GeometryEnjoyer

joined 5 months ago
[–] GeometryEnjoyer@lemmy.world 2 points 1 week ago

I love these types of QoL changes! I hope someday we can get more quantitative turn counter information in addition to the spinning wheel.

[–] GeometryEnjoyer@lemmy.world 1 points 1 month ago* (last edited 1 month ago)

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

[–] GeometryEnjoyer@lemmy.world 1 points 1 month ago* (last edited 1 month ago) (2 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.

[–] GeometryEnjoyer@lemmy.world 1 points 1 month 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.

 

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.

[–] GeometryEnjoyer@lemmy.world 1 points 2 months ago

I did notsee that coming.

[–] GeometryEnjoyer@lemmy.world 2 points 2 months 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?

[–] GeometryEnjoyer@lemmy.world 2 points 2 months ago* (last edited 2 months 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...

 

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.

[–] GeometryEnjoyer@lemmy.world 3 points 2 months 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.

[–] GeometryEnjoyer@lemmy.world 3 points 2 months ago* (last edited 2 months 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...

[–] GeometryEnjoyer@lemmy.world 5 points 2 months ago (4 children)

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

[–] GeometryEnjoyer@lemmy.world 1 points 2 months ago

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

[–] GeometryEnjoyer@lemmy.world 2 points 2 months 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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