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		<updated>2026-05-14T05:56:39Z</updated>
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	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Monk&amp;diff=607</id>
		<title>Alpha:Monk</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Monk&amp;diff=607"/>
				<updated>2010-04-08T07:19:31Z</updated>
		
		<summary type="html">&lt;p&gt;Lepoulpe303: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Skills===&lt;br /&gt;
*Hand to Hand - attack damage reduced by 50%&lt;br /&gt;
*Diamond Body - 50% physical and magical resistance&lt;br /&gt;
*Discipline - health regeneration rate doubled&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
In general, your initial strategy should be to kill low level monsters, seeking out anything which can mitigate your initial attack penalty; level 1 meat men will do 0 damage to you.  Any shop items which reduce damage are of special interest to monks.  A platemail or mage plate will bring armor up to an insane 70%.&lt;br /&gt;
&lt;br /&gt;
After the first few levels, monks should seek out higher level enemies with low damage and high health.  Because of monks' faster healing and high armor, they can often refill health via exploring without the monsters having enough time to do the same.&lt;br /&gt;
&lt;br /&gt;
Glyphs of special interest to Monks are:&lt;br /&gt;
*Bysseps - Mitigates damage penalty&lt;br /&gt;
*Halpmeh - High armor makes health more valuable&lt;br /&gt;
*Lemmisi - Useful to avoid exploring accessible areas of the dungeon prematurely, and to heal between attacks against some bosses.  Fast regeneration makes this especially effective.&lt;br /&gt;
&lt;br /&gt;
===Race and Deity Choices===&lt;br /&gt;
Playing as a human to compensate for the hand to hand penalty is typically the best choice.  Attack damage bonuses have a higher proportional effect for monks due to the lower initial damage.&lt;br /&gt;
&lt;br /&gt;
Monks are incredibly effective fighters once their attack penalty is canceled out, but the value of their health can make sacrificing Halpmeh and Lemmisi too painful to make Taurog a strong choice.  The Pactmaker is an excellent choice for any class, Monks included.  A free potion from Tikki Tooki is helpful despite Monk's poor ability at achieving one shot kills.&lt;br /&gt;
&lt;br /&gt;
===Challenge Modes===&lt;br /&gt;
The Factory:&lt;br /&gt;
&amp;lt;br&amp;gt;Once you have reached level 3-4, the combination of high armor and fast regeneration should make it fairly easy to kill higher level animated armors.  Attack the highest level animated armor you can that cannot kill you in one hit.  The assistance of Burndayraz will make this more efficient, though Halpmeh or Lemmisi are a reasonable substitutes.&lt;br /&gt;
&lt;br /&gt;
Super Meat man is rather easy to defeat with monk, especially if you have bought the tower shield or platemail.  Try to be at level 8 or higher before fighting the bosses.  It should be possible to heal (via some mixture of Halpmeh, Limmisi, and exploring) faster than Super Meat man can damage you.&lt;br /&gt;
&lt;br /&gt;
The Iron Man doesn't have much health, so killing him should be fairly easy.  You should still have most or all of your potions at this point, but you may want to time this fight to enable you to level up in the middle of it to assist further.&lt;/div&gt;</summary>
		<author><name>Lepoulpe303</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Feedback&amp;diff=518</id>
		<title>Feedback</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Feedback&amp;diff=518"/>
				<updated>2010-03-30T15:08:10Z</updated>
		
		<summary type="html">&lt;p&gt;Lepoulpe303: /* Game Feedback */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Game Bugs===&lt;br /&gt;
*I just finished a game in which I was able to cast LEMMISI without it costing any mana. I'm not sure if this is a bug or an effect from a god (I'm a noob), but I thought I should mention it anyway.&lt;br /&gt;
::Ah, that's exactly how it's supposed to work. That's why you get a &amp;quot;Surprisingly Handy&amp;quot; award if you use it at least once...It might be better that you figure it out yourself. :)&lt;br /&gt;
&lt;br /&gt;
*Minor bugs with message displays and altars - 1) If you move on to an altar which also uncovers a boss at the same time, you'll only get the boss's speech and no altar message.  2) If you attack a monster on an altar (summoned by WONAFYT), you'll get the altar message and conversion opportunity without actually stepping on the altar (like the other altar bug below, this only happens if you haven't been to that altar most recently).  The first issue arises with shops as well, but not the second. --[[User:Twinge|Twinge]]&lt;br /&gt;
&lt;br /&gt;
*The Scouting Orb's description says it increases sight radius, but it does nothing if your sight radius is already above the normal (half-dragon).  The description should probably say e.g. 'increases sight radius to 2 spaces' or something along those lines. --[[User:Twinge|Twinge]]&lt;br /&gt;
