![]() ![]() There's a 3 in 11 chance of a dungeoneer class being put on hold until you need to take down a boss and rest of the time you'd be more inclined to not bother with that one any further.Īnd the hiring delay does nothing to prevent you from just suiciding a dungeoneer with bad "battle scars" (enter then immedately abandon mission), then doing the same with a chump, just to rehire a fresh one from the same class. Overall, my assessment of the "battle scar" system as it is currently implemented means that I have even less attachment to my dungeoneers most of the time. While Hubris and Fountain Addict can be used to manipulate the dungeoneer even further, I can see plenty of scenarios where either of them would prevent you from being able to complete a dungeon. In a way this turns them into career enders as well, just for a very different reason. Veteran, Scrounger and Tricksy are of course good and a dungeoner earning one of those could be worth saving for a run at a difficult boss. Gullible is bad enough, but Zealot is really hard to justify keeping a dungeoneer around for and either of the -HP ones are career enders and Hard-Headed is almost the same. The way the "battle scars" are set up means that I'd be inclined to just throw away most dungeoneers after completing the first dungeon. (Second update with specifics of scars v2 is here) (First update on how we're looking at changing scars is here) I'd love to hear your feedback on it here! We've just released the battle scars feature in v1.05. This means you always get a scar when you have none, and the chance to gain one goes down as they accumulate. If that generates one they already have then nothing happens. Tricksy (start quest with level 1 loot choice)Įvery time you complete a quest your dungeoneer gains a battle scar at random. Fountain addict (fountain pathing bonus, first tile card each turn always has a fountain) Hubris (same pathing change as Barbarian's deathwish, without the bonus hp in battle, description: 'Convinced they cannot lose. Gullible (One loot choice is of a lower level than normal) Scrounger (One loot choice is of a higher level than normal) But as they complete quests they gain battle scars that can be good or bad. New dungeoneers are always 'blank' and exactly alike. Hopefully this leads to a little more attachment & unique story for each dungeoneer.ĭungeoneers now gain Battle Scar traits over time, as they survive dungeon runs. Even adding features like naming your dungeoneers, or giving them a unique hairstyle didn't quite fix this. However this does mean you are never attached to any particular dungeoneer. You can never 'lose' the game (even if your graveyard becomes increasingly crowded) and you have unlimited dungeoneers available to throw at dungeons. Especially for newcomers, scars add a level of difficult that may be better presented for someone who feels comfortable with the game's mechanics.Īll in all, this looks to me like a good direction to have taken the scars system.Battle ScarsWe specifically designed Guild of Dungeoneering to not overly punish failure. Even some of the scarier ones might not be as bad once rolled.ĭespite being someone who doesn't want to turn the scars off, I do think a mode where they need not be on (two types of New Game options, perhaps) would be appreciated. As they are now, there's very few combinations that wouldn't be worth working with, and I wouldn't want scars to be all positive anyways. This is good, as the old system incentivised ditching a dungoneer when they had poor scars. Keeping it to two scars helps from them getting overwhelming and avoids forcing too many inconsistencies, especially in a game where you want to try to get as much consistency as you can control.Ī couple of the scars look like a terror to roll (looking at you, Pyromaniac) but on net it looks like most scars provide enough benefit to match their detriments. I like the new change to the scar system, both revamping the scars so they're not strictly negative and keeping the limit to two scars per dungoneer. ![]()
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