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Messages - Veldrin

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Hey, i've found a bug, important one!

I play mostly by night, because i have more time at night to play. (hard! sometimes too much!) At night, more enemies, more exp. in the firsts levels, found a exp potion, for more exp :P

but... i've arrived to the imp, (with almost 2 level more than depth) he needs 8 token from monks, i have 6, and find another exp potion (in a warlock, i think), and make another in an alchemy pot, drink both, and i gain no exp from monks... ¬°But no token!! i can't end the quest!! :S


We'll see soon 'mods' of Pixel Dungeon? ¬°Great!

The Rat King do something or is just a WTF!? XDDDDD

"I agree with most other people square-bound level design was better. The new layout requires to many touch-screen gestures just to decide where to go next, constant need to zoom in and out makes it pretty inconvenient. There was also a feeling of satisfaction when you knew you cleared the whole floor, I think that was more valuable than whatever it is we gained with the new design."

+1000 agree.

I play much less since the layout change :S

Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.6.2)
« on: February 20, 2014, 05:11:43 PM »
Secondly, I now tend to skip the demon levels entirely.  The eyeball beams hit WAY too hard to be worth fighting, and the succubi aren't dangerous - they're just annoying.  There aren't enough health potion drops in the levels to make up for fighting those creatures, so you're better off skipping the levels.  I'll use potions of mind vision and maps of magic mapping to completely skip the last 4 levels and still beat the final boss easily.  I'd like to see these levels tweaked so that they're a bit more in line with the difficulty, or at least have enough health potions to make them worthwhile to fight through:  I hate it when you're motivated to skip portions of the game.


You don't need anything more in this depths, maybe you look for one Upgrade o Strenght in the first or first and second levels, but after that, flee to the stairs for not lose too many potions!
I save Magic Mapping Scrolls to evade the traps too, at these levels these are very deadly.

Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.6.2)
« on: February 05, 2014, 11:44:28 AM »
Today I did something I do not think I repeat in a while: I drank my first healing potion in depth 15, facing the DM300. With the dew drop vial full! (More below the sewers is difficult to fill, I saved for another critical moment)

Beign a Berserker, of course. :P

Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.6.2)
« on: February 03, 2014, 03:59:12 PM »
Hey! Mee too!
The ambitious imp has a list of rings, or is truely random and gravling and me we hace the same luck? XDDDD

Playing the Huntress, was saved the Upgrades scrolls until i've found a beastplate (i've a +2Chainmail from depth 2...) When upgrade the beastplate, on depth 8... was  +9 beastplate!!! OMG!! 55 Defense, and added another to reach +10 beastplate, 60 Def, 7, 7!!! Strenght requeriment XDDDDDD

Is the few, very few times i've win wit a huntress :)

Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.6.2)
« on: January 31, 2014, 10:09:19 AM »
Pixel Dungeon is only for Android

Look in for any "Android emulator" and download it to run the game.

Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.6.2)
« on: January 29, 2014, 08:53:29 AM »
Very good update, watabou! i love the dew vial and the new NPC.

I suggest another thing, only a little esthetic change:

The lvl 11 shopkeeper is a troll (maybe with another troll in the shopkeep, as 'bodyguard' or non-quest giving blacksmith, only for esthetic), and maybe a change of the room, with leather in the walls, skulls...

The lvl 16 shopkeeper is a dwarf, maybe of another city or non-crazy one, which is up enough to save his sanity. Or maybe 2 or 3 sane dwarves refugees with tents around a campfire...

A little chat screen (like the scrolls when step a new zone) when you first enter the shop will be cool. And a special sign with the name of the shop at the side of the door will be cool too.

In addition, with the little chat you can give a "not a very good quest", like this: Each shopkeeper needs some type of item (armors, weapons, scrolls, potions...) and pay x1.5 each, or something. Random each game you play, of couse.

Ideas, ideas... Sorry for the annoyance.


Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.6.1)
« on: January 20, 2014, 10:57:29 AM »

I know, i know... I start to be become bored with my ideas XDDD

I've a new idea to extend the interest in the game, giving customizations to the next game. You must buy it each time you start a game, something like this:

You can start use when beat twice the game.
Every time you beat the game without advantages, gain some points of advantage.
Warrior: 6 AP
Mage: 8 AP
Rogue: 10 AP
Huntress: 12 AP

You can start a game with "customizable hero" and use this points to buy advantages, in example:
+5 HP start: 3AP
+1 HP each level: 6AP
+10% detection: 10AP
10% identify items automatic (acumulative): 10AP each 10% (buy twice to gain a 20%)
+1 Strength start (like warrior): +5AP
+recharge wands speed (like Mage): +5AP

Etc, etc, etc....

This 'customizable hero' don't give extra Ap when  beat the game (or very few), but can be interesting to play, and do not break the game balance in the other heros

I hope you like the idea!

Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.6.1)
« on: January 14, 2014, 09:41:24 AM »
There's a unfair fact in the first 5 levels, you can die easily. i suggest a "one-shot" load game. Only works in the firts 4 levels, and only once.

If you die on floor 1-4, the game respawn you at the start of your death floor.
Result: You can die once, but only to prevent the "accidentally death" when you step a trap and find one or two monsters when you go poorly equipped yet, or something else, and giving the chance of keep playing, prevent a little the multiple die and restart. .. before face the goo

When you step the 5th depth, the Save is destroyed and you can't load the game.

Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.6.0)
« on: December 23, 2013, 09:16:57 AM »
Explore the entire map of each deep. You must find at least 2 potions before face the Goo, sometimes 3, and if you are lucky enough (very lucky), 4, but 11 or 12 facing the Tengu... impossible if you look for good.

Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.6.0)
« on: December 20, 2013, 04:38:23 PM »
Thanks for your work, merry christmas and a happy new year  ;)

Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.6.0)
« on: December 05, 2013, 04:54:43 PM »
Thank you so much for your work and for hear the players!

Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v0.5.3)
« on: October 15, 2013, 03:30:05 PM »
I did not understand me ....
I completely agree with reward advanced players with major challenges, but as it is the Huntress, that difficulty is based on parameters that the player can not handle, like finding equipment or drink the potion right, has no an ace with the to be handled.

So I proposed major challenges, and one character at least at the level of the others. Folsky seems that it is more difficult, when in fact just the character has fewer tools. Without Extra Strength, Stealth, less health and without knowing scrolls or potions, sorry to say that it is not a major challenge, is simply a character with no skills to face the same challenge as other...
Namely weaker :-P

'weaken' the character is not bad, but leave it capabilities to meet the challenge heading left to chance, that's my complaint. The Rogue is weaker than the Wizard, but it is playable.
Hell!, I have come to die in the first level when I have crossed three rats in a row ...!

Greater difficulty YES, but avoid tying the hands of the player cleverness

"In reality she is just different and she is meant to be played differently."

In my opinion, this boomeang not a different "style" of management, and that by itself does not give chances, even improved, and it seems that from certain depths will be more anecdotal than anything else, because it does not improve enough, seems to happen like magic missile wand.

To really work differentlywould have to have a hat trick. Why not a bow with three arrows recoverable, but to make a slightly more serious injury, or to improve the bow actually doing so appetizing? She would not be able to riddle at will, as she does with the boomerang, but his superior ability would be useful with ranged weapons

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