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A member registered Jul 23, 2023

Recent community posts

Protection is a pretty weak stat, not worth using the heavy armor (plate gloves) at the cost of your Speed Points, from being over your encumbrance limit.

There is a link in the game description, does it work for you?

If not, here is another: https://discord.gg/Fw4SHhpfpw

I agree that a practice mode would be a cool feature, but for now, you can achieve the same result with the console. Give yourself any item, talent, create any enemy, test whatever you want. On the discord we have an explanation of the console and lists of commands that can do these things.

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If you right click inspect page, then find the element and delete it, you can remove them. This is it on brave.

What part of a 3 turn cap would add much mental load? There could be a nice UI indicator to tell you how many tiles you have moved if you only move a few at a time. This also conveniently fixes strafe 2, no more time stop shenangians there as well.

Purple shrooms are far, far stronger for dex classes than mages during a fight. Mages get SP and MP back, Dex characters get cooldowns and SP. The cooldown reset is the most powerful thing purple shrooms does. It is definitely worth using SP to go pick them up mid-fight, and is something I use far more often on dex classes than mages. It is also % based, so dex classes have more range to go pick up shrooms, they will get more SP back.

You can shift click the character to rest to full, it should take less than a second?

The problem I see is any increase in SP regen will make it a lot stronger, even at the cost of reducing the max SP. SP is already one of the strongest stats, it doesn't need to get stronger.

To make it hard to get more than 5 or 6 SP would require a large reduction in the amount of max dex/SP giving items, which would affect how much classes have to invest in dex for sure. Replacing them with -SP regen items would also make SP stronger overall, something I am not a fan of.

I don't think SP stops being valuable, full dex is a viable build, but so is getting some str, or some int. In RF3 we had a big problem that dex was just the superior option, in RF4 the attributes are far more balanced. I worry that increasing the power of SP (making it regen faster) would upset this balance (maybe not for everyone, but the top players will be able to seriously abuse the game with faster SP regen).

I don't think SP regen should ever be zero, as it would cause some issues. In the past, there was a problem with the power swing of having 1 compared to 0 SP, forcing everyone to get dex ASAP. This severely limited early build possibilities and was generally just no good. SP not regenerating as a base would cause the same thing to happen again.

An alternative to reduce the time stop effect would be to limit the amount of SP movement you can use to a few per turn, somewhere around 3? This would still give the movement abilities like sprint a purpose, or they could even be changed to increase the cap. That would fix the problem without messing with the balance of duelist, barb with charge, or creating issues where SP can regenerate too fast and be way too powerful. It also guarantees to remove the time stopping issues, without having to remove a lot of SP related items. If the SP items remain, players will either be able to stack SP, or if they are changed to regen, get insane SP regen.

Another important thing about allowing maxSP increasing items to remain, is they are very important for giving more flexibility to builds. If SP items didn't exist, a lot of builds would be forced into more dex. Talking about dex, if it gave increased SP regen this would limit dex based builds a lot. Getting SP back faster is just so strong, there would be few viable options apart from to fully invest in dex. Any changes really need to consider this, as the balance of RF4 attributes is pretty good right now. After your talents are unlocked, you can take most attributes and not be severely handicapping yourself, which opens up a lot of possibilities and is fun.

This would not do anything about the overall SP regen rate, but I would need to understand why you feel that SP regen out of battle feels bad first to have ideas on that. What part of resting for SP feels unreasonable? Does it use too much food, or something else? It feels perfectly natural to me that after a fight if you want resources like SP back immediately you can rest, or grab a shroom.

Is 6 turns * 9 (a large SP pool), 54 turns overall, really a crazy long time to rest? MP on mages takes far longer to restore (even 30 mp takes 90 turns). Removing extra SP from items and giving them -SP regen will both make dex even more valuable, and way, way stronger.

A stronger version of haste (which was absolutely OP in RF3 Web) that has to be used manually, hmm. It would also completely break duelist, and charge would need to change as well.

Ah, that makes more sense. 75g does feel to expensive, but even if it was 50g with how many enchants are in the game it would still feel bad to get the enchanter and would be rarely used. Far better to get another merchant.

