1. I found the source of disappearing gems. That's those blue nymphs monsters. They steal gems and sometimes teleport away, but leave none when killed (just some ordinary loot).
2. Anchantment enchancemen powder... emm... means just Enchanting powder? It enchants only primary weapon and only to +2 value, is that right?
3. When casting Return (by a spellbook or a scroll) the music doesn't revert to "overworld" unless the first step / keypress is made.
4. Did you expect potions to be unidentified when picked up / crafted? Because now I can see "hunger" (negative) and "feeding" (positive) potions. The first one doesn't make sense unless it is expected the player doesn't know exactly what it does. Same goes for potion "of thist" and "of tiredness". Moreover, it also won't help just to make them unidentified, because potions are "made plentiful" by crafting and there is no dire need to "try" something unless properly identified. In regular roguelikes player is usually required to try each potion in "some safe place" to know it therefore offering a "new gameplay mechanics plane". However, in roguebox due to crafting, this approach won't work.
5. After game autosave all the monsters sometimes respawn at the map and some (just dropped) items (like raw meat) disappear. I think it makes the game area reset once in a game-day.
6. Confused state has duration of zero but persists for some time... Maybe you output a wrong variable?
7. Immobilized state persists after respawn (and so do other states like blind like I've written before, never saw adrenalized, light, confused or hexed but I think they operate the same way).
8. Heart-shaped crystals can raise characters health to 20 max (21 if character's health was uneven). However life potions do +1 any time. Blue crystals say "nothing happens" after a while. That's expected behaviour, right?
9. No way to see character's current stats other than at level-up. I've tried all the available keys at my keyboard and all menu options
10. Sometimes enemies are spawned under the character. E.g. while going down the dungeon level. They can hit the character, but the character can't hit them, until he steps away. Also character can be teleported (by trap or a scroll/spellbook) at enemy's location with the same result.
11. There are little large terrain areas where something large can be build in the overworld. Moreover, building and crafting furniture requires a lot of resources, but the character can carry too little of them in one go (e.g. only for 5 furniture items). Maybe, increasing max carryable resources at each level-up would be nice? Starting from 50 wood and ending with 100-200 wood at lvl.10 and the same for stones: 30 -> 90-150. Random-crafting the items is also a problem here, e.g. if I need 5 chests, then I'll have to produce ~20 furniture items (200 wood) and discard beds, coaches and etc.
12. Maybe negative effects like blind should'n stack? E.g. now 5 blind + 5 blind = 10 blind. Blind is actually not critical, but immobilized is a dangerous debuff.
13. When surrounded by multiple enemies only last "hit/miss" message is shown. E.g. when vase monsters attack player thinks he is not damaged, but they still do some (sometimes significant) damage. Maybe, the most significant message should be shown? Or up to four hit/miss messages?
14. The sources show that I can make nekko angry by destroying something, but I can't destroy anything in the desert. Likewise I can't kill anyone in elfish fortress to make elves angry.
15. Orcs workers are very weak, but they give a lot of xp. Same goes for other orcish mines beasts. E.g. comparing to spawner beasts in dungeon/tomb they are very easy to kill, but give a much higher yield.
16. It's impossible to explore orcish caves without a stock feeding/refreshing potions, right? Looks like the character runs very low on thirst/hunger quickly. Gladly orcish trader has a spell of return.
* Esc-exiting the forger's workbench craft menu (when selecting what to craft) crashes the game (just as it did in carver's bench before)
Traceback (most recent call last):
File "/home/eugene/RogueBoxAdventures-master-40aa8d19a9f1b2ba315fefef2b07b24e7e426602/main.py", line 9848, in <module>
main()
File "/home/eugene/RogueBoxAdventures-master-40aa8d19a9f1b2ba315fefef2b07b24e7e426602/main.py", line 9832, in main
test = player.user_input()
File "/home/eugene/RogueBoxAdventures-master-40aa8d19a9f1b2ba315fefef2b07b24e7e426602/main.py", line 7404, in user_input
self.enter()
File "/home/eugene/RogueBoxAdventures-master-40aa8d19a9f1b2ba315fefef2b07b24e7e426602/main.py", line 6459, in enter
choose = random.randint(0, len(items)-1)
UnboundLocalError: local variable 'items' referenced before assignment
Finished all the game could offer at level 10 (looks like I could train up to lvl.11 max, because most battles do not give xp now - very seldomly I encounter lvl.10 enemies (most funny - some of them are bats
)) in 6 to 10 hours (when I already know what and how to do).
