I'm Big Into Anal
Arcane
if youve got a fast enough cleric then divine armour should protect most of your back row
But it seem to make sense - i mean 40lvl = 80pp? Ist it worth it if later casts are like 100-200pp ? 160HP seems nice. As far as i understand, enemies will shoot back row anyway - thus, the casters must survive the heavy hits?
But it seem to make sense - i mean 40lvl = 80pp? Ist it worth it if later casts are like 100-200pp ? 160HP seems nice. As far as i understand, enemies will shoot back row anyway - thus, the casters must survive the heavy hits?
Physical Rewards
Apologies to all the backer because of the long delay of the physical rewards. We have waited to have the GOG DRM-free version to include the same standalone installer in the DVDs. As all backers who purchased the physical editions already have a Steam Key, those backers will get both versions. We expect to start the production next week, and start the shipments in about 10 days. We will inform you with the progress.
I think it's important to balance speed vs energy. If you have high speed, low pp - what the fuck is your fast caster going to do each turn? Scrolls? And if you have high energy, low speed, then you will have a less effective caster.
HP is secondary. You can kind of bypass it to some extent if you invest in armor or resists with skill points?
Well, yes and no.Got to the second city and 20 hours in. Is the whole game going to be just a copy and paste of this formula?
Well, yes and no.
Yes - in that there are a lot of repeating elements (castles, towers, temples, shrines, imps).
No - in that despite a formulaic frame actual level design is fairly creative (at least up until late mid-game), and each land has a fair share of unique elements too.
The funny thing about LoX is the way it turns a lot of traditional RPG aspects upside down: it has a preset PC with player-generated party, iso explorations with blobber combat. Its quest and level design shows the same principle: while in most games quests have different narratives but repetitive challenges, LoX gives you the same quests over and over again, but the actual content of these quests is fairly unique each time around.
Seriously? This was the stupidest shit in the game! If I want to play a hidden object game, I grab some Where's Waldo book.Also really like that after your character detects a secret door with his skill, you still need to find the trigger, very nice way to get the player "involved" with the dungeon.
I think there is just enough RNG to keep you on your toes, thought the RNG was actually handled quite well. What I'd like to see in a sequel:
1. Even more interactive dungeons and more undisarmable traps, like walls that smash in or rotate, or spikes that protrude from the ground at intervals.
2. Hand placed loot, aside from the random stuff that's already there, and more prefixes and suffixes for the random loot.
3. Less bloat, the core character system is solid, but bloats due to the numerous stat buffs all over the game and the frequent levels. They could fix the system by simply increasing XP needed to level, and making enemies do more damage but have less HP.
4. More spells, and also more abilities for front line warriors, such as maybe attacks that can target multiple enemies, that should allow high level parties to quickly wipe out low level foes.
5. A few additional character classes wouldn't hurt either.
6. New environments with new dangers attached, really liked how exploring deserts, tundra, swamps and other environments came with unique challenges.
7. Greater variety of enemy attacks and more enemy variety to keep things interesting at higher levels.
8. More freedom to roam around and explore.
Basically just tighten things up, shorter game would actually be better, otherwise more of everything that made the game good.