For Ice 1, if you get to either of the lower corners, Yendor will not agro. Make sure not to move from the corner until the enemies are 7 tiles away from Yendor. If you do this, it pulls 5 giants (4 + 1 from the other side).

Ice 2 is a little more complicated. The lowest row of the map won't agro Yendor, but it also won't agro any of the ice giants. There are a few options, a scroll of poison fog placed properly will agro a bunch of giants while letting you retreat back safely. The option without any resources only has a 50% chance to work: Move up from the lower wall into vision range of one giant, and hope you get the 50% chance it doesn't shout immediately on seeing you, then SP back to the wall.

Burst of wind is a very versatile spell, however I don't trust it as it is a little unreliable, not working properly with corners. Shroud of wind is amazing, one of the best passives that I always try and pick up with any class. Honestly, you don't need much more than Lightning Bolt 2 to clear the game, it wipes everything up until VoY with no issues. Pick up a few more talents as you like on the way there, and enjoy the win.

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I find the heals from Ice Yendor annoying to kill the giants through, much better to keep them separated if possible.

How much stuff do you usually end up fighting at once in room 3? Rooms 1/2 are 8 giants and Yendor at the same time if you face it head on, room 3 should at most be 8 giants with no Yendor if you move down.

If you can keep room 3 to just one group at a time, I think you'll find it to be easier than rooms 1 and 2 for sure. Blast two of the four giants, and then the other two can be killed with ice knockback regardless of what you have.

How do you deal with room 1/2 for Ice Yendor? It took me a while to figure out how to pull most of the ice giants without agroing Yendor there.

For room 3, if you go down and diagonally, near the pillar, you should only fight one group of four. After the first group, it's super easy as you won't be right next to whatever group you fight next. The bits of circle terrain make dealing with Yendor completely free, as you can circle around it forever staying out of vision,  getting cooldowns back, or even dropping Yendor's agro to go grab the goblet in peace. (Circle terrain is OP)

Attributes are far more balanced now than they were in RF3, there is a reasonable case to be made to get every stat with every class. Str feels a little less desirable, but I do find even mages taking it occasionally.

  • Hmm, I'll have to look at shield of ice 2, I've always thought it was great but never really looked at how fast it regens. Having regenerating HP in a game where it no longer naturally regens is just amazing.
  • Magic Mastery needs a change, yeah.
  • Shock is pretty bad, it had the range reduced because it was given a 1 turn stun (broken), but nothing changed when the stun was removed.
  • Totally agree dominate needs some nerfs.
  • I like it, thats one of the suggestions I have to fix freeze. Not sure it will be enough, but a cooldown would suck.
  • How many scrolls does the librarian give you?
  • Do you know that Power Shot 2 (PS) does a crit if you are adjacent to the enemy, and that crit also stacks with all other types of crits? I've tried tunnel shot 2 (piercing shot), the 20% extra dmg per target doesn't feel as good as just making PS cooldown faster, let alone the crits. A single extra range would put PS at 8 range with perfect aim 2, not a great idea. Storm shot (3 arrow skill) has that (1 extra range), and it's busted. You can hit turrets from out of their range. Being able to shoot around walls is also very useful.

Agreed, LB is completely busted. Having square range as well, it can outrange 7 range enemies on a diagonal (You have 7.07 range when hitting 5 tiles directly diagonal)

Which versions of Ice Yendor (Room 1, 2 or 3) do you find harder? There are tricks with agro range that make room 1 and 2 far easier, but it probably shouldn't be expected for players to figure those out. Room 3 however (with 16 ice giants), is one of the easiest Yendors, it's completely free if you just run down to one corner, and don't agro Yendor.

It is intentional for bows to have lower damage, as they were by far the strongest in RF3. Being able to outrange everything is so powerful. Dex is still considered to be the best attribute by many, SP is just too strong.

Yeah, a way to wield two-handed weapons with a shield would be nice. Also, a bit of a nerf to shield block might be deserved haha.

