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	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3499</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3499"/>
				<updated>2011-04-15T22:49:36Z</updated>
		
		<summary type="html">&lt;p&gt;Mr Crac: /* Suggestions for the Classes/Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Brainstorming/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
== Suggestions about this wiki ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the game interface ==&lt;br /&gt;
*Make a tile selection overlay, so we can avoid misclicking a tile.&lt;br /&gt;
*Remove the &amp;quot;death/safe/victory&amp;quot; system. It gets too easy when you can just rely on that.(Disagree) [Maybe as an option, but not generally.]&lt;br /&gt;
*Add a way of turning off the custom cursor, which causes lag on some slower computers.(Seconded)&lt;br /&gt;
**When the game window loses focus, the mouse cursor does not get shown when you move it inside the game window again. This might be fixed by the above suggestion.&lt;br /&gt;
*As mentioned before, add diagonal movement for arrow keys. Right now it is possible, but not optimal to use the keys because you have to use the mouse to access certain places.&lt;br /&gt;
*Hotkeys: P for Pray/Pick Up/Purchase, numbers to choose between worship options, Space exits the Game Over screen.&lt;br /&gt;
*Delayed keypress to allow for diagonal movement without numerical keyboard.(Yes,yes,yes!)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Gods system ==&lt;br /&gt;
* Taurog followers get 50% HP restoration from any potion and no mana restoration.&lt;br /&gt;
* New boon for Glowing Guardian: +25% damage to undead.&lt;br /&gt;
* Increase initial piety when joining Mystera Annur.&lt;br /&gt;
* New boon for Earthmother: double HP regeneration.&lt;br /&gt;
* Give -5 max HP for joining to Dracul, but don’t increase hero level. &lt;br /&gt;
** I would prefer -5 max HP OR -15% to -20% max HP, whichever bigger. That way, it encourages joining early on, making for risky gameplay. In fact, all of Dracul's boon should work like that. Currently, the costs for boons are rather weak.&lt;br /&gt;
* Reduce piety gain for teleporting glyph when worshipping Tikki Tooki.&lt;br /&gt;
* a stupid one, but maybe host a contest and the winner is made a god in DD, with stats s/he decides.&lt;br /&gt;
* [[Taurog]] should not ban the usage of [[WONAFYT]]. (Seconded)&lt;br /&gt;
* Converting should be consolidated to a single slot. Having to take up a slot for each god is redundant. It should also be less expensive to convert in the first place.&lt;br /&gt;
* [[Binlor Ironshield]] should only grant 1.6 piety gain for wall destroying with ENDISWAL. This can be accomplished easily by giving out 8 piety gain for every 5 walls destroyed.&lt;br /&gt;
* [[Jehora Jeheyu]] should give better piety gain outside of [[WEYTWUT]]&lt;br /&gt;
* [[Tikki Tooki|Tikki Tooki's]] First Strike boon needs it's cost reduced significantly. It's nowhere near as good as the Poison Strike boon. And forget about converting from Pactmaker. I'd rather have another boon.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Scoring system ==&lt;br /&gt;
* Make score not dependent on time.&lt;br /&gt;
* For ranked matches, have it throw out any run over 15 minutes.  These runs will never score high up anyway, and it makes fixing the current scoring measure unneccessary.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the glyph system ==&lt;br /&gt;
* Reduce ENDISWAL mana cost by 1-4 points.&lt;br /&gt;
* Reduce CYDSTEPP mana cost by 1-2 points.&lt;br /&gt;
* Reduce PISORF mana cost by 2-5 points.&lt;br /&gt;
* Reduce BURNDAYRAZ mana cost by 1 point.&lt;br /&gt;
* Make IMAWAL spawn only if there's a Earthmother altar around.&lt;br /&gt;
* Add a glyph that allows you to Scry a part of the dungeon without actually exploring it.  You could make it random, but instead of random spots, it reveals a 3x3 or 4x4 somewhere around the map each use.&lt;br /&gt;
&lt;br /&gt;
== General suggestions==&lt;br /&gt;
*Remove the gold keep between levels. As it is pointless since one can farm gold with some good characters.&lt;br /&gt;
*Starting gold could be set to 50 Gold, and gold piles could give more gold (5 + lvl/2).&lt;br /&gt;
*Online play would be neato. Maybe Co-Op and Versus. (Disagree, I don't think that would work to well for a game like this, especially one that's meant as a coffee-break/on your Iphone, sort of thing.  Perhaps what your looking for instead, is some sort of party gameplay where you get to use multiple characters. Maybe 3?)&lt;br /&gt;
*Settings or configuration of some sort, perhaps with options similar to other roguelikes, would be a good idea.&lt;br /&gt;
*Once again, carry-over gold is a pretty ineffective part of the game right now.  I would suggest removing it, increase the amount of gold per pickup during dungeons, and add a carry-over stat for minimum gold and have it increase via special dungeon wins the same way maximum gold does now.  Right now, gold pick ups don't matter much mid-dungeon, even if you waste quite a few, but you still want the maximum gold value to matter.&lt;br /&gt;
*Add &amp;quot;traps&amp;quot;. Invisible to player they do damage when stepped on, if player lives &amp;amp; tiles have been revealed health &amp;amp; mana is added as normal.  Trap is now visible but will still do damage each crossing. 3 types for increasing difficulty; pit,spiked pit,poisoned spiked pit.  IMAWAL fills in pits removing trap.  Some characters have 'detect trap' trait allowing them to see traps before stepping on them. 'detect trap' boon for earthmother. earthmother gives piety for traps removed with IMAWAL as her goats are now safe :) (this also makes imawal &amp;amp; earthmother more attractive)(If they considered using traps, they could also add trapdoors that forced a player into one of the new minidungeons)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for Objects / Shops ==&lt;br /&gt;
* Make health potions and vampiric items cheaper in shops.&lt;br /&gt;
* Add the number of health/mana restored by the potion to it's tooltip. (SECONDED) [THIRDED]&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Classes/Races ==&lt;br /&gt;
* Add a class (such as &amp;quot;Explorer&amp;quot; or &amp;quot;Spelunker&amp;quot;) that semi-reveals tiles 2 spaces away from the character, showing the player what is on the tile without uncovering it.&lt;br /&gt;
* Number of gold gained by Tinker for killing monsters depends on monster’s level (divided by 2, rounded up).( If this was incorporated, it would probably round down instead)&lt;br /&gt;
* Halfling and gnome have not bonus in potion count, but bonus in potions effectiveness.(about 60% instead of 40%)&lt;br /&gt;
* Mana potions restore some (20-30%) health for berserkers.&lt;br /&gt;
* Add a race that converts glyphs to piety. (Seconded)&lt;br /&gt;
* Increase goblin gold when converting glyphs to something like 4+level.&lt;br /&gt;
* Do not consume blood when a blood mage with full health steps on it.(Seconded) [THIRDED]&lt;br /&gt;
* Add something akin to an amazon race, so that some female characters get thrown into the mix before someone inevitably asks for a female portrait of every character in the game come retail launch.&lt;br /&gt;
* Priest starts with either all altars on map, or choice of god from the get-go.&lt;br /&gt;
* Make a class that can only live for so many actions before dying&lt;br /&gt;
* [[Fighter|Fighter's]] Pit Dog should be changed so that you have either kill 10 enemies or kill an enemy above your level to gain death protection.&lt;br /&gt;
* [[Thief]] should lose Survivor and gain the ability to steal from stores. It should be an option under buy and it works 50% of the time. Currently Stabber and Survivor make it way too easy to conserve potions, making any dungeon a breeze. Plus Survivor, it's rather unrougelike ability.(Voted down, the amount of randomness in the game should be decreased, plus, the concequence for this type of choice could make or break a game consistantly)(it would make or break the game as much as Dodge would)&lt;br /&gt;
* Speaking of Survivor, Health Potions should not cure Mana Burn and Mana Potions should not cure Poison. Also cut the amount of mana Health Potions heal and vice versa.&lt;br /&gt;
* Survivor and Hoarder should become it's own class, the Treasure Hunter. Add the ability to see items on the map an it's a solid class&lt;br /&gt;
* [[Crusader|Martyr]] should have first strike properties. Otherwise it's a joke. ( It's definitely not a joke with death protection, my friend.)(Except that it doesn't work with Death Protection either.)&lt;br /&gt;
* Fearless is bad on Crusaders and needs to be replaced with something better. I would suggest something similar to [[Berserker|Berserker's]] Bloodlust or the ability to spawn more [[Boosters|Attack Boosters.]] &lt;br /&gt;
* I don't remember if this was already suggested, but BURNDAYRAZ should not break Momentum&lt;br /&gt;
* [[Bloodmage]] with Power Hungry and [[BLUDTUPOWA]] currently do not jive very well. I propose that they lose Power Hungry and gain the ability to ignore magic resistance.&lt;br /&gt;
* Meanwhile, Power Hungry along with the extra damaging [[BURNDAYRAZ]] ability and automatically summons BURNDARYAZ to your feet should be made into it's own class&lt;br /&gt;
* [[Transmuter]] is cheap. I suggest that you only get HP when you destroy 5 walls as opposed to getting HP every time you destroy one wall.&lt;br /&gt;
* [[Vampire(race)|Vampires]] should have a higher costing BURNDARYAZ spell. Like 8 HP.&lt;br /&gt;
* Maybe add a Ranger class? Comes with a glyph that deals physical damage without retaliation, but costs 8 gold instead of mana per cast. Then make it so that he deals less damage with BURNDAYRAZ?&lt;br /&gt;
&lt;br /&gt;
== Still uncategorized ==&lt;br /&gt;