Does saving orc, elf and naga give something? Looks like I've saved elf eventually, but he didn't appear in the overworld.
All-in-all I saw that balancing in dungeons is much better than in the overworld (when I see the lvl of enemies) - now I see how you do that and the idea is nice.
However, spawner creatures (necromancers and wisps) are too hard even for adrenalized lvl.9 character... Almost impossible to hit with a decent magic weapon (miss), only close combat. Immobilized state accidently cast by floating eyes can also kill the character without any means of surviving but a pure random chance (maybe, using spell of return or a healing potion is an option in immobilized state? Or make a special anti-petrifying potion?).
Still at higher levels only deepest level creatures offer some gameplay (other than just walking into them to kill in one blow) and reward.
It also seemed that tomb's highest level is lower than dungeon's. E.g. I could get amost no xp from the tomb at lvl.9 but about 10-15% from a single dungeon run (only at the lowest level). Grotto also doesn't provide any xp at lvl.8 and above.
Therefore it's only a single place when lvl.9 character can grind - the dungeon. Gave up grinding for lvl.11 - too much work for too little yield (lvl.10 grinding provides ~3% of progress per dungeon).
I've also understood fishing mechanics. However, it's relatively boring to press a key combination over and over until something is caught (i-right-right-right-down-down-down-down-enter-repeat). Maybe a hotkey to fish would be nice? Or automatically fish (like sleep) until interrupted (by enemy or player) or caught something. I've also been interpreting "nothing wants the bite" as "fishing doesn't work here" or "you need additional item to fish". P.S. emm... can I really grill a jellyfish
?
Still... what does chalk do? By looking into sources I found out that I may write something on the soil (it writes something in the dungeon too). Looks like it block rabbits from moving until disappears in a few turns, nothing else. It means it just blocks monster from following the player? He-he, like in a "Viy" story - a guy was drawing a chalk circle to protect himself from monsters.
I don't recall finding any chalk in loot (however, possible), only in the starting chest. Also, couldn't find craftable chalks.
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But still couldn't find any lava cave or (s)elfish fortress
All stairs down can be build only in overworld and they lead to cave lvl.1. No exits from the grotto, only the trader with goods (mostly useless for so hard-to-get and hard-to-keep gems) and no ability to build anything there. No entrances in desert other than to the tomb / no ability to build stairs. Maybe something like elfish blueprints do? Orcish one doesn't.
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I got it!!!! see upd.
Idea. Maybe give unique abilities to each character? Not just different in color.
E.g. Orc might craft items using less resources. Elves might not anger dryads by chopping down the trees. Third one has higher starting strength, health, magic, or some other stat.
Idea. The saved characters might get a little bit useful. Elves can give wood. Orcs - stone. Nagas - ore. Dryads - berries. Catlings (or what their name is? nekko?) - jellys. In some situations (e.g. once a day) elves can give enchanted wooden armor, orcs - gems, Nagas - enchanted metal armors, saved (not ordinary) dryads might give potions and catlings - grilled meat.
Idea. Maybe high-level dryads might summon wasps or other relatively strong creatures (become spawners). And make them stronger overall so that it's not a bonus that a dryad gets angry "because she's easy to kill and gives xp at first levels", but a problem (at least not to anger two of them simultaneously).
UPD:
Finally I've managed to drill down to (s)elfish fortress, lava cave and orcish mines... I'd never get that cave building doesn't follow the rules of the overworld. I've thought all new ladders would lead the same direction as already present.
Some more option to train to higher levels - almost lvl.12 and it's not a limit in the orcish mine. Cool items just lying on the floor
Nothing brand new, but looks really cool!
Still... useless goods (nothing unique) at both new traders. E.g. they might sell consumable water an food which is much more needed down there.
Looks like now I've truly seen everything the game offers at the moment
Also, you can grab the music I've selected from the World of Xeen at the same link at google drive I've sent you. Do you agree with my "music taste"? Should I look for something like that? Or am I going the wrong direction and it's nothing but nostalgie
It sounds "old-style" but not exactly 8-bit. I can't say I like how all the music fits the game, mostly I like desert, overworld, cave, grotto and tomb, but I'm speaking about the general idea... Do you have any specific ideas about the current "menu" theme (like lead motiff) or is it just one music of the current set?