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(Concerning the 0.5.12 update.)

Bugs:
Statistics - The Poison Mist/Darkness: Out of curiosity I got myself killed by... the poison mist/darkness in the Forgotten Sepulchre. My expectation was that a death to this mechanic would have expanded the statistic by an additional line. It did not. Falling to one's death is listed and that possibility only exists in one level as well. Could we get the the poison mist/darkness mechanic represented in the statistics as well?
Statistics - Equipment: The General Improvements as well as the recently added Mutations are currently missing from the statistics.
Pause Menu - Upgrades: The new upgrade from the category General Improvements is named "Stockchange" on this screen. "Stock Categories" (for instance) would seem more fitting and wouldn't lead to confusion with the already present upgrade, named "Stockchange" for players that talked about the game.
The Watcher - Wall Fixtures Glitch: More often than not the wheels of the Watcher's wall fixtures (the metal bits that remain on walls when the chains get removed) still keep spinning, even after the fight is over.
Spontaneous Invisibility: After another (unsuccessful) attempt to even participate in a Daily Run I quit the game yesterday. When I returned today, my Homunculus was but a shadow of itself. Or rather a twinkle from the eye of some alchemist handling a petri dish late one night.
I included a screenshot. See for yourself.
Obviously I played around with this for a little bit. All the common animations I tried had effect on the transparency. As expected, monsters could still perceive me as they did before and all other interactions (fighting, receiving damage, rolling, climbing, etc.) worked as well. For those who are intrigued: I can't recommend it, since being a tiny speck of light makes it harder to judge if the Homunculus is in melee range or not. The effect ended in the middle of the stair walking animation out of the Prisoner's Cell zone.


Balancing:
Mutations - ... Vampirism(?): A single digit HP gain for a kill seems a bit disproportionate. 1% HP gain would probably be too much, even at the cost of a Mutation slot. Could we maybe get the X HP per hit instead of per kill?


Suggestions and ideas:
Statistics - Equipment - Blueprint Percentage: I think I have collected all blueprints (40 Weapon Blueprints, 25 Active Skills). But without consulting third party sources, I couldn't tell. Also, Dead Cells being in development right now, those sources might be out of date. Could we get a percentage behind our blueprint counts?
Auto-Recycle On Completion: Could our gear be automatically converted into gold when we finish the game (using the formula of our current Recycling skill)? This would mainly be a quality of life improvement, so we don't have to wake up poor if the RNG hasn't been kind to our purse.
Attachments:
Post edited January 16, 2018 by HeartsAndRainbows
(Still concerning the 0.5.12 update.)

Bugs:
Stuck Tooltip: Retrying a run while standing in front of the inoculation station with any active boss cells leaves the tooltip active permanently - even on the main menu screen.
Map Generation - Slumbering Sanctuary: Every instance of the Slumbering Sanctuary I've seen so far had a 1 BSC room with an (unusable) teleporter inside. My guess would be that this room was meant to be generated with a return to entry stone segment instead of a teleporter segment.


Balancing:
Timed Doors - The Promenade of the Condemned: As far as I can tell, either the timer for the timed door in the Promenade of the Condemned got shortened or the Prisoner's Cells got remodeled in a way that made them longer. Ever since the 0.5.11.1 update got introduced if I take as much as one wrong turn, I can forget about the first timed door. This has turned my early 3 BSC runs into remarkably frustrating experiences - not based on a lack of skill or upgrades but simply on a lack of luck.
Level Exit - Escape: Currently we are allowed to go through doors within levels, no matter how swarmed we are with enemies. But if there's even one little monster within the vicinity of a level exit door (including areas from where they couldn't even attack us), we can't leave. The Homunculus character doesn't strike me as that vengeful. Could it please treat all doors the same?


Suggestions:
Picking Up Valuables Automatically: I'm not sure why we have to press a button in order to pick up valuables (gems, golden teeth, arrows, etc.) Health items I get... but valuables? There might some advantage from a game design perspective, but I'd actually prefer it if my character would just pick up those treasures just by walking near or over them. (And while I always appreciate good writing, I would argue that most players will read tooltips for valuable objects at most twice before they just pick them up.)
Forge - The Night Light: Could we get an option to upgrade The Night Light at the forge? I'd say it's pretty essential for the zone it is found in, so the wish to upgrade it doesn't seem unreasonable.
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HeartsAndRainbows: Balancing:
Timed Doors - The Promenade of the Condemned: As far as I can tell, either the timer for the timed door in the Promenade of the Condemned got shortened or the Prisoner's Cells got remodeled in a way that made them longer. Ever since the 0.5.11.1 update got introduced if I take as much as one wrong turn, I can forget about the first timed door. This has turned my early 3 BSC runs into remarkably frustrating experiences - not based on a lack of skill or upgrades but simply on a lack of luck.
The timer was reduced from 3 1/2 minutes to 2 minutes with the Foundry update, but there was a Scroll of Power added behind the door as well.
Bug:
HP Rounding Error: Switching between two items with the exact same attribute bonuses makes the Homunculus lose HP. To be fair, at about 2,000 HP it's still only in the 1 digit range. But I am relatively certain this is not working as intended...

Suggestion:
Unique Hunter's Grenade Monster: Currently the Hunter's Grenade turns monsters that don't have an elite version into zombies. I get why: Kamikaze bats just don't fit well into the elite mechanics. :) So my suggestion would be to introduce a unique monster for those occasions that can only be encountered via the grenade.
(Still concerning the 0.5.12 update.)