* Make a mode with several dungeon levels (except campaign) like in classic roguelike games.&lt;br /&gt;
* Give some gold for boss slaying.&lt;br /&gt;
* Make monster stats specific; a bit various for every monster. For example, a monster of type x of level y can have random HP value from 50 to 65 and random attack from 20 to 25. It will make game a bit more unpredictable and interesting.&lt;br /&gt;
* Linux support.&lt;br /&gt;
* Special Dungeon: Colliseum.  This special dungeon has no reward for completion and is unlocked after winning (AND SUBMITTING) a ranked game.  This dungeon allows you to create your own dungeons and put them up for download for other players, the same way you can with tilesets currently.  The control you have over the dungeon is over the types and amounts of monsters appearing( by lvl, so if I want all the lvl 1's in the dungeon to be goblins, I can), but not over the labrynth layout and the unlocks the player can bring in.  You can also design your own boss ( or two bosses, I suppose) based on the normal bosses, but with variable special qualities, similar to the campaign bosses.  Participating in this process might unlock a new class or some other bonus. This would help introduce new players to the DD community and can prove to be an even greater challenge on top of the campaign.&lt;/div&gt;</summary>
		<author><name>Mr Crac</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3498</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3498"/>
				<updated>2011-04-15T22:47:35Z</updated>
		
		<summary type="html">&lt;p&gt;Mr Crac: /* Suggestions for the game interface */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Brainstorming/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
== Suggestions about this wiki ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the game interface ==&lt;br /&gt;
*Make a tile selection overlay, so we can avoid misclicking a tile.&lt;br /&gt;
*Remove the &amp;quot;death/safe/victory&amp;quot; system. It gets too easy when you can just rely on that.(Disagree) [Maybe as an option, but not generally.]&lt;br /&gt;
*Add a way of turning off the custom cursor, which causes lag on some slower computers.(Seconded)&lt;br /&gt;
**When the game window loses focus, the mouse cursor does not get shown when you move it inside the game window again. This might be fixed by the above suggestion.&lt;br /&gt;
*As mentioned before, add diagonal movement for arrow keys. Right now it is possible, but not optimal to use the keys because you have to use the mouse to access certain places.&lt;br /&gt;
*Hotkeys: P for Pray/Pick Up/Purchase, numbers to choose between worship options, Space exits the Game Over screen.&lt;br /&gt;
*Delayed keypress to allow for diagonal movement without numerical keyboard.(Yes,yes,yes!)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Gods system ==&lt;br /&gt;
* Taurog followers get 50% HP restoration from any potion and no mana restoration.&lt;br /&gt;
* New boon for Glowing Guardian: +25% damage to undead.&lt;br /&gt;
* Increase initial piety when joining Mystera Annur.&lt;br /&gt;
* New boon for Earthmother: double HP regeneration.&lt;br /&gt;
* Give -5 max HP for joining to Dracul, but don’t increase hero level. &lt;br /&gt;
** I would prefer -5 max HP OR -15% to -20% max HP, whichever bigger. That way, it encourages joining early on, making for risky gameplay. In fact, all of Dracul's boon should work like that. Currently, the costs for boons are rather weak.&lt;br /&gt;
* Reduce piety gain for teleporting glyph when worshipping Tikki Tooki.&lt;br /&gt;
* a stupid one, but maybe host a contest and the winner is made a god in DD, with stats s/he decides.&lt;br /&gt;
* [[Taurog]] should not ban the usage of [[WONAFYT]]. (Seconded)&lt;br /&gt;
* Converting should be consolidated to a single slot. Having to take up a slot for each god is redundant. It should also be less expensive to convert in the first place.&lt;br /&gt;
* [[Binlor Ironshield]] should only grant 1.6 piety gain for wall destroying with ENDISWAL. This can be accomplished easily by giving out 8 piety gain for every 5 walls destroyed.&lt;br /&gt;
* [[Jehora Jeheyu]] should give better piety gain outside of [[WEYTWUT]]&lt;br /&gt;
* [[Tikki Tooki|Tikki Tooki's]] First Strike boon needs it's cost reduced significantly. It's nowhere near as good as the Poison Strike boon. And forget about converting from Pactmaker. I'd rather have another boon.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Scoring system ==&lt;br /&gt;
* Make score not dependent on time.&lt;br /&gt;
* For ranked matches, have it throw out any run over 15 minutes.  These runs will never score high up anyway, and it makes fixing the current scoring measure unneccessary.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the glyph system ==&lt;br /&gt;
* Reduce ENDISWAL mana cost by 1-4 points.&lt;br /&gt;
* Reduce CYDSTEPP mana cost by 1-2 points.&lt;br /&gt;
* Reduce PISORF mana cost by 2-5 points.&lt;br /&gt;
* Reduce BURNDAYRAZ mana cost by 1 point.&lt;br /&gt;
* Make IMAWAL spawn only if there's a Earthmother altar around.&lt;br /&gt;
* Add a glyph that allows you to Scry a part of the dungeon without actually exploring it.  You could make it random, but instead of random spots, it reveals a 3x3 or 4x4 somewhere around the map each use.&lt;br /&gt;
&lt;br /&gt;
== General suggestions==&lt;br /&gt;
*Remove the gold keep between levels. As it is pointless since one can farm gold with some good characters.&lt;br /&gt;
*Starting gold could be set to 50 Gold, and gold piles could give more gold (5 + lvl/2).&lt;br /&gt;
*Online play would be neato. Maybe Co-Op and Versus. (Disagree, I don't think that would work to well for a game like this, especially one that's meant as a coffee-break/on your Iphone, sort of thing.  Perhaps what your looking for instead, is some sort of party gameplay where you get to use multiple characters. Maybe 3?)&lt;br /&gt;
*Settings or configuration of some sort, perhaps with options similar to other roguelikes, would be a good idea.&lt;br /&gt;
*Once again, carry-over gold is a pretty ineffective part of the game right now.  I would suggest removing it, increase the amount of gold per pickup during dungeons, and add a carry-over stat for minimum gold and have it increase via special dungeon wins the same way maximum gold does now.  Right now, gold pick ups don't matter much mid-dungeon, even if you waste quite a few, but you still want the maximum gold value to matter.&lt;br /&gt;
*Add &amp;quot;traps&amp;quot;. Invisible to player they do damage when stepped on, if player lives &amp;amp; tiles have been revealed health &amp;amp; mana is added as normal.  Trap is now visible but will still do damage each crossing. 3 types for increasing difficulty; pit,spiked pit,poisoned spiked pit.  IMAWAL fills in pits removing trap.  Some characters have 'detect trap' trait allowing them to see traps before stepping on them. 'detect trap' boon for earthmother. earthmother gives piety for traps removed with IMAWAL as her goats are now safe :) (this also makes imawal &amp;amp; earthmother more attractive)(If they considered using traps, they could also add trapdoors that forced a player into one of the new minidungeons)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for Objects / Shops ==&lt;br /&gt;
* Make health potions and vampiric items cheaper in shops.&lt;br /&gt;
* Add the number of health/mana restored by the potion to it's tooltip. (SECONDED) [THIRDED]&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Classes/Races ==&lt;br /&gt;
* Add a class (such as &amp;quot;Explorer&amp;quot; or &amp;quot;Spelunker&amp;quot;) that semi-reveals tiles 2 spaces away from the character, showing the player what is on the tile without uncovering it.&lt;br /&gt;
* Number of gold gained by Tinker for killing monsters depends on monster’s level (divided by 2, rounded up).( If this was incorporated, it would probably round down instead)&lt;br /&gt;
* Halfling and gnome have not bonus in potion count, but bonus in potions effectiveness.(about 60% instead of 40%)&lt;br /&gt;
* Mana potions restore some (20-30%) health for berserkers.&lt;br /&gt;
* Add a race that converts glyphs to piety. (Seconded)&lt;br /&gt;
* Increase goblin gold when converting glyphs to something like 4+level.&lt;br /&gt;
* Do not consume blood when a blood mage with full health steps on it.(Seconded)&lt;br /&gt;
* Add something akin to an amazon race, so that some female characters get thrown into the mix before someone inevitably asks for a female portrait of every character in the game come retail launch.&lt;br /&gt;
* Priest starts with either all altars on map, or choice of god from the get-go.&lt;br /&gt;
* Make a class that can only live for so many actions before dying&lt;br /&gt;
* [[Fighter|Fighter's]] Pit Dog should be changed so that you have either kill 10 enemies or kill an enemy above your level to gain death protection.&lt;br /&gt;
* [[Thief]] should lose Survivor and gain the ability to steal from stores. It should be an option under buy and it works 50% of the time. Currently Stabber and Survivor make it way too easy to conserve potions, making any dungeon a breeze. Plus Survivor, it's rather unrougelike ability.(Voted down, the amount of randomness in the game should be decreased, plus, the concequence for this type of choice could make or break a game consistantly)(it would make or break the game as much as Dodge would)&lt;br /&gt;
* Speaking of Survivor, Health Potions should not cure Mana Burn and Mana Potions should not cure Poison. Also cut the amount of mana Health Potions heal and vice versa.&lt;br /&gt;
* Survivor and Hoarder should become it's own class, the Treasure Hunter. Add the ability to see items on the map an it's a solid class&lt;br /&gt;
* [[Crusader|Martyr]] should have first strike properties. Otherwise it's a joke. ( It's definitely not a joke with death protection, my friend.)(Except that it doesn't work with Death Protection either.)&lt;br /&gt;