&lt;br /&gt;
*Another bug: I fell into negative XP.  I believe the bug is associated with the CYDSTEPP (survive next killing blow) rune, and possibly how it interacts with the Paladin's HP for killing undead ability.  I'd just killed a level 5 wraith which was supposed to do enough damage to kill me (and removing my death protection), but instead my protection remained, my HP stayed the same (I think), and I went into negative XP.  Later just messing around, I died and lost the protection, recast it with some mana potions, and died again and my XP finally fixed itself, jumping to level 6.  Screenshot: http://it-is-law.com/dump/DD-NegXPBug.png --[[User:Twinge|Twinge]]&lt;br /&gt;
::I had the same thing happen, except with the Glowing Guardian Deity not the CYDSTEPP glyph. I think it has a problem trying to process all the events that occurred (the death of the monster, your not dying, gain of life, gain of attack, gain of exp, and/or anything else). So this may be possible with any character/race.&lt;br /&gt;
::same- paladin orc with CYDSTEPP in the crypt. I think I got down to -28 xp before a save-vs-death finally realigned the numbers.--[[User:Sxerks|Sxerks]] 18:14, 22 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Bug- by clicking on covered(black) areas you can find and get the deity dialog and worship without ever uncovering the block.--[[User:Sxerks|Sxerks]] 18:14, 22 March 2010 (UTC)&lt;br /&gt;
::Specifically, this seems to happen after you just went to another altar.  In this example: http://it-is-law.com/dump/DD-AltarBug.png if I go to the bottom right altar, I can then click on and activate the top left altar without traveling there.  This does not seem to be the case for shops.  This is likely related to the other altar bug I posted above.  --[[User:Twinge|Twinge]]&lt;br /&gt;
&lt;br /&gt;
*Bug? - Sorry if this is not the right place to report but can't see a better one.  Getting error message &amp;quot;Unexpected error occured when running the game&amp;quot; immediately on launch, when trying to play on Netbook.  Suppose it might be something to do with supported resolution (on this netbook, resolution is 1024x600).  Or something else perhaps? --[[User:Serioustiger|serioustiger]] 19:26, 24 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Other Game Issues (Balance, Interface, etc.)===&lt;br /&gt;
&lt;br /&gt;
*About Health and Attack powerups (the kind scattered about the dungeon): Can we get some explanation on these things?  After noticing that the attack power up does nothing for a level 1 character, I've been holding off on getting them. Likewise, the health power ups give more health at higher levels. What I want to know is, should I hold off on getting them or do they scale to level even after you've gotten them? --golden_cow2&lt;br /&gt;
::The attack power ups give you a 10% percentage bonus over your base damage per power up, so this extra damage will raise as your base damage does.  So get them as soon as your strategy allows you. --Lanis&lt;br /&gt;
::Likewise the health bonus also scales with your level (1 MAX HP per level, the same as Dwarf glyph conversion). No need to hold off. --fall_ark &lt;br /&gt;
:::The Health Bonus should probably be shown when you hover over your health as it does for damage, then, to at least partially clear up the issue. --[[User:Twinge|Twinge]]&lt;br /&gt;
&lt;br /&gt;
*I've found it really evil that the Escape key closes the entire game instantly.  I've already lost at least 2 characters from tapping escape trying to cancel a spell :/  (I'm aware right click cancels, but habits from other games don't die so easily...) --[[User:Twinge|Twinge]]&lt;br /&gt;
::Agreed. I lost 5 or so promising characters because of that. Changing the 'instant close' key to something like F12 and having the ESC key one ask if you want to exit would work better and without functionality loss. --Lanis&lt;br /&gt;
:More keyboard-friendly controls will certainly make the game better! e.g. Arrow keys for moving, 5/6 for potions, SPACE/ENTER/ESC for shop and altar conversations. So on. --fall_ark&lt;br /&gt;
:::Absolutely, I just listed the most pressing issue first =)  Even if the mouse is still required in the end (though it probably doesn't need to be), numpad movement would be a definitely improvement.  I'm thinking Y/N for shops and altars to make it clear what your selection is - though space could also default to a 'no' response. --[[User:Twinge|Twinge]]&lt;br /&gt;
::Wait. Instead of remapping the Escape key, just make it pop up a screen that asks if you really want to quit the game. Alternatively, make it so that holding down Escape for two seconds closes the whole application. --HydroKirby&lt;br /&gt;