I completely agree that the game is a blast to play, but there is so much that is broken about the balance xD

If you have a bow I find upper dungeon is completely trivialized by that alone, no need for strafe attack. Additionally, a bow greatly multiplies the power of disengage 2: You can put everything into kill range, and keep 100% uptime on your SP by always getting the points back. A bow and disengage 2 is far more powerful than a bow and strafe attack in UD. Disengage 2 is all about letting you use those more powerful abilities more often, that's why it is essential imo for a duellist to get it immediately.

Strafe 2 would come a long time after disengage 2, so taking strafe 1 instead of disengage 2 doesn't make sense. Strafe lets you attack more, but gets much less value out of each speed point. Combining lunge and disengage lets you kill far more stuff, with 3+ actions per turn, often keeping multiple speed points. I value dash attack more then strafe as it provides additional gap close and utility (ability to move through enemies). Even against Yendor I find I often prefer to chain disengage, lunge, dash attack, knockback (charge, power strike, cyclone strike), lunge, disengage, compared to just spending all the speed points on basic attacks with strafe.

Learning when to use consumables is one of the core components of a roguelike. The game is about decision making, this would remove a huge portion of what the player is supposed to be doing.

I would never even think of taking strafe attack until after disengage 2, lunge 2, and dash attack. Disengage 2 is way, way more powerful then strafe attack, and every other ability gives a lot more value as well.

Strafe attack 1 vs disengage 2? How?

For ice mage, try getting freeze and then stack some movement (usually just get a bunch of SP). If you can get a physical damage staff as well to crit hit with freeze, its amazing.

Yeah, a screenshot and crash log are super helpful with figuring out what happened.

I am of the opinion that scenario (Enemy A becoming aware, alerting Enemy B, and Enemy B being able to move) is a bug. It was not the case in previous versions.

An option to allow strafe to target unaware or sleeping enemies would let people choose what they prefer.

I find confusion just doesn't do enough at lvl 1 for 6mp, compared to what you can get for 4mp. It feels like a waste of mp whenever I try. The only boss you can't kite from easily, the archer, dies so fast to discord 2.

We will just have to disagree on shroud of wind, imo it doesn't give much value early game compared to more LB2 killing everything.

Happy new year to you as well :)

About strength and dex cross-classing - I find they benefit the most from picking up other class skills. Unlike a mage, where having more spells only increases versatility, more CD talents is a multiplication of the dmg output. Warrior/Barb absolutely love to get the active talents from each other. If you get shields up, power strike, cyclone strike and charge you can keep cycling them for huge damage output. Take a few duelist talents as well, always strong! Rogue/Ranger abilities also complement each other perfectly and are a massive power multiplier. Perfect aim, power shot, bear trap, sleep bomb? The things you can do with those are downright unfair to the enemies haha.

Freeze/dominate are just broken, don't compare anything to that xD

1. I usually take mental clarity first, as I find levitation and reflection is not required early on. I am not taking ranged damage (LB 2 outranges everything), jumping in pits, or needing to avoid terrain (just don't stand on the water, it's easy :P).  As long as I have enough MP to LB everything, nothing else matters. I almost put it as take mental clarity 1/2 first,  then take shroud, as I do think its stronger that way.

2. Disengage 2/Lunge 1 take 12 dex. Lunge 2 takes 14 dex. Even if you get 1 additional dex, the earliest you can get Lunge 2 is lvl 6. No extra attributes and it is lvl 9. What will you do with the talent points before that? Take disengage 2 at lvl 3, then lunge 1 at lvl 4. This won't delay lunge 2 at all.

The difference between having disengage 2 or not early game is massive. The game plays so much faster when you are keeping your SP on every kill. Disengage 2 is also the safer option, if you get in a dangerous situation, being able to disengage and step back, keeping pace with fast enemies and getting the maximum amount of SP is what you want.

I left the duelist talents early, as I don't use strafe attack enough to know exactly where it fits. I probably could have said: Disengage 2, Lunge 1/2, Dash Attack.

3. I find discord 2 is a massive upgrade.  It is a 33% dmg increase, per attack, which by itself is strong. It also has very positive interaction changes, like reducing the number of hits most early backline enemies need to die by 1 (saving you both a turn, and from being damaged at all in many situations). What else can an enchanter take early?

