GeometryEnjoyer

joined 3 months ago
[–] [email protected] 1 points 1 day ago* (last edited 1 day ago)

I never mentioned the warrior's seal, but anyway, do you not attach it to your end game armor?

[–] [email protected] 1 points 2 days ago* (last edited 2 days ago) (1 children)

I'm not opposed to the idea of having intentionally dumb AI, but seeing a necromancer with its back turned to me on an adjacent square zapping its minion in another room came off as a programming error more than anything else and was kind of immersion breaking imo.

[–] [email protected] 1 points 2 days ago (2 children)

Speaking of clarifying information about the duelist, the character description should also clarify why the rapier is "unique" so people don't mistakenly think it's an endgame equipment like the rogue's cloak or huntress's bow.

[–] [email protected] 1 points 2 days ago

I see. Thanks for the explanation. Still seems like flawed AI logic to me though. If the skeleton doesn't have valid attack target the necromancer should consider teleporting the minion, which it can already do.

 

I walked through a doorway and saw a necromancer adjacent to me in the prison. As I stepped back out, the necromancer followed me through the doorway and summoned a skeleton on the other side of the doorway (never seen either of those things happen before). Instead of moving out of the way it was stuck zapping the skeleton that was doing nothing until I killed the necromancer!

I'd upload a video, but Lemmy keeps giving me an error message.

[–] [email protected] 1 points 2 weeks ago

I did notsee that coming.

[–] [email protected] 2 points 2 weeks ago (2 children)

The update was exciting. I'm looking forward to the city quest revamp too. I wonder if the game will be considered "complete" at that point? Or are there other aspects of the game that are planned on being revamped?

[–] [email protected] 2 points 3 weeks ago* (last edited 3 weeks ago) (1 children)

Sorry, to clarify nothing happened to my wand, it's the ward that I set on the floor that immediately gets destroyed by the second zap from the wondrous resin, which basically makes the warding wand useless...

5
submitted 3 weeks ago* (last edited 3 weeks ago) by [email protected] to c/[email protected]
 

I had two failed mage runs where I used a wand of warding and had an upgraded wondrous resin. I noticed that the additional zap from the wondrous resin kept destroying my ward. Am I missing something here or is it accepted that the wand of warding is incompatible with the wondrous resin? If it's the latter then that's disappointing. Instead, maybe the ward could be immune to zaps procced by the wondrous resin or maybe the zaps could fire at an enemy or a random direction not targeting the ward (if there's no enemy around) as a special case.

[–] [email protected] 3 points 1 month ago

That's too bad. I think it would be a lot of fun to make them breakable. Not only because it would be nice to take out my frustration on an easy target, but also because it would add another layer of strategy in terrain modification.

[–] [email protected] 3 points 1 month ago* (last edited 1 month ago) (1 children)

Wow you got two items from it? That's cool. I would feel kind of bad about killing an "exiled" gnoll though...like aren't they down in their luck already...

[–] [email protected] 5 points 1 month ago (4 children)

The new exiled gnoll killed me in like 2 hits. 😭

[–] [email protected] 1 points 1 month ago

Don't know how to pronounce their name, but still cute.

[–] [email protected] 2 points 1 month ago

Seems interesting. I usually get the crystals if given the option, but I might pick this instead. I could always use more evasion.

 

I try to take advantage of the invisibility by long tapping the wait button to recover as much hp as possible, but enemies still show up and attack me. Am I doing something wrong?

 

Maybe I'm just not seeing them.

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