::I also like a full keyboard control, azeqdwxc for moving, keybinded potions, yay and nay etc. The only point of using the mouse would be, in some cases, to prevent the discovering of some tiles, but if you really want to it's still possible to put something like selecting a tile with arrow keys and enter to go there. [[User:Rex4|Rex4]] 20:33, 21 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*The current gold system is essentially a pointless grinding mechanic - after each game, load up Goblin Wizard or whatever, go grab some quick cash, then start playing again.  I don't currently have a great idea to replace it with, but the implementation as-is adds unfun grinding time without adding any actual thought or decision to the process. --[[User:Twinge|Twinge]]&lt;br /&gt;
::Removing the shared gold between runs and making gold coins give you more gold depending on your race/class/max gold should be enough. Basically, a gold-hunting race/class combo should allow you to be able to buy one or two good items more than other classes under the same circumstances. Now not only this removes the gold grinding, but it'll allow people to use goblins for serious ranked games, for example. --Lanis&lt;br /&gt;
::Concurred. I would suggest adding a &amp;quot;Minimum Gold&amp;quot; bonus (or simply replace the Max Gold bonus). There should still be a little room for gold hoarding for new players though, like Max Gold = Minimum Gold + 50 or something. --fall_ark&lt;br /&gt;
&lt;br /&gt;
*The chances of getting a completely unwinnable game are too high.  If it happens occasionally that's fine, but right now it's fairly common and at least some check to help avoid these situations would be desirable.  Example games: &lt;br /&gt;
:http://it-is-law.com/dump/Unbeatable1.png&lt;br /&gt;
:http://it-is-law.com/dump/Unbeatable2.png&lt;br /&gt;
:http://it-is-law.com/dump/Unbeatable3.png&lt;br /&gt;
:My proposal: map out the monsters and runes in area that can be reached by a new character during level generation; mapping should 'go through' level 1 and 2 monsters but treat higher level monsters as walls, so to speak.  There must be one of: a) Any of the Passwall, Teleport Monster, or Teleport Self glyphs are reachable; b) At least five level 1 monsters available to fight; c) At least two level 1 monsters and one level 2 monster; or d) The Summon Monster glyph is reachable and at least five total level 1 monsters are on the board (if this is guaranteed already, simply make it a straight glyph check as with [a].)&lt;br /&gt;
:The idea isn't to make it easier - just to remove impossible scenarios.  You might still have to, say, use your starting health potion to take out a level 2 or whatever which is fine.  This won't remove all unwinnable situations, but should remove a significant percentage of them without making anything easier the rest of the time. --[[User:Twinge|Twinge]]&lt;br /&gt;
&lt;br /&gt;
*Worshiping Pactmaker as an unimproved Rogue results in instant death. Is this intended? --Azeltir&lt;br /&gt;
:Pactmaker takes 5 Base Damage and 5 Max Health so an unimproved Rogue will indeed die instantly due to Health drop to zero. Most characters &amp;quot;unimproved&amp;quot; would be screwed though, since your base damage is now likely zero. --fall_ark&lt;br /&gt;
&lt;br /&gt;
*Nidhogg is supposed to be a dragon; the World Serpent is actually actually Jormungand. There's some Norse mythology for ya!&lt;br /&gt;
&lt;br /&gt;
*I bought the rebirth-item (Restore health to full) on a level 9 Human Crusader while having death protection up, and got healed no health at all. Afterwards I attacked the boss and died where 300% of my attack damage would've been enough to kill it, but I did not get the last-blow Crusaders are supposed to. --Amadi&lt;br /&gt;
&lt;br /&gt;
===Game Feedback===&lt;br /&gt;
&lt;br /&gt;
*I like this game a lot :)&lt;br /&gt;
&lt;br /&gt;
*This game is what I was looking for since years! In order to introduce roguelikes to my 6 years old son, I would be interested in translate it in french. You can e-mail me if it sounds interesting for you ! My today exploit : the Priest Massacre : I'm not quite sure that Benedict XVI will bless that ;) [[File:PriestMassacre.png|right|thumb|150px|Priest Massacre]] --[[User:Lepoulpe303|Lepoulpe303]] 15:08, 30 March 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Lepoulpe303</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:PriestMassacre.png&amp;diff=517</id>
		<title>File:PriestMassacre.png</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=File:PriestMassacre.png&amp;diff=517"/>
				<updated>2010-03-30T15:00:32Z</updated>
		
		<summary type="html">&lt;p&gt;Lepoulpe303: The Priest Massacre&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Priest Massacre&lt;/div&gt;</summary>
		<author><name>Lepoulpe303</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Desktop_Dungeons&amp;diff=383</id>
		<title>Desktop Dungeons</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Desktop_Dungeons&amp;diff=383"/>
