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Monk(y) Island
Posted:
Thu Apr 05, 2012 10:49 am
by GoatBot
Re: Monk(y) Island
Posted:
Thu Apr 05, 2012 3:13 pm
by gjaustin
I'm not sure which change is my favorite.
Rebalancing Burning to character level, limit of one purchase of each potion, or Fortitude/Burn Salve removing all Weakening/Corrosion.
It sounds like some enemies may have had their health reduced too. If that means Animated Armors, I'll be very happy.
Re: Monk(y) Island
Posted:
Thu Apr 05, 2012 3:30 pm
by Fran
This is awesome!
As soon as I am finished with work, I'm going to dive into the class challenges. Making them replayable was also a great decision!
EDIT:
Ok, I skipped work to have a quick look at the game:
- At least in the fighters bronze challenge, there were multiple versions of the same glyph spawned. Is this on purpose?
- If there are (going to be) challenges for the monster classes or the classes from the explorers guild, there is no way to access them at the moment.
- Could you leave the flavor text of the challenges as a tooltip even after having cleared them? They are quite funny.
- Have the shops always had names on top? Didn't pay attention to that.
- The challenges are super awesome.
- Are you guys planning on some challenges for races or some puzzles to introduce them? That would be awesome, too.
Re: Monk(y) Island
Posted:
Thu Apr 05, 2012 4:03 pm
by Joist
Ya, names were always there.
I think multiple versions of the glyph are on purpose. The level seems to be based around teaching level catapulting (wheytwut and imawal).
PS; WEYTWUT TARGETS NON-SLOWED ENEMIES FIRST NOW. Great success.
Re: Monk(y) Island
Posted:
Thu Apr 05, 2012 4:06 pm
by Nurator
Found a bug: I died in the ridicolous silver monk quest. But now it says I finished it and can access the gold one. I donĀ“t think that is supposed to happen^^
Re: Monk(y) Island
Posted:
Thu Apr 05, 2012 4:13 pm
by Fran
Yeah, now I think the multiple glyphs are on purpose, too.
Again, the challenges are super awesome. And they have the right difficulty, I made some heavy mistakes on purpose and they were still doable.
Only mistake I didn't make on purpose was wasting my zombie dog; I think that should be usable instead of active once picked up.
Re: Monk(y) Island
Posted:
Thu Apr 05, 2012 4:17 pm
by Gorgon
Best update EVER. They finally found a way to please all kinds of players
Re: Monk(y) Island
Posted:
Thu Apr 05, 2012 4:36 pm
by Lujo
Re: Monk(y) Island
Posted:
Thu Apr 05, 2012 5:08 pm
by gjaustin
Re: Monk(y) Island
Posted:
Thu Apr 05, 2012 5:29 pm
by Lujo
You are right!
Joist you game-destroying level-catapult-abusing noob!
You helped me make myslef look like a dope!