getting closer though.
It's worth noting that the shield starts cooling down immediately after it activates, you are not losing out on cooldown duration if it ends up lasting longer.
Hm, there must be something extra going on here because from a quick test the cooldown works correctly in both A and C:
A: shield is correctly reduced to -100 cooldown, can be triggered twice in a row on two successive attacks
C: shield cooldown went from 90 to -10 turns, after re-triggering the cooldown correctly started at 90 turns.
I'm not totally sure what you mean by this. The talent absolutely shouldn't require the shield to be currently active to trigger, and it doesn't from my testing.
Reading over these comments, I generally agree that Gladiator already has a lot to deal with and the extra juggling of shield uptime is a bit much. Some of this is intended, but I'm considering softening it a bit by allowing the shield to stay active as long as enemies are near OR the gladiator has combo. This won't affect balance much but should make it feel like the various mechanics are clashing a lot less.
I appreciate change can be difficult but I agree with Alek's opinion there are issues with the previous splash designs, and his desire for Shattered to showcase his work at its best. This one is the largest change, mainly because the existing proportions were very off (man was skinny under that armor!) and the armor design didn't make any sense for a character coming from a nordic-inspired area.
The shadows aren't ever going to match exactly but I do agree the barrel shadow doesn't look right atm. This is something I'm tweaking next beta.
What I meant is that shape differences would be an option I would take before something like a colorblind toggle. Before shape differences, I want to see if I can just tweak the colors to work reasonably well for everyone. The inventory UI is already really cluttered and I'd like to try and avoid pushing that further if I can. The latest beta has some more color tweaks that I'm quite a bit more confident will work for people.
Unfortunately tieing the rooms together like this would require a lot more work than it might seem. The actual room contents are generated independently of one-another, and so tieing their size together would effectively require fully generating the next floor before the prior one is generated. I also don't think that landing onto a mageroyal is going to break your fall in the way you imagine, it could just as easily apply the refreshing effect and then the damage from the fall.
I'm also not too keen on giving players more ways to mitigate fall damage, as the elixir of feather fall already exists for this purpose.