				<updated>2010-03-23T08:38:34Z</updated>
		
		<summary type="html">&lt;p&gt;Lepoulpe303: Undo revision 382 by 91.214.44.11 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;'''Welcome to the Desktop Dungeons Wiki!'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:DDScreenshot005.jpg|right|thumb|350px|Desktop Dungeons]]&lt;br /&gt;
&lt;br /&gt;
If you've never played a roguelike before, prepare to die, because you will! A lot!  Desktop Dungeons was designed as a quick 5-15 minute mini-roguelike experience for you to enjoy without having to lose yourself for hours in the more complex roguelikes such as Dungeon Crawl: Stone Soup (DD is also heavily inspired by DC:SS).&lt;br /&gt;
&lt;br /&gt;
In the coming weeks this will be established as the #1 source for information about the PC game Desktop Dungeons.  Registration is easier than most forums; feel free to contribute if you spot any inaccurate information.&lt;br /&gt;
&lt;br /&gt;
== Sections ==&lt;br /&gt;
*[[New Players Guide]] - Get started here&lt;br /&gt;
*[[Dungeon|The Dungeon]] - An overall look at the dungeons you'll find&lt;br /&gt;
*[[Races]] - Descriptions of the tasty glyph eating strategies&lt;br /&gt;
*[[Classes]] - Descriptions and successful strategies&lt;br /&gt;
*[[Strategy]] - General strategies not specific to a particular class&lt;br /&gt;
*[[Glyphs]] - Information on glyphs.&lt;br /&gt;
*[[Level|Leveling]] - Details on how the game's leveling and experience system works&lt;br /&gt;
*[[Gods]] - The depravity of devious deities divulged!&lt;br /&gt;
*[[Items]] - Details on item functionality&lt;br /&gt;
*[[Monsters]] - Descriptions and strategies for overcoming the deadly denizens of Desktop Dungeons!&lt;br /&gt;
*[[Scoring]] - For when you've unlocked Ranked games&lt;br /&gt;
*[[Feedback]] - For discussion of existing game features&lt;br /&gt;
*[[Brainstorming]] - For discussion of new ideas&lt;br /&gt;
*[[Media]] - Collections of what has been scribed, sung or shouted about the game elsewhere.&lt;br /&gt;
&lt;br /&gt;
== Get Desktop Dungeons ==&lt;br /&gt;
&lt;br /&gt;
* [http://forums.tidemedia.co.za/nag/showthread.php?t=13014 Link to game thread]&lt;br /&gt;
* [http://www.box.net/shared/r0h0vfahdl Desktop Dungeons v0.051 (2010-03-07)]&lt;br /&gt;
** [http://www.qcfdesign.com/Files/DesktopDungeons/DeskDungeons_0051.zip Alternate link 1]&lt;br /&gt;
** [http://www.devmag.org.za/uploads/DesktopDungeons/DeskDungeons_0051.zip Alternate link 2]&lt;br /&gt;
&lt;br /&gt;
== Contributing ==&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;/div&gt;</summary>
		<author><name>Lepoulpe303</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Feedback&amp;diff=355</id>
		<title>Feedback</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Feedback&amp;diff=355"/>
				<updated>2010-03-22T10:44:28Z</updated>
		
		<summary type="html">&lt;p&gt;Lepoulpe303: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;About Health and Attack powerups (the kind scattered about the dungeon): Can we get some explanation on these things?  After noticing that the attack power up does nothing for a level 1 character, I've been holding off on getting them. Likewise, the health power ups give more health at higher levels.&lt;br /&gt;
&lt;br /&gt;
What I want to know is, should I hold off on getting them or do they scale to level even after you've gotten them?&lt;br /&gt;
--golden_cow2&lt;br /&gt;
&lt;br /&gt;
:The attack power ups give you a 10% percentage bonus over your base damage per power up, so this extra damage will raise as your base damage does.  So get them as soon as your strategy allows you. --Lanis&lt;br /&gt;
&lt;br /&gt;
:Likewise the health bonus also scales with your level (1 MAX HP per level, the same as Dwarf glyph conversion). No need to hold off. --fall_ark &lt;br /&gt;
::The Health Bonus should probably be shown when you hover over your health as it does for damage, then, to at least partially clear up the issue. --[[User:Twinge|Twinge]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I've found it really evil that the Escape key closes the entire game instantly.  I've already lost at least 2 characters from tapping escape trying to cancel a spell :/  (I'm aware right click cancels, but habits from other games don't die so easily...) --[[User:Twinge|Twinge]]&lt;br /&gt;
&lt;br /&gt;
:Agreed. I lost 5 or so promising characters because of that. Changing the 'instant close' key to something like F12 and having the ESC key one ask if you want to exit would work better and without functionality loss. --Lanis&lt;br /&gt;
&lt;br /&gt;
:More keyboard-friendly controls will certainly make the game better! e.g. Arrow keys for moving, 5/6 for potions, SPACE/ENTER/ESC for shop and altar conversations. So on. --fall_ark&lt;br /&gt;