* Fearless is bad on Crusaders and needs to be replaced with something better. I would suggest something similar to [[Berserker|Berserker's]] Bloodlust or the ability to spawn more [[Boosters|Attack Boosters.]] &lt;br /&gt;
* I don't remember if this was already suggested, but BURNDAYRAZ should not break Momentum&lt;br /&gt;
* [[Bloodmage]] with Power Hungry and [[BLUDTUPOWA]] currently do not jive very well. I propose that they lose Power Hungry and gain the ability to ignore magic resistance.&lt;br /&gt;
* Meanwhile, Power Hungry along with the extra damaging [[BURNDAYRAZ]] ability and automatically summons BURNDARYAZ to your feet should be made into it's own class&lt;br /&gt;
* [[Transmuter]] is cheap. I suggest that you only get HP when you destroy 5 walls as opposed to getting HP every time you destroy one wall.&lt;br /&gt;
* [[Vampire(race)|Vampires]] should have a higher costing BURNDARYAZ spell. Like 8 HP.&lt;br /&gt;
* Maybe add a Ranger class? Comes with a glyph that deals physical damage without retaliation, but costs 8 gold instead of mana per cast. Then make it so that he deals less damage with BURNDAYRAZ?&lt;br /&gt;
&lt;br /&gt;
== Still uncategorized ==&lt;br /&gt;
* Make a mode with several dungeon levels (except campaign) like in classic roguelike games.&lt;br /&gt;
* Give some gold for boss slaying.&lt;br /&gt;
* Make monster stats specific; a bit various for every monster. For example, a monster of type x of level y can have random HP value from 50 to 65 and random attack from 20 to 25. It will make game a bit more unpredictable and interesting.&lt;br /&gt;
* Linux support.&lt;br /&gt;
* Special Dungeon: Colliseum.  This special dungeon has no reward for completion and is unlocked after winning (AND SUBMITTING) a ranked game.  This dungeon allows you to create your own dungeons and put them up for download for other players, the same way you can with tilesets currently.  The control you have over the dungeon is over the types and amounts of monsters appearing( by lvl, so if I want all the lvl 1's in the dungeon to be goblins, I can), but not over the labrynth layout and the unlocks the player can bring in.  You can also design your own boss ( or two bosses, I suppose) based on the normal bosses, but with variable special qualities, similar to the campaign bosses.  Participating in this process might unlock a new class or some other bonus. This would help introduce new players to the DD community and can prove to be an even greater challenge on top of the campaign.&lt;/div&gt;</summary>
		<author><name>Mr Crac</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3497</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3497"/>
				<updated>2011-04-15T22:46:57Z</updated>
		
		<summary type="html">&lt;p&gt;Mr Crac: /* Suggestions for the game interface */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Brainstorming/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
== Suggestions about this wiki ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the game interface ==&lt;br /&gt;
*Make a tile selection overlay, so we can avoid misclicking a tile.&lt;br /&gt;
*Remove the &amp;quot;death/safe/victory&amp;quot; system. It gets too easy when you can just rely on that.(Disagree) [Maybe as an option, but not generally.]&lt;br /&gt;
*Add a way of turning off the custom cursor, which causes lag on some slower computers.(Seconded)&lt;br /&gt;
**When the game window loses focus, the mouse cursor does not get shown when you move to the game window again. This might be fixed by the above suggestion.&lt;br /&gt;
*As mentioned before, add diagonal movement for arrow keys. Right now it is possible, but not optimal to use the keys because you have to use the mouse to access certain places.&lt;br /&gt;
*Hotkeys: P for Pray/Pick Up/Purchase, numbers to choose between worship options, Space exits the Game Over screen.&lt;br /&gt;
*Delayed keypress to allow for diagonal movement without numerical keyboard.(Yes,yes,yes!)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Gods system ==&lt;br /&gt;
* Taurog followers get 50% HP restoration from any potion and no mana restoration.&lt;br /&gt;
* New boon for Glowing Guardian: +25% damage to undead.&lt;br /&gt;
* Increase initial piety when joining Mystera Annur.&lt;br /&gt;
* New boon for Earthmother: double HP regeneration.&lt;br /&gt;
* Give -5 max HP for joining to Dracul, but don’t increase hero level. &lt;br /&gt;
** I would prefer -5 max HP OR -15% to -20% max HP, whichever bigger. That way, it encourages joining early on, making for risky gameplay. In fact, all of Dracul's boon should work like that. Currently, the costs for boons are rather weak.&lt;br /&gt;
* Reduce piety gain for teleporting glyph when worshipping Tikki Tooki.&lt;br /&gt;
* a stupid one, but maybe host a contest and the winner is made a god in DD, with stats s/he decides.&lt;br /&gt;
* [[Taurog]] should not ban the usage of [[WONAFYT]]. (Seconded)&lt;br /&gt;
* Converting should be consolidated to a single slot. Having to take up a slot for each god is redundant. It should also be less expensive to convert in the first place.&lt;br /&gt;
* [[Binlor Ironshield]] should only grant 1.6 piety gain for wall destroying with ENDISWAL. This can be accomplished easily by giving out 8 piety gain for every 5 walls destroyed.&lt;br /&gt;
* [[Jehora Jeheyu]] should give better piety gain outside of [[WEYTWUT]]&lt;br /&gt;
* [[Tikki Tooki|Tikki Tooki's]] First Strike boon needs it's cost reduced significantly. It's nowhere near as good as the Poison Strike boon. And forget about converting from Pactmaker. I'd rather have another boon.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Scoring system ==&lt;br /&gt;
* Make score not dependent on time.&lt;br /&gt;
* For ranked matches, have it throw out any run over 15 minutes.  These runs will never score high up anyway, and it makes fixing the current scoring measure unneccessary.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the glyph system ==&lt;br /&gt;
* Reduce ENDISWAL mana cost by 1-4 points.&lt;br /&gt;
* Reduce CYDSTEPP mana cost by 1-2 points.&lt;br /&gt;
* Reduce PISORF mana cost by 2-5 points.&lt;br /&gt;
* Reduce BURNDAYRAZ mana cost by 1 point.&lt;br /&gt;
* Make IMAWAL spawn only if there's a Earthmother altar around.&lt;br /&gt;
* Add a glyph that allows you to Scry a part of the dungeon without actually exploring it.  You could make it random, but instead of random spots, it reveals a 3x3 or 4x4 somewhere around the map each use.&lt;br /&gt;
&lt;br /&gt;
== General suggestions==&lt;br /&gt;
*Remove the gold keep between levels. As it is pointless since one can farm gold with some good characters.&lt;br /&gt;
*Starting gold could be set to 50 Gold, and gold piles could give more gold (5 + lvl/2).&lt;br /&gt;
*Online play would be neato. Maybe Co-Op and Versus. (Disagree, I don't think that would work to well for a game like this, especially one that's meant as a coffee-break/on your Iphone, sort of thing.  Perhaps what your looking for instead, is some sort of party gameplay where you get to use multiple characters. Maybe 3?)&lt;br /&gt;
*Settings or configuration of some sort, perhaps with options similar to other roguelikes, would be a good idea.&lt;br /&gt;
*Once again, carry-over gold is a pretty ineffective part of the game right now.  I would suggest removing it, increase the amount of gold per pickup during dungeons, and add a carry-over stat for minimum gold and have it increase via special dungeon wins the same way maximum gold does now.  Right now, gold pick ups don't matter much mid-dungeon, even if you waste quite a few, but you still want the maximum gold value to matter.&lt;br /&gt;
*Add &amp;quot;traps&amp;quot;. Invisible to player they do damage when stepped on, if player lives &amp;amp; tiles have been revealed health &amp;amp; mana is added as normal.  Trap is now visible but will still do damage each crossing. 3 types for increasing difficulty; pit,spiked pit,poisoned spiked pit.  IMAWAL fills in pits removing trap.  Some characters have 'detect trap' trait allowing them to see traps before stepping on them. 'detect trap' boon for earthmother. earthmother gives piety for traps removed with IMAWAL as her goats are now safe :) (this also makes imawal &amp;amp; earthmother more attractive)(If they considered using traps, they could also add trapdoors that forced a player into one of the new minidungeons)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for Objects / Shops ==&lt;br /&gt;
* Make health potions and vampiric items cheaper in shops.&lt;br /&gt;
* Add the number of health/mana restored by the potion to it's tooltip. (SECONDED) [THIRDED]&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Classes/Races ==&lt;br /&gt;
* Add a class (such as &amp;quot;Explorer&amp;quot; or &amp;quot;Spelunker&amp;quot;) that semi-reveals tiles 2 spaces away from the character, showing the player what is on the tile without uncovering it.&lt;br /&gt;
* Number of gold gained by Tinker for killing monsters depends on monster’s level (divided by 2, rounded up).( If this was incorporated, it would probably round down instead)&lt;br /&gt;
* Halfling and gnome have not bonus in potion count, but bonus in potions effectiveness.(about 60% instead of 40%)&lt;br /&gt;
* Mana potions restore some (20-30%) health for berserkers.&lt;br /&gt;
* Add a race that converts glyphs to piety. (Seconded)&lt;br /&gt;
* Increase goblin gold when converting glyphs to something like 4+level.&lt;br /&gt;
* Do not consume blood when a blood mage with full health steps on it.(Seconded)&lt;br /&gt;
* Add something akin to an amazon race, so that some female characters get thrown into the mix before someone inevitably asks for a female portrait of every character in the game come retail launch.&lt;br /&gt;
* Priest starts with either all altars on map, or choice of god from the get-go.&lt;br /&gt;
