as always thank you for playing, and you are very much insane if you're going for the finish-line again. it's long!
>harder than before
it might just be a mapgen thing, or an item drop chance. some runs are easier than others if you find a lifesteal ring early on.
>Shift clicking on enemies out of range should still swing your weapon.
i worry about this. im afraid that if an enemy is 4.1 units away and the max range is 4 units, the player will see the swing and assume he is hitting. when nothing happens it's a clear indication of "oh i need to move closer". some enemies outrange the player, so i worry about a player standing their ground and wondering why their attacks dont hit.
>At some points I could see and hit enemies through walls (always next to doors I think?) and sometimes enemies hit me when I couldn't see them.
i noticed this a few times too, i'll check it out.
>Aren't the cauldron spells icons wrong and should be the other way around?
everyone makes note of this. ill just switch it since it's more trouble than it's worth.
>Spear weapon arts seem pretty lackluster, don't see myself using the -HP one until maybe very late game.
the idea was to make it use the one-handed arts (just no shield). kinda didn't end up being fun, so i'm still wondering how to improve it.
>door icon
oh man now i see it too! the idea was to have a hole in the middle. i'll make the top part wider.
>goblin order
no specific order. the idea is that it always go for the majority, so : two spears + sword = spear. same with the modifiers. it applies mods that you give it, and it doubles down if you have two of the same mods. ie: sword of attack speed + spear of accuracy + normal spear -> fast accurate spear + 2-3 random mods. swap the normal spear for a fast spear -> REALLY fast accurate spear
>goblin disappeared
hah, first time i see that! i'll investigate.
>If STR gives a flat damage bonus, isn't it always better for faster weapons than big slow ones? Not sure if it should change somehow.
maybe it would make sense for 2H weapons to benefit more from STR. in general, though, i have a fine time playing with 2H weapons, so it's hard to gauge
>difficulty
skeletonland is currently marked as my "too hard" moment. 80% of my runs pause there since it feels like running into a wall (that is, if i dont have a shield. if i have one, easypeasy). i think i need to balance out the level by either adding doors (bleh) or another melee unit (dont have one planned, though). perhaps i can add anotehr big room, since i think the issue is that once you clear a room, you agro units from the next room, and so on. you never have breaks.
vids are currently loading but i'll be sure to watch them all. don't feel the need to play the whole thing! the new content is presently
>armory level SouthEast of the PalaCamp (unfinished)
>blood coven level continuing the path forward (sort of ok)
nothing really exciting, the most work was just making things a bit more polished at the start.
again, thanks for the feedback as always! glad to hear youre feeling better and i will see you in the fest soon