::Asbolutely, I just listed the most pressing issue first =)  Even if the mouse is still required in the end (though it probably doesn't need to be), numpad movement would be a definitely improvement.  I'm thinking Y/N for shops and altars to make it clear what your selection is - though space could also default to a 'no' response. --[[User:Twinge|Twinge]]&lt;br /&gt;
&lt;br /&gt;
:Wait. Instead of remapping the Escape key, just make it pop up a screen that asks if you really want to quit the game. Alternatively, make it so that holding down Escape for two seconds closes the whole application. --HydroKirby&lt;br /&gt;
&lt;br /&gt;
:I also like a full keyboard control, azeqdwxc for moving, keybinded potions, yay and nay etc. The only point of using the mouse would be, in some cases, to prevent the discovering of some tiles, but if you really want to it's still possible to put something like selecting a tile with arrow keys and enter to go there. [[User:Rex4|Rex4]] 20:33, 21 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I like this game a lot :)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Minor bugs with message displays and altars - 1) If you move on to an altar which also uncovers a boss at the same time, you'll only get the boss's speech and no altar message.  2) If you attack a monster on an altar (summoned by WONAFYT), you'll get the altar message and conversion opportunity without actually stepping on the altar.  I assume these issues arise with shops as well. --[[User:Twinge|Twinge]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The Scouting Orb's description says it increases sight radius, but it does nothing if your sight radius is already above the normal (half-dragon).  The description should probably say e.g. 'increases sight radius to 2 spaces' or something along those lines. --[[User:Twinge|Twinge]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Another bug: I fell into negative XP.  I believe the bug is associated with the CYDSTEPP (survive next killing blow) rune, and possibly how it interacts with the Paladin's HP for killing undead ability.  I'd just killed a level 5 wraith which was supposed to do enough damage to kill me (and removing my death protection), but instead my protection remained, my HP stayed the same (I think), and I went into negative XP.  Later just messing around, I died and lost the protection, recast it with some mana potions, and died again and my XP finally fixed itself, jumping to level 6.  Screenshot: http://it-is-law.com/dump/DD-NegXPBug.png --[[User:Twinge|Twinge]]&lt;br /&gt;
&lt;br /&gt;
:I had the same thing happen, except with the Glowing Guardian Deity not the CYDSTEPP glyph. I think it has a problem trying to process all the events that occurred (the death of the monster, your not dying, gain of life, gain of attack, gain of exp, and/or anything else). So this may be possible with any character/race.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The current gold system is essentially a pointless grinding mechanic - after each game, load up Goblin Wizard or whatever, go grab some quick cash, then start playing again.  I don't currently have a great idea to replace it with, but the implementation as-is adds unfun grinding time without adding any actual thought or decision to the process. --[[User:Twinge|Twinge]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This game is what I was looking for since years! In order to introduce roguelikes to my 6 years old son, I would be interested in translate it in french. You can e-mail me if it sounds interesting for you ! --[[User:lepoulpe303|lepoulpe303]]&lt;/div&gt;</summary>
		<author><name>Lepoulpe303</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Feedback&amp;diff=354</id>
		<title>Feedback</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Feedback&amp;diff=354"/>
				<updated>2010-03-22T10:43:55Z</updated>
		
		<summary type="html">&lt;p&gt;Lepoulpe303: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;About Health and Attack powerups (the kind scattered about the dungeon): Can we get some explanation on these things?  After noticing that the attack power up does nothing for a level 1 character, I've been holding off on getting them. Likewise, the health power ups give more health at higher levels.&lt;br /&gt;
&lt;br /&gt;
What I want to know is, should I hold off on getting them or do they scale to level even after you've gotten them?&lt;br /&gt;
--golden_cow2&lt;br /&gt;
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:The attack power ups give you a 10% percentage bonus over your base damage per power up, so this extra damage will raise as your base damage does.  So get them as soon as your strategy allows you. --Lanis&lt;br /&gt;
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:Likewise the health bonus also scales with your level (1 MAX HP per level, the same as Dwarf glyph conversion). No need to hold off. --fall_ark &lt;br /&gt;