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Freeze and dominate are game breakingly OP, flaming battle sphere is trash. The optimal talent path can change depending on what you find in terms of equipment or other talents, but here is what I think is best from base talents.

Ranger: Perfect Aim, Tunnel Shot, Perfect Aim 2. Storm shot next as soon as dex allows. (Perfect Aim 2 and Tunnel Shot can be swapped as preferred)

Rogue: Bear Trap, Sleep Bomb 2. Bear Trap 2 asap. Shadow Step.

Warrior: Power Strike, Shields Up 2, Shield Block, Recovery, Shield Block 2, Recovery 2. (Shield block and recovery order can be swapped depending on preference)

Duelist: Disengage 2, Lunge 1/2, Dash Attack.

Barbarian: Cyclone Strike.  (Next: Charge 2, WM 1/2, whatever order you prefer)

Fire Mage: Mental Clarity 1/2, Burst of Flame, Flame Portal, Burst of Flame 2.

Storm Mage: Lightning Bolt 2, Mental Clarity 1/2, Shroud of Wind 1/2. Burst of wind is good for utility.

Ice Mage: Shield of Ice. After that, whatever you want, it's almost all great. You can play freezing cloud for the range, cone of cold 2 is crazy, and freeze is absolutely OP.  I think freeze 2 is a waste, just get 14 int then stack dex for SP. Pick up a physical dmg weapon for crits on frozen enemies, gg.

Necromancer: Mental Clarity, Posion Cloud, Mental Clarity 2, Summon Skeleton, Posion Cloud 2. Pick up an alternate dmg spell/staff for enemy skeletons and poison yendor (I like Lightning Bolt, or if I have to shock). Aura of death is trash. Rush Summon Skelly Asap.

Enchanter: Discord 2. The rest depends on 2nd zone and if you get extra int. Get dominate ASAP. If I am feeling unsafe early I take Mirror Image (Amnesia it later). If not, just stack mental clarity and maybe take confuse for utility while waiting for the int.

It's important to hold talent points on mages for lvl 9 if you get no extra int, or lvl 6 if you get an extra int.

A screenshot would be really helpful. Was it one of the glyph gate hives, or a 3x3 hive with 4 bees and a spawner?

During the RF3 development, most players agreed that strafe attack hitting sleeping/unaware monsters was a bad thing for the player.

I've changed my mind, burst of flame alone makes fire mage strong: https:// youtu.be/odeO7XLyVd0

I also made a video to show the tactics you could have used against the fire lizards, I hope it helps :)

Fire mage is a little weird: It is both the weakest mage overall, but in many situations, by far the strongest. Burst of flame is just outright busted (Range so large it is limited by the screen size, AoE, huge damage) and flame portal has crazy mobility. Against fire-resistant enemies, however, you will need to find some other abilities or use different tactics/strategies.

There are two tactics you could have used here. One takes no resources, the other uses some javelins.

The free option is to run to the stairs and go down. There is no requirement to kill everything as soon as you see it, or even at all. Using the SP (Speed point) you have, you could get out of range without taking damage, and then simply walk to the stairs. After that, there are many options, like finding a non-fire dmg spell at the library, or simply don't come back up - as a fire mage, clearing the core might not be a good idea. 

The tactic to kill them all would be to use your javelins (an item to cause ranged damage). Javelins outrange fire lizards. If you use your SP you can get out of range. When you are 6 tiles away, they will be completely helpless, unable to shoot their fire clouds. Run around all the terrain in a large circle to keep that distance. Throw a javelin, then use a speed point to regain the tile you lost. Like this, you can kill them all without taking any damage.

While I am a huge fanboi (no denying that), is there any reason these tactics would not work?

269786745819

Monster seed, works for any class. Multiple attributes and wishes early.

The races require a rework to make them fit with the new systems and are currently not available anywhere. They will be added back to the game eventually, however, I am not sure if that will ever be web version.

You can see he shadow stepped on a snake.

No

A screenshot of the situation when it locks up, and the error log in the console would be very helpful for figuring out why it happened. To get the error log, right click and inspect the page, then select the console tab (for next time you encounter a crash).

