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Messages - eastpaw

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: July 16, 2013, 04:12:36 PM »
Hi again, Watabou. This game just keeps getting better! :D

Playing a mage with several wands is awesome, there are so many tactics. But the interface is clunky when you're constantly firing different wands from the inventory. I'd love a better quiver in which you could set a few items in it and swap through them by swipping vertically the fire button.

I understand it, but I can't imagine an interface that could solve this problem (without adding one more quickslot). How would you set those items in a single quickslot (quiver)? How would you know which items have been  set there already?

I would like to second that suggestion, and extend it also to armour and - perhaps - weapons. The reason for this is that swapping between "travel" armour and "battle" armour is a very basic strategy that I (and I assume most other players) often use in the early stages, and it gets a little tedious having to open the inventory and click-click before and after every fight. Being able to simply toggle between 2 different pieces of armour would speed up gameplay considerably. Having a quickslot to toggle between weapons is not really necessary, but I can imagine some players using that option (e.g., to swap to knuckleduster if disarmed by Dwarf Monk).

As for how to do it, perhaps have layered quickslots? Only one slot is visible in the interface, but long-pressing that slot swaps it out for the next slot. When we short-press a quickslot, we get a little pop-up indicating which wand is currently equipped. Finally, when we long-press on a wand, a piece of armour, or a weapon in our inventory, we equip it to the currently displayed slot of the relevant type. This would work best when only 2 slots are available per equipment type, but it probably wouldn't be that clunky for 3 slots as well.

A second solution would be to have multiple quickslots. 2 for armour and 2 (or 3) for wands would do it. This introduces more screen clutter, of course, but this method allows us to see at a glance how many charges remain in our main wands. (I think you've already said there's no room for these though.)

A third solution combines the benefits of the previous 2: layered quickslots with hidden slots peeking out slightly to indicate how many charges remain in the hidden wands.

-Dwarven monks, eh. I don't mind difficult enemies, but man those are annoying. I had a +7 or +8 plate mail and sword of slowness, and was overlevelled at least 2-3 levels.... but still each dwarven monk took about a minute to kill. In a world where boss battles take 15 secs that is LONG :D A bit less dodge chance on them, or slightly less chance of their... negative effect on player? :D

Yes please, to either suggestion!

Any chance for more character slots? I've beaten the game now with all 3 classes and 4 sub-classes.

Perhaps 2 slots per character type so that we can play as each of the sub-classes without losing our progress?

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: July 08, 2013, 04:21:15 PM »
Finally cleared the current content with a warrior. Lucked out with a plate +3 very early on and eventually pushed it up to +9.

Anyone know how high the upgrades can go?

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: July 04, 2013, 12:22:26 PM »
Fog of war: the fuzzier one on the left is much prettier.

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: June 20, 2013, 11:27:09 AM »
Hi, guys, here are some replies from Watabou regarding questions I'd earlier asked. Some of these changes have already been implemented in the most recent update though.

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1. If you are fighting a boss and teleport him away using a wand, could he end up in a place you can't reach? E.g., could you accidentally teleport the Tengu outside the locked room?

    Wands (and scrolls) of teleportation don't work on boss levels.

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2. The HP bars are only showing up sometimes. Is this a bug?

    Health indicator is displayed when you click the danger indicator. Maybe I will add an option to display it automatically when an enemy is attacked.

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3. When using a vampiric weapon, would it be possible for your life steal amount to appear over your head in green? The healing animation is nice and all but I'd really rather know how much healing I just received.

    I'll think of it. But before that I need to fix the old bug with overlapping floating texts :/

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4. It seems that when farming flies, you eventually stop getting potions. Or is this just my imagination? Herbrand a few posts up seems to suggest that this is because there is a certain fixed number of items that "belong" to a level. Is that the case?

    Indeed flies drop healing potions a little differently now, the longer you split the same swarm, the lower chance to get another potion. It was made to limit excessive farming.

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5. After you use a piece of equipment long enough, you identify it for free. Could the same be done for wands too?

    It would make scrolls of identify useless.

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6. How about when you gain XP (even if it's 0 XP), the amount you gain is displayed either in the scrolling text or as a pop up on the XP bar?

    Ok, I will display exp gained in the log.

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7. Any chance of getting a log book for reading the status messages that scroll by too quickly?

    It's such a pain to add new UI elements at this stage of development :) I'll think of it.

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8. I find I check the catalogus a lot: any chance of getting separate buttons for the scrolls and potions sections somewhere on the screen? If a log book is put in, that could be a third button.

9. An alternative to #8 is to make the menu hardware key open the character sheet, the catalogus, and/or the log book. Currently, it opens the inventory... but the inventory button is just next to it anyway.

10. I don't know if this is possible, but maybe the menu key could toggle through the character sheet and catalogus pages? So hit it once and you get the first page. Hit it again for the second page. Then touch the screen to close the page. The next time you press the menu key, you start at the *second* page because that's the last page you viewed.

    This is a rather popular request, so I will implement it this way or another...

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11. The Rogue as an assassin: Perhaps the rogue could do extra damage when he attacks a monster that is not aware of his presence? It would make his Ring of Shadows more valuable, and would also complement his proficiency with ranged attacks.

    It's quite possible that I will add "specializations" for each character class, "assassination" can be one them.

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: June 07, 2013, 09:50:09 AM »
Righto! Have been excited to try this... but my last few runs ended tragically early. :p

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: June 07, 2013, 08:59:37 AM »
Sounds like you have this all planned out! What about food though? Are the two overpriced rations in the store typically enough for each reset?