Suggestions and ideas:
Shop RNG: It is possible to receive a roll with 3 copies of the same item (3 Blood Shields for example). Tweaking the RNG to deliver a maximum of 2 copies would be avoid such silly situations.
The Watcher - Reward Room: I've just noticed that the reward room for The Watcher contains no timed door or... cell container, making that route even less attractive. If you've left out the timed door because of the different pacing of the encounter, please consider increasing The Watcher's cell drop if you want that fight to be more rewarding. You've made a shortcut to that boss available for 3 BSC runs, but on 3 BSC runs the player would want to optimize cell collecting even more than in any other difficulty. (It's as if you wanted the players to turn left but then went and installed a huge neon arrow pointing right...)


Feedback For Feedback:
Like Treadlight already pointed out in another thread: It would be nice to know whether or not you are reading the posts made in the GOG forums. I mean I would assume you do read them. That assumption is based on the fact that you explicitly asked your community for feedback - your entire community. Your customers on GOG are part of said community. You wouldn't ignore us if we posted on Steam - and GOG's forums are just another forum of the same community. There's no reason to believe that you forgot about us. I wouldn't expect a reply to suggestion threads like this one - but I find it hard to believe that you couldn't find the time to answer at least some of the threads consisting of only a single question. Of course I respect the fact that you "slowed things down a bit", but your prolonged silence here is unsettling - even disheartening - for some of us.
Post edited February 06, 2018 by HeartsAndRainbows
(Concerning the 0.6.6.1 update.)

Bugs:
- The difficulty levels at the inoculation station is displayed as "null" for all difficulties.
- Statistics - Monsters: The image for the Lancer is missing.
- Trophy Room: The jar for the Merchandise Category is missing from the trophy room.


UI:
- The image for the boss cells looks... corrupted, as if the colors were reduced down from 24-bit Bitmap to 16 colors or something. (The previous image looked fine and the new one looks like something I had drawn.)
- I received a new and exiting debuff that read "Infection High 4" or something like that. None of my menus offered any insight into the debuff. How am I supposed to be worried by that if I have no bloody idea what it does? You could have gotten so much emotional reaction out of that debuff, if players were able to tell what it did... I would have wanted to feel threatened by that debuff - not confused. The most emotional I've gotten about it was when the game was over I started complaining about it. I'm going out on a limb here and guess that this is not the kind of emotion you would want from that encounter. ...This could have been so nice. Please add a tooltip box for debuffs to the menu (or elsewhere).
- [Spoiler!] The Hand of the King: In some animations The Hand of the King glitches between two positions when stepping into a Bear trap. It also pauses midst-charge animation in the middle of the room. I'm not sure whether or not the latter is intentional.
- [Spoiler!] Statistics: When a player loses the fight against The Hand of the King but get technically killed by a summon, The Hand of the King doesn't get counted as the cause of death - which seems about as underwhelming as listing a projectile as the monster which killed a player...


Balancing:
- Both the homunculus and the enemies slip easier through obstacles that they did before. This means that forward charging enemies fall to their death whilst fighting turrets and players with a weapon that thrust them forward (like the Spiteful sword) slip past enemies in Bear traps and the like. Basically what I'm saying is the game now feels like somebody greased the floor, but only in some areas. It's quite literally trippy.
- The Either-Or-Rooms are not time stopped (despite being marked gold on the map) - clashing with the entire timed door mechanic.
- I was about to say that I liked your new compact design for the timed door reward rooms but then I noticed that the way to the teleporter had actually lengthened in some of them (like the Ramparts). Also the new rooms look less majestic now and more like storage rooms.
- It might just be my imagination, but the current recycling values for equipment seem to have no connection to the new item prices.
- The gold income and inflation has noticeably increased. Before I would have been able to buy about 3 snazzy new items in the Clocktower zone. Now 2 items would leave me broke (even without rerolling via the Merchandise Category upgrade). This has also devalued the impact of even the highest available purse upgrades noticeably. Could you maybe tune the inflation down again? At least a bit?

And a quick reminder: Many balancing issues reported above are still present. I'd like to highlight the following:
- Unlocking all the new items makes your character worse (for the most part) purely through the RNG. The latest update of the Merchandise Category upgrade worsens this issue again.
- The heavy turret, which already was OP got its damage doubled. I dare you to patch that item out with the next update and watch what happens to your forums. While this makes for faster movement in the Clocktower I'd personally prefer a more holistic approach to balancing.
- 2 Minute timer for the first timed door being too short. 2:10 to 2:20 would make all the difference in the world here - or making the first stage a segment shorter.
Attachments:
Post edited March 08, 2018 by HeartsAndRainbows
Bugs:
[Spoiler] The Hand of the King: The section right before The Hand of the King's chamber gets generated with a superfluous teleporter.

Balancing:
- Challenge Portals: Challenge room portals can be generated above a set of timed platforms with pits below them. I'm not sure if this works as intended...
- Lancers: I experienced a situation that will take a while to explain. I was in the Castle moving upwards through platforms. I jumped upwards onto a platform one level above me. One platform above that one was a Lancer, who I could not see before making the jump, so the first thing I did after landing on the new platform was not to reposition myself but to attack the monsters on the platform I was on. Before even the first attack animation of my Twin Daggers had finished I was hit by the Lancer above me. I remember it vividly, because I died.
Now my problem with this situation is: I have fought Lancers on difficulty +1 and +3 and they usually do not have lightning quick reflexes. This was also not an Elite monster. The only explanation I could come up with would be that the lancer already took aim at me while I was still in the air jumping upwards - it is possible that I missed the telegraph in the heat of the battle. Regardless whether this was the case or not, a monster that the player can't see should not be able to see/take aim at the player. Even if I had made another jump upwards instead of attacking I would have been hit by the Lancer above me in this situation. It appears that the only winning move would have been not to move - and that reminds me a little bit too much of the movie WarGames (from 1983).