::The Health Bonus should probably be shown when you hover over your health as it does for damage, then, to at least partially clear up the issue. --[[User:Twinge|Twinge]]&lt;br /&gt;
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I've found it really evil that the Escape key closes the entire game instantly.  I've already lost at least 2 characters from tapping escape trying to cancel a spell :/  (I'm aware right click cancels, but habits from other games don't die so easily...) --[[User:Twinge|Twinge]]&lt;br /&gt;
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:Agreed. I lost 5 or so promising characters because of that. Changing the 'instant close' key to something like F12 and having the ESC key one ask if you want to exit would work better and without functionality loss. --Lanis&lt;br /&gt;
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:More keyboard-friendly controls will certainly make the game better! e.g. Arrow keys for moving, 5/6 for potions, SPACE/ENTER/ESC for shop and altar conversations. So on. --fall_ark&lt;br /&gt;
::Asbolutely, I just listed the most pressing issue first =)  Even if the mouse is still required in the end (though it probably doesn't need to be), numpad movement would be a definitely improvement.  I'm thinking Y/N for shops and altars to make it clear what your selection is - though space could also default to a 'no' response. --[[User:Twinge|Twinge]]&lt;br /&gt;
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:Wait. Instead of remapping the Escape key, just make it pop up a screen that asks if you really want to quit the game. Alternatively, make it so that holding down Escape for two seconds closes the whole application. --HydroKirby&lt;br /&gt;
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:I also like a full keyboard control, azeqdwxc for moving, keybinded potions, yay and nay etc. The only point of using the mouse would be, in some cases, to prevent the discovering of some tiles, but if you really want to it's still possible to put something like selecting a tile with arrow keys and enter to go there. [[User:Rex4|Rex4]] 20:33, 21 March 2010 (UTC)&lt;br /&gt;
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I like this game a lot :)&lt;br /&gt;
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Minor bugs with message displays and altars - 1) If you move on to an altar which also uncovers a boss at the same time, you'll only get the boss's speech and no altar message.  2) If you attack a monster on an altar (summoned by WONAFYT), you'll get the altar message and conversion opportunity without actually stepping on the altar.  I assume these issues arise with shops as well. --[[User:Twinge|Twinge]]&lt;br /&gt;
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The Scouting Orb's description says it increases sight radius, but it does nothing if your sight radius is already above the normal (half-dragon).  The description should probably say e.g. 'increases sight radius to 2 spaces' or something along those lines. --[[User:Twinge|Twinge]]&lt;br /&gt;
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Another bug: I fell into negative XP.  I believe the bug is associated with the CYDSTEPP (survive next killing blow) rune, and possibly how it interacts with the Paladin's HP for killing undead ability.  I'd just killed a level 5 wraith which was supposed to do enough damage to kill me (and removing my death protection), but instead my protection remained, my HP stayed the same (I think), and I went into negative XP.  Later just messing around, I died and lost the protection, recast it with some mana potions, and died again and my XP finally fixed itself, jumping to level 6.  Screenshot: http://it-is-law.com/dump/DD-NegXPBug.png --[[User:Twinge|Twinge]]&lt;br /&gt;
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:I had the same thing happen, except with the Glowing Guardian Deity not the CYDSTEPP glyph. I think it has a problem trying to process all the events that occurred (the death of the monster, your not dying, gain of life, gain of attack, gain of exp, and/or anything else). So this may be possible with any character/race.&lt;br /&gt;
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The current gold system is essentially a pointless grinding mechanic - after each game, load up Goblin Wizard or whatever, go grab some quick cash, then start playing again.  I don't currently have a great idea to replace it with, but the implementation as-is adds unfun grinding time without adding any actual thought or decision to the process. --[[User:Twinge|Twinge]]&lt;br /&gt;
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This game is what I was looking for since years! In order to introduce roguelikes to my 6 years old son, I would be interested in translate it in french. You can e-mail me if it sounds interesting for you !&lt;/div&gt;</summary>
		<author><name>Lepoulpe303</name></author>	</entry>

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