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: June 07, 2013, 05:18:14 AM »
Ah, nice little strategy there, Herbrand! I'll have to try it. Can you earn enough gold to cover the cost of a new ankh each reset though? I guess you must be able to or else this would not work.

Does the stuff you leave on the floor disappear after some time?

As for storing stuff in locked chests, that was something that Watabou had told me could be done in an email some time back. I haven't tried it myself but I would imagine throwing stuff at the chest would do it. I've just tested it, and it's performed by throwing an item at an unopened chest. Not much point to it though, I suppose, and it's probably not a good idea with special chests - accidentally throwing its key into it or losing the key to death would probably be bad. :p

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: June 06, 2013, 02:21:37 PM »
On level 5  you get a message 'a mysterious force prvents you from teleporting' when you try to use the wand of teleportation on the Goo, or try to read a scroll of teleportation yourself.

Ah, ok! Yea, I'd imagine the other boss levels are similarly protected against teleportation then.

I've never had the healing potions run out when farming flies.  What I have had 'run out' is strength potions when repeatedly recreating level 6 by suiciding there. How many potions did you have when you thought it ran out?

That was a little while back so I can't be sure, but I think it was something like 12-15 potions. Based on what you've said, I'm guessing I'd just had a streak of bad luck.

So I just accidentally set a Garden Room on fire and trapped myself inside while messing around. Trying to be smart, I proceeded to drop 6 scrolls of upgrade and 3 scrolls of magic mapping so that they wouldn't burn up when I eventually caught fire.

Apparently, scrolls on burning tiles are destroyed instantly and with 100% certainty.

I hate myself.

Been there, done that - it really hurts, doesn't it? :(

Yea, especially when everything else was going so well. 18 strength, Plate +4, Firebolt Wand +1. Was saving up all those Upgrades for a good weapon. :p

Almost deleted that character right then and there, but I managed to grit my teeth and press on. Still died on level 16 though, victim of a Dwarf Warlock.

Hi Grav, as other people have noticed - myself included - recreating a level will recreate potentially all sort of items, except for potions of strength and scrolls of upgrade - those seem to be predetermined for a zone, or a playthrough.

Ah, I'd misunderstood your earlier post then. So it's only those two items that are limited, hm?

By the way, I wonder if you might have the answer to a question that's been nagging at me: if you drop off some of your inventory (a) on the floor or (b) in a locked chest and then die on a different level, are you able to come back and pick up your stuff after you revive?

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: June 05, 2013, 02:26:50 AM »
So I chased a thief who stole my ankh, he went into the store, I killed him.

I had to repurchase my ankh... I'd previously encountered the Skeletons dying in the shop, but I didn't think it was finders keepers!

Is this a new thing? bug?

Thanks

This only happens if you kill the thief when he is standing on another item in the store -- including gold you made him drop earlier.  If you kill him on an empty store tile, you get your ankh (or whatever he stole) back for free.  Thus I think it is a bug.

I'd actually asked about this in an email back in March. Watabou's reply follows:

"It is not really a bug, it is rather a predictable glitch :). Not all items dropped in a store turn into this store's property, only dropped over existing goods. All items on the floor are stored in "heaps" and each heap is marked as "regular" or "for sale", when an item is dropped at the cell with other items, this item is added to the existing heap and this heap doesn't change its type. Chests are also heaps of special type, that's why you can put an item into a locked chest :)"



Watabou, I'd sent you a couple of emails recently, but perhaps it would be better for me to just post my questions/suggestions here:

1. If you are fighting a boss and teleport him away using a wand, could he end up in a place you can't reach? E.g., could you accidentally teleport the Tengu outside the locked room?

2. The HP bars are only showing up when we click on the "spotted enemy" tab. Could we have an option to have bars on by default?

3. When using a vampiric weapon, would it be possible for your life steal amount to appear over your head in green? The healing animation is nice and all but I'd really rather know how much healing I just received.

4. It seems that when farming flies, you eventually stop getting potions. Or is this just my imagination? Herbrand a few posts up seems to suggest that this is because there is a certain fixed number of items that "belong" to a level. Is that the case?

5. After you use a piece of equipment long enough, you identify it for free. Could the same be done for wands too?

6. How about when you gain XP (even if it's 0 XP), the amount you gain is displayed either in the scrolling text or as a pop up on the XP bar?

7. Any chance of getting a log book for reading the status messages that scroll by too quickly?

8. I find I check the catalogus a lot: any chance of getting separate buttons for the scrolls and potions sections somewhere on the screen? If a log book is put in, that could be a third button.

9. An alternative to #8 is to make the menu hardware key open the character sheet, the catalogus, and/or the log book. Currently, it opens the inventory... but the inventory button is just next to it anyway.

10. I don't know if this is possible, but maybe the menu key could toggle through the character sheet and catalogus pages? So hit it once and you get the first page. Hit it again for the second page. Then touch the screen to close the page. The next time you press the menu key, you start at the *second* page because that's the last page you viewed.

11. The Rogue as an assassin: Perhaps  the rogue could do extra damage when he attacks a monster that is not aware of his presence? It would make his Ring of Shadows more valuable, and would also complement his proficiency with ranged attacks.

12. Catalogus: How about adding the list of unidentified scrolls and potions to the catalogus too? This way, it's easier to calculate the chance of an unknown potion being dangerous to drink, for instance.

Thanks once again, Watabou. :)

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: June 05, 2013, 02:11:24 AM »
So I just accidentally set a Garden Room on fire and trapped myself inside while messing around. Trying to be smart, I proceeded to drop 6 scrolls of upgrade and 3 scrolls of magic mapping so that they wouldn't burn up when I eventually caught fire.

Apparently, scrolls on burning tiles are destroyed instantly and with 100% certainty.

I hate myself.

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