* Make a class that can only live for so many actions before dying&lt;br /&gt;
* [[Fighter|Fighter's]] Pit Dog should be changed so that you have either kill 10 enemies or kill an enemy above your level to gain death protection.&lt;br /&gt;
* [[Thief]] should lose Survivor and gain the ability to steal from stores. It should be an option under buy and it works 50% of the time. Currently Stabber and Survivor make it way too easy to conserve potions, making any dungeon a breeze. Plus Survivor, it's rather unrougelike ability.(Voted down, the amount of randomness in the game should be decreased, plus, the concequence for this type of choice could make or break a game consistantly)(it would make or break the game as much as Dodge would)&lt;br /&gt;
* Speaking of Survivor, Health Potions should not cure Mana Burn and Mana Potions should not cure Poison. Also cut the amount of mana Health Potions heal and vice versa.&lt;br /&gt;
* Survivor and Hoarder should become it's own class, the Treasure Hunter. Add the ability to see items on the map an it's a solid class&lt;br /&gt;
* [[Crusader|Martyr]] should have first strike properties. Otherwise it's a joke. ( It's definitely not a joke with death protection, my friend.)(Except that it doesn't work with Death Protection either.)&lt;br /&gt;
* Fearless is bad on Crusaders and needs to be replaced with something better. I would suggest something similar to [[Berserker|Berserker's]] Bloodlust or the ability to spawn more [[Boosters|Attack Boosters.]] &lt;br /&gt;
* I don't remember if this was already suggested, but BURNDAYRAZ should not break Momentum&lt;br /&gt;
* [[Bloodmage]] with Power Hungry and [[BLUDTUPOWA]] currently do not jive very well. I propose that they lose Power Hungry and gain the ability to ignore magic resistance.&lt;br /&gt;
* Meanwhile, Power Hungry along with the extra damaging [[BURNDAYRAZ]] ability and automatically summons BURNDARYAZ to your feet should be made into it's own class&lt;br /&gt;
* [[Transmuter]] is cheap. I suggest that you only get HP when you destroy 5 walls as opposed to getting HP every time you destroy one wall.&lt;br /&gt;
* [[Vampire(race)|Vampires]] should have a higher costing BURNDARYAZ spell. Like 8 HP.&lt;br /&gt;
* Maybe add a Ranger class? Comes with a glyph that deals physical damage without retaliation, but costs 8 gold instead of mana per cast. Then make it so that he deals less damage with BURNDAYRAZ?&lt;br /&gt;
&lt;br /&gt;
== Still uncategorized ==&lt;br /&gt;
* Make a mode with several dungeon levels (except campaign) like in classic roguelike games.&lt;br /&gt;
* Give some gold for boss slaying.&lt;br /&gt;
* Make monster stats specific; a bit various for every monster. For example, a monster of type x of level y can have random HP value from 50 to 65 and random attack from 20 to 25. It will make game a bit more unpredictable and interesting.&lt;br /&gt;
* Linux support.&lt;br /&gt;
* Special Dungeon: Colliseum.  This special dungeon has no reward for completion and is unlocked after winning (AND SUBMITTING) a ranked game.  This dungeon allows you to create your own dungeons and put them up for download for other players, the same way you can with tilesets currently.  The control you have over the dungeon is over the types and amounts of monsters appearing( by lvl, so if I want all the lvl 1's in the dungeon to be goblins, I can), but not over the labrynth layout and the unlocks the player can bring in.  You can also design your own boss ( or two bosses, I suppose) based on the normal bosses, but with variable special qualities, similar to the campaign bosses.  Participating in this process might unlock a new class or some other bonus. This would help introduce new players to the DD community and can prove to be an even greater challenge on top of the campaign.&lt;/div&gt;</summary>
		<author><name>Mr Crac</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3496</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3496"/>
				<updated>2011-04-15T22:36:57Z</updated>
		
		<summary type="html">&lt;p&gt;Mr Crac: /* Suggestions for Objects / Shops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Brainstorming/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
== Suggestions about this wiki ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the game interface ==&lt;br /&gt;
*Make a tile selection overlay, so we can avoid misclicking a tile.&lt;br /&gt;
*Remove the &amp;quot;death/safe/victory&amp;quot; system. It gets too easy when you can just rely on that.(Disagree)&lt;br /&gt;
*Add a way of turning off the custom cursor, which causes lag on some slower computers.(Seconded)&lt;br /&gt;
*As mentioned before, add diagonal movement for arrow keys. Right now it is possible, but not optimal to use the keys because you have to use the mouse to access certain places.&lt;br /&gt;
*Hotkeys: P for Pray/Pick Up/Purchase, numbers to choose between worship options, Space exits the Game Over screen.&lt;br /&gt;
*Delayed keypress to allow for diagonal movement without numerical keyboard.(Yes,yes,yes!)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Gods system ==&lt;br /&gt;
* Taurog followers get 50% HP restoration from any potion and no mana restoration.&lt;br /&gt;
* New boon for Glowing Guardian: +25% damage to undead.&lt;br /&gt;
* Increase initial piety when joining Mystera Annur.&lt;br /&gt;
* New boon for Earthmother: double HP regeneration.&lt;br /&gt;
* Give -5 max HP for joining to Dracul, but don’t increase hero level. &lt;br /&gt;
** I would prefer -5 max HP OR -15% to -20% max HP, whichever bigger. That way, it encourages joining early on, making for risky gameplay. In fact, all of Dracul's boon should work like that. Currently, the costs for boons are rather weak.&lt;br /&gt;
* Reduce piety gain for teleporting glyph when worshipping Tikki Tooki.&lt;br /&gt;
* a stupid one, but maybe host a contest and the winner is made a god in DD, with stats s/he decides.&lt;br /&gt;
* [[Taurog]] should not ban the usage of [[WONAFYT]]. (Seconded)&lt;br /&gt;
* Converting should be consolidated to a single slot. Having to take up a slot for each god is redundant. It should also be less expensive to convert in the first place.&lt;br /&gt;
* [[Binlor Ironshield]] should only grant 1.6 piety gain for wall destroying with ENDISWAL. This can be accomplished easily by giving out 8 piety gain for every 5 walls destroyed.&lt;br /&gt;
* [[Jehora Jeheyu]] should give better piety gain outside of [[WEYTWUT]]&lt;br /&gt;
* [[Tikki Tooki|Tikki Tooki's]] First Strike boon needs it's cost reduced significantly. It's nowhere near as good as the Poison Strike boon. And forget about converting from Pactmaker. I'd rather have another boon.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Scoring system ==&lt;br /&gt;
* Make score not dependent on time.&lt;br /&gt;
* For ranked matches, have it throw out any run over 15 minutes.  These runs will never score high up anyway, and it makes fixing the current scoring measure unneccessary.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the glyph system ==&lt;br /&gt;
* Reduce ENDISWAL mana cost by 1-4 points.&lt;br /&gt;
* Reduce CYDSTEPP mana cost by 1-2 points.&lt;br /&gt;
* Reduce PISORF mana cost by 2-5 points.&lt;br /&gt;
* Reduce BURNDAYRAZ mana cost by 1 point.&lt;br /&gt;
* Make IMAWAL spawn only if there's a Earthmother altar around.&lt;br /&gt;
* Add a glyph that allows you to Scry a part of the dungeon without actually exploring it.  You could make it random, but instead of random spots, it reveals a 3x3 or 4x4 somewhere around the map each use.&lt;br /&gt;
&lt;br /&gt;
== General suggestions==&lt;br /&gt;
*Remove the gold keep between levels. As it is pointless since one can farm gold with some good characters.&lt;br /&gt;
*Starting gold could be set to 50 Gold, and gold piles could give more gold (5 + lvl/2).&lt;br /&gt;
*Online play would be neato. Maybe Co-Op and Versus. (Disagree, I don't think that would work to well for a game like this, especially one that's meant as a coffee-break/on your Iphone, sort of thing.  Perhaps what your looking for instead, is some sort of party gameplay where you get to use multiple characters. Maybe 3?)&lt;br /&gt;
*Settings or configuration of some sort, perhaps with options similar to other roguelikes, would be a good idea.&lt;br /&gt;
*Once again, carry-over gold is a pretty ineffective part of the game right now.  I would suggest removing it, increase the amount of gold per pickup during dungeons, and add a carry-over stat for minimum gold and have it increase via special dungeon wins the same way maximum gold does now.  Right now, gold pick ups don't matter much mid-dungeon, even if you waste quite a few, but you still want the maximum gold value to matter.&lt;br /&gt;
*Add &amp;quot;traps&amp;quot;. Invisible to player they do damage when stepped on, if player lives &amp;amp; tiles have been revealed health &amp;amp; mana is added as normal.  Trap is now visible but will still do damage each crossing. 3 types for increasing difficulty; pit,spiked pit,poisoned spiked pit.  IMAWAL fills in pits removing trap.  Some characters have 'detect trap' trait allowing them to see traps before stepping on them. 'detect trap' boon for earthmother. earthmother gives piety for traps removed with IMAWAL as her goats are now safe :) (this also makes imawal &amp;amp; earthmother more attractive)(If they considered using traps, they could also add trapdoors that forced a player into one of the new minidungeons)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for Objects / Shops ==&lt;br /&gt;
* Make health potions and vampiric items cheaper in shops.&lt;br /&gt;
* Add the number of health/mana restored by the potion to it's tooltip. (SECONDED) [THIRDED]&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Classes/Races ==&lt;br /&gt;