Races will definitely be coming back, and hopefully, they will be a lot more impactful than +/- an attribute here or there. The more they impact gameplay to be unique and different, the better.

I agree that fire mage needs a little something, in particular, the fire orb is too weak. It went from being wayyy too tanky to having no hp. I don't think the orb being a tank really fits fire mage,  perhaps an interesting tweak (on top of giving it a little more hp), would be having it leave a flaming cloud when it dies. This will give the fire mage a lot of tactical options. That may be too strong though, burst of flame is incredibly powerful.

Confusion got over-nerfed in the duration, there has been a lot of discussion about how to balance that spell. If the duration is too high, it stunlocks enemies. If it's too low, it feels useless. Dominate/freeze I personally feel are still, absolutely, 100% game breakingly OP. 

About the level-up cooldown spells: I highly recommend investing in some of them, they are worth it! Throughout the game, they function as a reusable, consumable level effect. That's the key part of those abilities, they save the non-reusable resources for later in the game. The abilities are also amazing late game, in particular, in the Yendor fight. Each of the three rooms has an energy well, that means at a minimum you get to use them once per room. Combine that with a few energy or power pots, giving you even more casts, and they are super valuable.

The changes to protection did impact rogue and ranger a lot. It is now important to strategize around enemies having protection, and I think that's great. Use elemental damage, or get crits to burst through. A crossbow is very valuable, or it is worth keeping a staff around to swap in if required. I do think there should be a few changes - turrets shouldn't have as high protection as they do, they were already nasty enough - and a few more options to give melee/ranged elemental damage (such as through an elemental buff to weapons talent or the like) would be nice.

If you could select a melee weapon or staff at the beginning of the run, imo that would reduce the variability. Every melee class should take the spear, no question. For mages, ice staff. The starting weapons are part of the class identity to me, and while there should be plenty of gear choices for the player to make, having it so early I disagree with.

I agree that UD gets repetitive, all zones do really. With more development time, I think the idea in Justin's development plan is to add more terrain generators, more vaults, and more enemy types. Each zone will have multiple different sub-zone types. Adding early versions of enemies is something that should be done a lot more, to introduce the player to various mechanics.

There are a lot of opinions about the hp shrooms and backtracking, some players like it, others hate it. I like the lack of natural hp regen, but would probably dislike backtracking if I had to do it much. Well, it's a work in progress, none of these mechanics are set yet.

If enemies specifically aimed to use shrooms, it would change a lot. Not only would a lot of shrooms get used by enemies, but the player would have to destroy shrooms just to prevent the enemy from using them. Purple shrooms do buff the enemies, it gives them their CDs back immediately. Not always that impactful, but multiple summons, or a 2nd healing totem, some enemies it really makes a difference.

A more intelligent AI would be amazing, but also so much work to design and implement. We can dream though haha.

Its great to hear from other players who love the game, I highly recommend you come join the discord :D

I take it on fire mage as keeping fire is more important when you have multiple abilities that need it, and fire mage doesn't have that many talents to get. A nice boost, but not critical.

Flame portal is super strong, it's a blink for 4mp! It doesn't end your turn and lets you gain incredibly precious distance that can completely change a fight around. You can let enemies close in on you, and suddenly appear on the other side of the screen so they have to do it all again. For mages with limited maneuverability, it's a godsend.

Poison, fireball, and most two-handed weapons are bad, yeah.

I really like the fire wand late game. It's got some creative uses like blocking arrows, burning toxic clouds, removing some summoned walls,  and the combination of AoE damage and some agro pull is very useful.

Bot left corner of the screen, or also in game records after a game.

The duelist abilities previously had much, much higher bonus damage, it got nerfed.

If you find a ranged weapon early game becomes simple on duelist, its easy to get things into kill range of disengage. If you don't, disengage 2 is still very good at kiting back from fights. Disengage/step back lets you move pretty far, using the terrain to your advantage. A key thing against frogs is to use unstable terrain to get the kills to keep your SP. Sometimes, taking a hit to use a normal attack is worth it, to bring them into kill range for disengage.

Yeah, that's what I like about this game - it goes from impossible to 100% win rate all depending on player skill, not grinding some levels.