for two first i can use some items, for desire those from bunny set, that are quite safe as there are not going to curse a class (yet) on the girl you put them onhow to increase these?
View attachment 3192604
Main Desire -> Increases over time depending on other desireshow to increase these?
Missions are planned, and will even be in the next public release (around New Year). But it's only a proof of concept currently since it awaits some more mechanics to be fleshed out first.i liked the previous game, ero witches i think. I like this game too but I hope there will be a story or some mission oriented gameplay.
There is a lot of loot, but there's also items to increase your carry slots, and i don't think its a bad thing to have to drop lesser loot for better loot as you go tbh.Is it just me or is there too much loot after the dungeons becoming grids instead of straight lines? I regularly have to ditch 2/3 of the loot during the exploration. Maybe thats just me who tries exploring the whole thing instead of beelining for the end though, but I try to complete megucas personal goals which requires fighting to rack up kill, move or damage count.
As a perfectionist its agonizing to me. Do I drop 750g worth of stones (3x250) or one stone worth 500g or 400g in currency? Three stones are worth more now but they're also less efficient in the long term as they only can get 1250g from one slot. But on the other hand 500g stones are rarer and you're not guaranteed to fill the slot with them and gold is almost guaranteed to show up every time you loot something so it has the highest chance to use the slot to the full with more efficiency than 250g stones.... Arrrghhh!There is a lot of loot, but there's also items to increase your carry slots, and i don't think its a bad thing to have to drop lesser loot for better loot as you go tbh.
That's one of the reasons i like it, because it also makes me agonize over my inventory, and it adds to the tension, because every fight is another chance to gain and another chance to lose, and if im making the sacrifice of small gems and such im committing my self longer term to more fights, which means more risk of class swapping on necessary units im leveling. I understand your frustration as i am also sadly a perfectionist, and if its too annoying for you that's fair, but i personally feel like it adds more tension to the game which i very much enjoyAs a perfectionist its agonizing to me. Do I drop 750g worth of stones (3x250) or one stone worth 500g or 400g in currency? Three stones are worth more now but they're also less efficient in the long term as they only can get 1250g from one slot. But on the other hand 500g stones are rarer and you're not guaranteed to fill the slot with them and gold is almost guaranteed to show up every time you loot something so it has the highest chance to use the slot to the full with more efficiency than 250g stones.... Arrrghhh!
My point is that those are artificial sources of frustration about stuff I dont really care about. 5 stone slots that are reserved for the exact same stones as the first one... Why can't you keep the mix of stones in there? And before you say that it'd be complex to implement - no, it wouldn't be, just give inventory a total size and each item its own appropriate size and let player stuff inventory as much as he wants as long as the max size/weight isnt exceeded. Also no I dont think of it in terms of committing to something, I dont commit to anything, each time I make a judgement of whether to fight or run independently.That's one of the reasons i like it, because it also makes me agonize over my inventory, and it adds to the tension, because every fight is another chance to gain and another chance to lose, and if im making the sacrifice of small gems and such im committing my self longer term to more fights, which means more risk of class swapping on necessary units im leveling. I understand your frustration as i am also sadly a perfectionist, and if its too annoying for you that's fair, but i personally feel like it adds more tension to the game which i very much enjoy
i get where you point at, but think that of the three kind of stuff you may get, money, stones or items, its just like some tetris like game where you pick what to take or what to leave there on the ground (i think you should be able to go back for those you left if have enough space later on before ending the dungeon)My point is that those are artificial sources of frustration about stuff I dont really care about. 5 stone slots that are reserved for the exact same stones as the first one... Why can't you keep the mix of stones in there? And before you say that it'd be complex to implement - no, it wouldn't be, just give inventory a total size and each item its own appropriate size and let player stuff inventory as much as he wants as long as the max size/weight isnt exceeded. Also no I dont think of it in terms of committing to something, I dont commit to anything, each time I make a judgement of whether to fight or run independently.
And anyway the point of the post was that before the dungeon change, back when dungeons were mostly straight lines of a few rooms, you dropped only like 20% of the loot you found, there was balance. Now that there are a ton more rooms to clear each time if you want a complete dungeon clear, the proportion of the dropped loot is significantly higher and the +1 slot pony items are a drop in the bucket.
As luck would have it, " How to handle skipping days? " is the name for an ongoing poll on the patreon since a few days ago.A suggestion, add a way to pass time. Currently it's already possible by just sending someone out and retreating instantly. Of course, passing time should reset win-streak, but it would save quite a bit of effort.
just need to do that, use only skills on that char for support and healing, maybe some debuffs on enemies but that do no damage.. there are some items to avoid you doing damage for some classes.. or can disable those skills until task is doneI had a rogue spamming Wait - nope; a mage doing nothing but Meditating - nuh-uh; a quick and simple dungeon where I managed to navigate to the end with zero battles - no dice.
What DOES the "End dungeon dealing 0 DMG: 0/1" goal track, exactly?
Exactly that, you have to deal zero damage on the character through an entire dungeon run. Are you sure you were not overleveld for the dungeon? If you are above the dungeon's level, task progression is paused.I had a rogue spamming Wait - nope; a mage doing nothing but Meditating - nuh-uh; a quick and simple dungeon where I managed to navigate to the end with zero battles - no dice.
What DOES the "End dungeon dealing 0 DMG: 0/1" goal track, exactly?
It's based on the adventurer level vs. the duneon level, though don't remember if the adventurer needs to be higher level or the same level as the dungeon to be considered overleveled.Arkus86 How do I tell whether I am overleveled? Something simple like "Veteran character needs Veteran+ dungeons"?
The pause menu has only been added recently, and isn't in the last public version yet. In that version it just replaces the "Personal Development Goals:" text.It's based on the adventurer level vs. the duneon level, though don't remember if the adventurer needs to be higher level or the same level as the dungeon to be considered overleveled.
You can check when inside the dungeon though, the adventurer screen will tell you.
View attachment 3204337