* Add a class (such as &amp;quot;Explorer&amp;quot; or &amp;quot;Spelunker&amp;quot;) that semi-reveals tiles 2 spaces away from the character, showing the player what is on the tile without uncovering it.&lt;br /&gt;
* Number of gold gained by Tinker for killing monsters depends on monster’s level (divided by 2, rounded up).( If this was incorporated, it would probably round down instead)&lt;br /&gt;
* Halfling and gnome have not bonus in potion count, but bonus in potions effectiveness.(about 60% instead of 40%)&lt;br /&gt;
* Mana potions restore some (20-30%) health for berserkers.&lt;br /&gt;
* Add a race that converts glyphs to piety. (Seconded)&lt;br /&gt;
* Increase goblin gold when converting glyphs to something like 4+level.&lt;br /&gt;
* Do not consume blood when a blood mage with full health steps on it.(Seconded)&lt;br /&gt;
* Add something akin to an amazon race, so that some female characters get thrown into the mix before someone inevitably asks for a female portrait of every character in the game come retail launch.&lt;br /&gt;
* Priest starts with either all altars on map, or choice of god from the get-go.&lt;br /&gt;
* Make a class that can only live for so many actions before dying&lt;br /&gt;
* [[Fighter|Fighter's]] Pit Dog should be changed so that you have either kill 10 enemies or kill an enemy above your level to gain death protection.&lt;br /&gt;
* [[Thief]] should lose Survivor and gain the ability to steal from stores. It should be an option under buy and it works 50% of the time. Currently Stabber and Survivor make it way too easy to conserve potions, making any dungeon a breeze. Plus Survivor, it's rather unrougelike ability.(Voted down, the amount of randomness in the game should be decreased, plus, the concequence for this type of choice could make or break a game consistantly)(it would make or break the game as much as Dodge would)&lt;br /&gt;
* Speaking of Survivor, Health Potions should not cure Mana Burn and Mana Potions should not cure Poison. Also cut the amount of mana Health Potions heal and vice versa.&lt;br /&gt;
* Survivor and Hoarder should become it's own class, the Treasure Hunter. Add the ability to see items on the map an it's a solid class&lt;br /&gt;
* [[Crusader|Martyr]] should have first strike properties. Otherwise it's a joke. ( It's definitely not a joke with death protection, my friend.)(Except that it doesn't work with Death Protection either.)&lt;br /&gt;
* Fearless is bad on Crusaders and needs to be replaced with something better. I would suggest something similar to [[Berserker|Berserker's]] Bloodlust or the ability to spawn more [[Boosters|Attack Boosters.]] &lt;br /&gt;
* I don't remember if this was already suggested, but BURNDAYRAZ should not break Momentum&lt;br /&gt;
* [[Bloodmage]] with Power Hungry and [[BLUDTUPOWA]] currently do not jive very well. I propose that they lose Power Hungry and gain the ability to ignore magic resistance.&lt;br /&gt;
* Meanwhile, Power Hungry along with the extra damaging [[BURNDAYRAZ]] ability and automatically summons BURNDARYAZ to your feet should be made into it's own class&lt;br /&gt;
* [[Transmuter]] is cheap. I suggest that you only get HP when you destroy 5 walls as opposed to getting HP every time you destroy one wall.&lt;br /&gt;
* [[Vampire(race)|Vampires]] should have a higher costing BURNDARYAZ spell. Like 8 HP.&lt;br /&gt;
* Maybe add a Ranger class? Comes with a glyph that deals physical damage without retaliation, but costs 8 gold instead of mana per cast. Then make it so that he deals less damage with BURNDAYRAZ?&lt;br /&gt;
&lt;br /&gt;
== Still uncategorized ==&lt;br /&gt;
* Make a mode with several dungeon levels (except campaign) like in classic roguelike games.&lt;br /&gt;
* Give some gold for boss slaying.&lt;br /&gt;
* Make monster stats specific; a bit various for every monster. For example, a monster of type x of level y can have random HP value from 50 to 65 and random attack from 20 to 25. It will make game a bit more unpredictable and interesting.&lt;br /&gt;
* Linux support.&lt;br /&gt;
* Special Dungeon: Colliseum.  This special dungeon has no reward for completion and is unlocked after winning (AND SUBMITTING) a ranked game.  This dungeon allows you to create your own dungeons and put them up for download for other players, the same way you can with tilesets currently.  The control you have over the dungeon is over the types and amounts of monsters appearing( by lvl, so if I want all the lvl 1's in the dungeon to be goblins, I can), but not over the labrynth layout and the unlocks the player can bring in.  You can also design your own boss ( or two bosses, I suppose) based on the normal bosses, but with variable special qualities, similar to the campaign bosses.  Participating in this process might unlock a new class or some other bonus. This would help introduce new players to the DD community and can prove to be an even greater challenge on top of the campaign.&lt;/div&gt;</summary>
		<author><name>Mr Crac</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Feedback&amp;diff=3495</id>
		<title>Feedback</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Feedback&amp;diff=3495"/>
				<updated>2011-04-15T22:32:47Z</updated>
		
		<summary type="html">&lt;p&gt;Mr Crac: /* Other Game Issues (Balance, Interface, etc.) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Feedback/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
===Game Bugs===&lt;br /&gt;
&lt;br /&gt;
*Bug - While worshiping Binlor, destroying a wall gives the message &amp;amp;quot;Binlor thinks your demolition efforts are very clever. (+1 piety)&amp;amp;quot;, but 2 piety is awarded.&lt;br /&gt;
*Bug - Repeatedly activating and deactivating BLUDTUPOWA when worshipping Taurog will eventually cause a Division by 0 error.&lt;br /&gt;
*Bug - Fire damage estimations don't calculate resistance (the actual damage is correct, though).&lt;br /&gt;
*Bug - After drinking several mana potions in a row, the game ignores any further clicks on the mana potion button.&lt;br /&gt;
*Bug - Sometimes walking over an increased damage rune gives you 0 increased damage.&lt;br /&gt;
**Just to clarify for whoever wrote this: Damage power-ups do not give an absolute increase in damage, they give a +10% bonus. If your base damage is too low (eg 5) then you won't see an increase even though the damage bonus was applied. If you are referring to something else, then ignore this. --[[User:Myclam|Myclam]] 15:36, 23 February 2011 (UTC) (v0.15)&lt;br /&gt;
***You have to admit though that this is very confusing to new players. They pick up something which is supposed to increase their character's stats, see nothing happen, and then they're like &amp;quot;What the eff?&amp;quot; There has got to be a better way to display this. Maybe show an attack rating percentage, or something to that degree. --[[User:Mr Crac|Mr Crac]] 22:21, 15 April 2011 (UTC)&lt;br /&gt;
*Bug - Destroying glyphs as human sometimes gives 0 damage boost.&lt;br /&gt;
**Clarification: Same as above, destroyed glyphs give a percent bonus. --[[User:Myclam|Myclam]] 15:36, 23 February 2011 (UTC) (v0.15)&lt;br /&gt;
*Bug - When hard up against the left side of the map, the numpad 9 key often does not work at all.  All other directions work fine.&lt;br /&gt;
&lt;br /&gt;
===Other Game Issues (Balance, Interface, etc.)===&lt;br /&gt;
*I have found a massive game imbalance involving Transmuters. What you do is run around untill you find Binlor Ironshield, if he isnt in that dungeon restart and try again. Since you gain gain 2 piety (pieties?) every time you use Endiswal, you can get to 100 very quickly. Get Hardiness, and Heroics, This will automatically boost you to level 10 and it only costs a total of 110 piety (80 for heroics, 30 for hardiness) which = 55 walls, get maybe 10 more if you are planning on using magic (-1 piety per use). make sure you have at least 3 mana potions per boss, gnomes are recomended. Keep going back and forth between the boss and walls to recover health, since you aren't discovering anything new the boss won't heal himself. Congrats, you just beat a dungeon with out killing anything.&lt;br /&gt;
** It's not the Transmuter, it's Binlor Ironshield. A few dieties (such as Binlor) have overpowered boons, but are almost impossible to raise piety for. The Transmuter and Half-Dragon are the only 2 classes in the game who can realistically get 100 piety with Binlor Ironshield. Mystera Annur is the same way. The base damage penalty forces you to take Boon: Magic before anything else, so if you wanted to take Boon: Weakening, it requires a minimum of around 70-90 casts, or 420-540 mana points if only BURNDAYRAZ is used (which is likely).&lt;br /&gt;
*I've played the new version extensively.  I've unlocked everything and I have to say it's considerably worse than the last version.  This version is all about luck and that doesn't make it much fun.  There are far too many games that are unwinnable, and I'm not talking about the start (although that's a huge problem also).  Too many classes depend on the right deity appearing.  On that subject way too many of the deities are gimmicky and useless 90% of the time.  Earthmother (can't kill natural creatures, who cares she's rubbish anyway), Tiki (must kill in one shot), tarog and bindor (no magic), etc.  They all have something.  This would be fine, if there were viable options for classes.  A wizard with tarog or bindor is screwed--this is just one example.  Retiring ad nauseum isn't much fun.  Shops are useless--it's always the same crap, the good stuff never comes up--and because of the above deity problems, this can make or break a run. &lt;br /&gt;
** I've got to concur with this assessment.  Basically too many gods are useless, Dracul, Tiki etc. because they can't be used as part of a strategy, where you'll plan to get this glyph and do that and then boom you have some advantage, and the penalties they give are far greater than the benefits.  I've successfully used the plantation boon at level 2, being sure not to lock myself in, but still not gotten enough of an advantage out of it to win the game.  The new Pactmaker, on the other hand, is my bread and butter.  [[User:Yidda|Yidda]] 18:55, 20 August 2010 (UTC) -yidda&lt;br /&gt;
** It used to be that I'd use Jehora, Taurog, Misteria, or Binlor etc. all the time.  Now I only use the Pactmaker. -yidda [[User:Yidda|Yidda]] 18:55, 20 August 2010 (UTC)&lt;br /&gt;
** OK, after a little more play on the new version, I have successfully used Jehora, the Pactmaker, Taurog once or twice, and Dracul twice, once with the Vampire, and once without.  I've also beaten the game as an atheist, but I think the other 5 Gods could use some spicing up. [[User:Yidda|Yidda]] 03:06, 9 September 2010 (UTC)&lt;br /&gt;
** Earthmother's interesting...but I have yet to find a viable use for her. The other deities definitely have their uses, though I'm still quite hesitant to pray to Jehora. [[User:Raynes|Raynes]] 20:54, 2 January 2011 (UTC)&lt;br /&gt;
*The tutorial I think should be more flexible as far as taking into account mistakes of first time players. The tutorial kind of assumes the player will understand the instructions exactly and will therefore have the resources to complete the current map; however, this is not necessarily the case. For example, in the segment of the tutorial where ENDISWAL is introduced, the player is instructed to destroy the wall to their right. The tutorial is thinking at the tile level and means the wall tile to the right of the tile the player is currently occupying. On my first attempt, I was thinking at the character level and interpreted that same tile as the tile in front of the character (i.e. the player sprite is &amp;quot;looking&amp;quot; at it) while the tile below the currently occupied tile was &amp;quot;to the character's right&amp;quot;. I destroyed the wrong wall and consequently did not have enough mana to complete the map. At this point I expected to be able to restart the current map, but instead I had to retire and replay the entire tutorial. It seems like the tutorial should have some kind of &amp;quot;restart current map&amp;quot; function for goof ups like these. Pretty steep consequences for a tutorial.&lt;br /&gt;
*I find the balance between the class types a bit peculiar. I managed to unlock the Bloodmage, but I am still struggling to win a dungeon with the Berserker, Rogue, and Monk. In every other role-playing game it is rather the other way round, magic users are often the hardest to get into.&amp;lt;br&amp;gt;Something that I find to be quite lame is that you have to restart so very often. What is the point of having unwinnable dungeons? Exactly, there is none. It just should not happen that every path out of the starting area is blocked by monsters which you cannot defeat. This does not add anything of value to the game, in fact it takes away from the fun and therefore it should be scrapped. --[[User:Mr Crac|Mr Crac]] 22:31, 15 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Game Feedback===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wine issues ===&lt;br /&gt;
* DD runs awesome under wine with one exception - the mouse. The cursor is laggy and makes the game frustrating to play. Can you provide an option to turn of the software mouse cursor? Having the OS cursor/hw cursor woul make the game work flawlessly under wine. I can test this if you'd like --[[User:Lajcik|Lajcik]] 22:11, 24 November 2010 (UTC)&lt;br /&gt;
* I don't know about linux, but there's an app for OSX called Wineskin (http://wineskin.doh123.com/) that can be used to make self-contained Mac application bundle that runs a windows app, I use it to run DD. It would be a nice touch to provide a 'osx version' based on that for folks not in the know :) --[[User:Lajcik|Lajcik]] 22:11, 24 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Mr Crac</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Feedback&amp;diff=3494</id>
		<title>Feedback</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Feedback&amp;diff=3494"/>
				<updated>2011-04-15T22:31:57Z</updated>
		
		<summary type="html">&lt;p&gt;Mr Crac: /* Other Game Issues (Balance, Interface, etc.) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Feedback/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
===Game Bugs===&lt;br /&gt;
&lt;br /&gt;
*Bug - While worshiping Binlor, destroying a wall gives the message &amp;amp;quot;Binlor thinks your demolition efforts are very clever. (+1 piety)&amp;amp;quot;, but 2 piety is awarded.&lt;br /&gt;
*Bug - Repeatedly activating and deactivating BLUDTUPOWA when worshipping Taurog will eventually cause a Division by 0 error.&lt;br /&gt;
*Bug - Fire damage estimations don't calculate resistance (the actual damage is correct, though).&lt;br /&gt;
*Bug - After drinking several mana potions in a row, the game ignores any further clicks on the mana potion button.&lt;br /&gt;
*Bug - Sometimes walking over an increased damage rune gives you 0 increased damage.&lt;br /&gt;
**Just to clarify for whoever wrote this: Damage power-ups do not give an absolute increase in damage, they give a +10% bonus. If your base damage is too low (eg 5) then you won't see an increase even though the damage bonus was applied. If you are referring to something else, then ignore this. --[[User:Myclam|Myclam]] 15:36, 23 February 2011 (UTC) (v0.15)&lt;br /&gt;
***You have to admit though that this is very confusing to new players. They pick up something which is supposed to increase their character's stats, see nothing happen, and then they're like &amp;quot;What the eff?&amp;quot; There has got to be a better way to display this. Maybe show an attack rating percentage, or something to that degree. --[[User:Mr Crac|Mr Crac]] 22:21, 15 April 2011 (UTC)&lt;br /&gt;
*Bug - Destroying glyphs as human sometimes gives 0 damage boost.&lt;br /&gt;
**Clarification: Same as above, destroyed glyphs give a percent bonus. --[[User:Myclam|Myclam]] 15:36, 23 February 2011 (UTC) (v0.15)&lt;br /&gt;
*Bug - When hard up against the left side of the map, the numpad 9 key often does not work at all.  All other directions work fine.&lt;br /&gt;
&lt;br /&gt;
===Other Game Issues (Balance, Interface, etc.)===&lt;br /&gt;
*I have found a massive game imbalance involving Transmuters. What you do is run around untill you find Binlor Ironshield, if he isnt in that dungeon restart and try again. Since you gain gain 2 piety (pieties?) every time you use Endiswal, you can get to 100 very quickly. Get Hardiness, and Heroics, This will automatically boost you to level 10 and it only costs a total of 110 piety (80 for heroics, 30 for hardiness) which = 55 walls, get maybe 10 more if you are planning on using magic (-1 piety per use). make sure you have at least 3 mana potions per boss, gnomes are recomended. Keep going back and forth between the boss and walls to recover health, since you aren't discovering anything new the boss won't heal himself. Congrats, you just beat a dungeon with out killing anything.&lt;br /&gt;
** It's not the Transmuter, it's Binlor Ironshield. A few dieties (such as Binlor) have overpowered boons, but are almost impossible to raise piety for. The Transmuter and Half-Dragon are the only 2 classes in the game who can realistically get 100 piety with Binlor Ironshield. Mystera Annur is the same way. The base damage penalty forces you to take Boon: Magic before anything else, so if you wanted to take Boon: Weakening, it requires a minimum of around 70-90 casts, or 420-540 mana points if only BURNDAYRAZ is used (which is likely).&lt;br /&gt;
*I've played the new version extensively.  I've unlocked everything and I have to say it's considerably worse than the last version.  This version is all about luck and that doesn't make it much fun.  There are far too many games that are unwinnable, and I'm not talking about the start (although that's a huge problem also).  Too many classes depend on the right deity appearing.  On that subject way too many of the deities are gimmicky and useless 90% of the time.  Earthmother (can't kill natural creatures, who cares she's rubbish anyway), Tiki (must kill in one shot), tarog and bindor (no magic), etc.  They all have something.  This would be fine, if there were viable options for classes.  A wizard with tarog or bindor is screwed--this is just one example.  Retiring ad nauseum isn't much fun.  Shops are useless--it's always the same crap, the good stuff never comes up--and because of the above deity problems, this can make or break a run. &lt;br /&gt;
** I've got to concur with this assessment.  Basically too many gods are useless, Dracul, Tiki etc. because they can't be used as part of a strategy, where you'll plan to get this glyph and do that and then boom you have some advantage, and the penalties they give are far greater than the benefits.  I've successfully used the plantation boon at level 2, being sure not to lock myself in, but still not gotten enough of an advantage out of it to win the game.  The new Pactmaker, on the other hand, is my bread and butter.  [[User:Yidda|Yidda]] 18:55, 20 August 2010 (UTC) -yidda&lt;br /&gt;
** It used to be that I'd use Jehora, Taurog, Misteria, or Binlor etc. all the time.  Now I only use the Pactmaker. -yidda [[User:Yidda|Yidda]] 18:55, 20 August 2010 (UTC)&lt;br /&gt;
** OK, after a little more play on the new version, I have successfully used Jehora, the Pactmaker, Taurog once or twice, and Dracul twice, once with the Vampire, and once without.  I've also beaten the game as an atheist, but I think the other 5 Gods could use some spicing up. [[User:Yidda|Yidda]] 03:06, 9 September 2010 (UTC)&lt;br /&gt;
** Earthmother's interesting...but I have yet to find a viable use for her. The other deities definitely have their uses, though I'm still quite hesitant to pray to Jehora. [[User:Raynes|Raynes]] 20:54, 2 January 2011 (UTC)&lt;br /&gt;
*The tutorial I think should be more flexible as far as taking into account mistakes of first time players. The tutorial kind of assumes the player will understand the instructions exactly and will therefore have the resources to complete the current map; however, this is not necessarily the case. For example, in the segment of the tutorial where ENDISWAL is introduced, the player is instructed to destroy the wall to their right. The tutorial is thinking at the tile level and means the wall tile to the right of the tile the player is currently occupying. On my first attempt, I was thinking at the character level and interpreted that same tile as the tile in front of the character (i.e. the player sprite is &amp;quot;looking&amp;quot; at it) while the tile below the currently occupied tile was &amp;quot;to the character's right&amp;quot;. I destroyed the wrong wall and consequently did not have enough mana to complete the map. At this point I expected to be able to restart the current map, but instead I had to retire and replay the entire tutorial. It seems like the tutorial should have some kind of &amp;quot;restart current map&amp;quot; function for goof ups like these. Pretty steep consequences for a tutorial.&lt;br /&gt;
*I find the balance between the class types a bit peculiar. I managed to unlock the Bloodmage, but I am still struggling to win a dungeon with the Berserker, Rogue, and Monk. In every other role-playing game it is rather the other way round, magic users are often the hardest to get into.&lt;br /&gt;
Something that I find to be quite lame is that you have to restart so very often. What is the point of having unwinnable dungeons? Exactly, there is none. It just should not happen that every path out of the starting area is blocked by monsters which you cannot defeat. This does not add anything of value to the game, in fact it takes away from the fun and therefore it should be scrapped. --[[User:Mr Crac|Mr Crac]] 22:31, 15 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Game Feedback===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wine issues ===&lt;br /&gt;
* DD runs awesome under wine with one exception - the mouse. The cursor is laggy and makes the game frustrating to play. Can you provide an option to turn of the software mouse cursor? Having the OS cursor/hw cursor woul make the game work flawlessly under wine. I can test this if you'd like --[[User:Lajcik|Lajcik]] 22:11, 24 November 2010 (UTC)&lt;br /&gt;
* I don't know about linux, but there's an app for OSX called Wineskin (http://wineskin.doh123.com/) that can be used to make self-contained Mac application bundle that runs a windows app, I use it to run DD. It would be a nice touch to provide a 'osx version' based on that for folks not in the know :) --[[User:Lajcik|Lajcik]] 22:11, 24 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Mr Crac</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Feedback&amp;diff=3493</id>
		<title>Feedback</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Feedback&amp;diff=3493"/>
				<updated>2011-04-15T22:31:26Z</updated>
		
		<summary type="html">&lt;p&gt;Mr Crac: /* Other Game Issues (Balance, Interface, etc.) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Feedback/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
===Game Bugs===&lt;br /&gt;
&lt;br /&gt;
*Bug - While worshiping Binlor, destroying a wall gives the message &amp;amp;quot;Binlor thinks your demolition efforts are very clever. (+1 piety)&amp;amp;quot;, but 2 piety is awarded.&lt;br /&gt;
*Bug - Repeatedly activating and deactivating BLUDTUPOWA when worshipping Taurog will eventually cause a Division by 0 error.&lt;br /&gt;
*Bug - Fire damage estimations don't calculate resistance (the actual damage is correct, though).&lt;br /&gt;
*Bug - After drinking several mana potions in a row, the game ignores any further clicks on the mana potion button.&lt;br /&gt;
*Bug - Sometimes walking over an increased damage rune gives you 0 increased damage.&lt;br /&gt;
**Just to clarify for whoever wrote this: Damage power-ups do not give an absolute increase in damage, they give a +10% bonus. If your base damage is too low (eg 5) then you won't see an increase even though the damage bonus was applied. If you are referring to something else, then ignore this. --[[User:Myclam|Myclam]] 15:36, 23 February 2011 (UTC) (v0.15)&lt;br /&gt;
***You have to admit though that this is very confusing to new players. They pick up something which is supposed to increase their character's stats, see nothing happen, and then they're like &amp;quot;What the eff?&amp;quot; There has got to be a better way to display this. Maybe show an attack rating percentage, or something to that degree. --[[User:Mr Crac|Mr Crac]] 22:21, 15 April 2011 (UTC)&lt;br /&gt;
*Bug - Destroying glyphs as human sometimes gives 0 damage boost.&lt;br /&gt;
**Clarification: Same as above, destroyed glyphs give a percent bonus. --[[User:Myclam|Myclam]] 15:36, 23 February 2011 (UTC) (v0.15)&lt;br /&gt;
*Bug - When hard up against the left side of the map, the numpad 9 key often does not work at all.  All other directions work fine.&lt;br /&gt;
&lt;br /&gt;
===Other Game Issues (Balance, Interface, etc.)===&lt;br /&gt;
*I have found a massive game imbalance involving Transmuters. What you do is run around untill you find Binlor Ironshield, if he isnt in that dungeon restart and try again. Since you gain gain 2 piety (pieties?) every time you use Endiswal, you can get to 100 very quickly. Get Hardiness, and Heroics, This will automatically boost you to level 10 and it only costs a total of 110 piety (80 for heroics, 30 for hardiness) which = 55 walls, get maybe 10 more if you are planning on using magic (-1 piety per use). make sure you have at least 3 mana potions per boss, gnomes are recomended. Keep going back and forth between the boss and walls to recover health, since you aren't discovering anything new the boss won't heal himself. Congrats, you just beat a dungeon with out killing anything.&lt;br /&gt;
** It's not the Transmuter, it's Binlor Ironshield. A few dieties (such as Binlor) have overpowered boons, but are almost impossible to raise piety for. The Transmuter and Half-Dragon are the only 2 classes in the game who can realistically get 100 piety with Binlor Ironshield. Mystera Annur is the same way. The base damage penalty forces you to take Boon: Magic before anything else, so if you wanted to take Boon: Weakening, it requires a minimum of around 70-90 casts, or 420-540 mana points if only BURNDAYRAZ is used (which is likely).&lt;br /&gt;
*I've played the new version extensively.  I've unlocked everything and I have to say it's considerably worse than the last version.  This version is all about luck and that doesn't make it much fun.  There are far too many games that are unwinnable, and I'm not talking about the start (although that's a huge problem also).  Too many classes depend on the right deity appearing.  On that subject way too many of the deities are gimmicky and useless 90% of the time.  Earthmother (can't kill natural creatures, who cares she's rubbish anyway), Tiki (must kill in one shot), tarog and bindor (no magic), etc.  They all have something.  This would be fine, if there were viable options for classes.  A wizard with tarog or bindor is screwed--this is just one example.  Retiring ad nauseum isn't much fun.  Shops are useless--it's always the same crap, the good stuff never comes up--and because of the above deity problems, this can make or break a run. &lt;br /&gt;
** I've got to concur with this assessment.  Basically too many gods are useless, Dracul, Tiki etc. because they can't be used as part of a strategy, where you'll plan to get this glyph and do that and then boom you have some advantage, and the penalties they give are far greater than the benefits.  I've successfully used the plantation boon at level 2, being sure not to lock myself in, but still not gotten enough of an advantage out of it to win the game.  The new Pactmaker, on the other hand, is my bread and butter.  [[User:Yidda|Yidda]] 18:55, 20 August 2010 (UTC) -yidda&lt;br /&gt;
** It used to be that I'd use Jehora, Taurog, Misteria, or Binlor etc. all the time.  Now I only use the Pactmaker. -yidda [[User:Yidda|Yidda]] 18:55, 20 August 2010 (UTC)&lt;br /&gt;
** OK, after a little more play on the new version, I have successfully used Jehora, the Pactmaker, Taurog once or twice, and Dracul twice, once with the Vampire, and once without.  I've also beaten the game as an atheist, but I think the other 5 Gods could use some spicing up. [[User:Yidda|Yidda]] 03:06, 9 September 2010 (UTC)&lt;br /&gt;
** Earthmother's interesting...but I have yet to find a viable use for her. The other deities definitely have their uses, though I'm still quite hesitant to pray to Jehora. [[User:Raynes|Raynes]] 20:54, 2 January 2011 (UTC)&lt;br /&gt;
*The tutorial I think should be more flexible as far as taking into account mistakes of first time players. The tutorial kind of assumes the player will understand the instructions exactly and will therefore have the resources to complete the current map; however, this is not necessarily the case. For example, in the segment of the tutorial where ENDISWAL is introduced, the player is instructed to destroy the wall to their right. The tutorial is thinking at the tile level and means the wall tile to the right of the tile the player is currently occupying. On my first attempt, I was thinking at the character level and interpreted that same tile as the tile in front of the character (i.e. the player sprite is &amp;quot;looking&amp;quot; at it) while the tile below the currently occupied tile was &amp;quot;to the character's right&amp;quot;. I destroyed the wrong wall and consequently did not have enough mana to complete the map. At this point I expected to be able to restart the current map, but instead I had to retire and replay the entire tutorial. It seems like the tutorial should have some kind of &amp;quot;restart current map&amp;quot; function for goof ups like these. Pretty steep consequences for a tutorial.&lt;br /&gt;
** I find the balance between the class types a bit peculiar. I managed to unlock the Bloodmage, but I am still struggling to win a dungeon with the Berserker, Rogue, and Monk. In every other role-playing game it is rather the other way round, magic users are often the hardest to get into.&lt;br /&gt;
Something that I find to be quite lame is that you have to restart so very often. What is the point of having unwinnable dungeons? Exactly, there is none. It just should not happen that every path out of the starting area is blocked by monsters which you cannot defeat. This does not add anything of value to the game, in fact it takes away from the fun and therefore it should be scrapped. --[[User:Mr Crac|Mr Crac]] 22:31, 15 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Game Feedback===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wine issues ===&lt;br /&gt;
* DD runs awesome under wine with one exception - the mouse. The cursor is laggy and makes the game frustrating to play. Can you provide an option to turn of the software mouse cursor? Having the OS cursor/hw cursor woul make the game work flawlessly under wine. I can test this if you'd like --[[User:Lajcik|Lajcik]] 22:11, 24 November 2010 (UTC)&lt;br /&gt;
* I don't know about linux, but there's an app for OSX called Wineskin (http://wineskin.doh123.com/) that can be used to make self-contained Mac application bundle that runs a windows app, I use it to run DD. It would be a nice touch to provide a 'osx version' based on that for folks not in the know :) --[[User:Lajcik|Lajcik]] 22:11, 24 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Mr Crac</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Feedback&amp;diff=3492</id>
		<title>Feedback</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Feedback&amp;diff=3492"/>
				<updated>2011-04-15T22:21:30Z</updated>
		
		<summary type="html">&lt;p&gt;Mr Crac: /* Game Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Feedback/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
===Game Bugs===&lt;br /&gt;
&lt;br /&gt;
*Bug - While worshiping Binlor, destroying a wall gives the message &amp;amp;quot;Binlor thinks your demolition efforts are very clever. (+1 piety)&amp;amp;quot;, but 2 piety is awarded.&lt;br /&gt;
*Bug - Repeatedly activating and deactivating BLUDTUPOWA when worshipping Taurog will eventually cause a Division by 0 error.&lt;br /&gt;
*Bug - Fire damage estimations don't calculate resistance (the actual damage is correct, though).&lt;br /&gt;
*Bug - After drinking several mana potions in a row, the game ignores any further clicks on the mana potion button.&lt;br /&gt;
*Bug - Sometimes walking over an increased damage rune gives you 0 increased damage.&lt;br /&gt;
**Just to clarify for whoever wrote this: Damage power-ups do not give an absolute increase in damage, they give a +10% bonus. If your base damage is too low (eg 5) then you won't see an increase even though the damage bonus was applied. If you are referring to something else, then ignore this. --[[User:Myclam|Myclam]] 15:36, 23 February 2011 (UTC) (v0.15)&lt;br /&gt;
***You have to admit though that this is very confusing to new players. They pick up something which is supposed to increase their character's stats, see nothing happen, and then they're like &amp;quot;What the eff?&amp;quot; There has got to be a better way to display this. Maybe show an attack rating percentage, or something to that degree. --[[User:Mr Crac|Mr Crac]] 22:21, 15 April 2011 (UTC)&lt;br /&gt;
*Bug - Destroying glyphs as human sometimes gives 0 damage boost.&lt;br /&gt;
**Clarification: Same as above, destroyed glyphs give a percent bonus. --[[User:Myclam|Myclam]] 15:36, 23 February 2011 (UTC) (v0.15)&lt;br /&gt;
*Bug - When hard up against the left side of the map, the numpad 9 key often does not work at all.  All other directions work fine.&lt;br /&gt;
&lt;br /&gt;
===Other Game Issues (Balance, Interface, etc.)===&lt;br /&gt;
*I have found a massive game imbalance involving Transmuters. What you do is run around untill you find Binlor Ironshield, if he isnt in that dungeon restart and try again. Since you gain gain 2 piety (pieties?) every time you use Endiswal, you can get to 100 very quickly. Get Hardiness, and Heroics, This will automatically boost you to level 10 and it only costs a total of 110 piety (80 for heroics, 30 for hardiness) which = 55 walls, get maybe 10 more if you are planning on using magic (-1 piety per use). make sure you have at least 3 mana potions per boss, gnomes are recomended. Keep going back and forth between the boss and walls to recover health, since you aren't discovering anything new the boss won't heal himself. Congrats, you just beat a dungeon with out killing anything.&lt;br /&gt;
** It's not the Transmuter, it's Binlor Ironshield. A few dieties (such as Binlor) have overpowered boons, but are almost impossible to raise piety for. The Transmuter and Half-Dragon are the only 2 classes in the game who can realistically get 100 piety with Binlor Ironshield. Mystera Annur is the same way. The base damage penalty forces you to take Boon: Magic before anything else, so if you wanted to take Boon: Weakening, it requires a minimum of around 70-90 casts, or 420-540 mana points if only BURNDAYRAZ is used (which is likely).&lt;br /&gt;
*I've played the new version extensively.  I've unlocked everything and I have to say it's considerably worse than the last version.  This version is all about luck and that doesn't make it much fun.  There are far too many games that are unwinnable, and I'm not talking about the start (although that's a huge problem also).  Too many classes depend on the right deity appearing.  On that subject way too many of the deities are gimmicky and useless 90% of the time.  Earthmother (can't kill natural creatures, who cares she's rubbish anyway), Tiki (must kill in one shot), tarog and bindor (no magic), etc.  They all have something.  This would be fine, if there were viable options for classes.  A wizard with tarog or bindor is screwed--this is just one example.  Retiring ad nauseum isn't much fun.  Shops are useless--it's always the same crap, the good stuff never comes up--and because of the above deity problems, this can make or break a run. &lt;br /&gt;
** I've got to concur with this assessment.  Basically too many gods are useless, Dracul, Tiki etc. because they can't be used as part of a strategy, where you'll plan to get this glyph and do that and then boom you have some advantage, and the penalties they give are far greater than the benefits.  I've successfully used the plantation boon at level 2, being sure not to lock myself in, but still not gotten enough of an advantage out of it to win the game.  The new Pactmaker, on the other hand, is my bread and butter.  [[User:Yidda|Yidda]] 18:55, 20 August 2010 (UTC) -yidda&lt;br /&gt;
** It used to be that I'd use Jehora, Taurog, Misteria, or Binlor etc. all the time.  Now I only use the Pactmaker. -yidda [[User:Yidda|Yidda]] 18:55, 20 August 2010 (UTC)&lt;br /&gt;
** OK, after a little more play on the new version, I have successfully used Jehora, the Pactmaker, Taurog once or twice, and Dracul twice, once with the Vampire, and once without.  I've also beaten the game as an atheist, but I think the other 5 Gods could use some spicing up. [[User:Yidda|Yidda]] 03:06, 9 September 2010 (UTC)&lt;br /&gt;
** Earthmother's interesting...but I have yet to find a viable use for her. The other deities definitely have their uses, though I'm still quite hesitant to pray to Jehora. [[User:Raynes|Raynes]] 20:54, 2 January 2011 (UTC)&lt;br /&gt;
*The tutorial I think should be more flexible as far as taking into account mistakes of first time players. The tutorial kind of assumes the player will understand the instructions exactly and will therefore have the resources to complete the current map; however, this is not necessarily the case. For example, in the segment of the tutorial where ENDISWAL is introduced, the player is instructed to destroy the wall to their right. The tutorial is thinking at the tile level and means the wall tile to the right of the tile the player is currently occupying. On my first attempt, I was thinking at the character level and interpreted that same tile as the tile in front of the character (i.e. the player sprite is &amp;quot;looking&amp;quot; at it) while the tile below the currently occupied tile was &amp;quot;to the character's right&amp;quot;. I destroyed the wrong wall and consequently did not have enough mana to complete the map. At this point I expected to be able to restart the current map, but instead I had to retire and replay the entire tutorial. It seems like the tutorial should have some kind of &amp;quot;restart current map&amp;quot; function for goof ups like these. Pretty steep consequences for a tutorial.&lt;br /&gt;
&lt;br /&gt;
===Game Feedback===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wine issues ===&lt;br /&gt;
* DD runs awesome under wine with one exception - the mouse. The cursor is laggy and makes the game frustrating to play. Can you provide an option to turn of the software mouse cursor? Having the OS cursor/hw cursor woul make the game work flawlessly under wine. I can test this if you'd like --[[User:Lajcik|Lajcik]] 22:11, 24 November 2010 (UTC)&lt;br /&gt;
* I don't know about linux, but there's an app for OSX called Wineskin (http://wineskin.doh123.com/) that can be used to make self-contained Mac application bundle that runs a windows app, I use it to run DD. It would be a nice touch to provide a 'osx version' based on that for folks not in the know :) --[[User:Lajcik|Lajcik]] 22:11, 24 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Mr Crac</name></author>	</entry>

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