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Years ago, the last heroic types failed to defeat Slith, the demonic overlord. Now, all peoples live as mindless slaves to him, and have for many generations. In this great absence of combat, your mind has been left to wander and you have started to realize who Slith is and what has happened to your people. Now you are free from his control and must defeat him once and for all! Dive down through 10 dungeon levels of fierce tactical roguelike gameplay and face your greatest fears!

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Just Checked It Out (Games : Epilogue : Forum : General : Just Checked It Out) Locked
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Aug 9 2012 Anchor

I like the game thus far. Been having some fun dying in it. :)

One thing I think it has a weakness in is character customization. While there are many class choices, I'd still like to see some extra spells or abilities out there to be added - via loot books or something similarly discovered - to make multiple games played with the same classes differ more every time. While that idea is nothing new, I think it's one of the more interesting facets of roguelikes and would complement the commone roguelike theme of finding evermore useful 'stuff' along the way.

Thanks for the ear.
Nef

Aug 10 2012 Anchor

Adding 'stuff' is definitely something I have planned for the future. While the classes are relatively different, I agree that within a single class, your character is generally very similar each time (even given different trait choices). Right now, I would say I am on an enemy adding phase, with adding more dungeon features coming up next. In the grand scheme of things, I would like the dungeon to shape your character as much as character creation choices do (through ability books, alternate dungeon paths, more deity interactions, etc). Another thing I was thinking of was making it so you pick between 2 (or more) abilities when you unlock an ability rather than just automatically getting 1, so do expect more variation in the future.

Thanks for the feedback =)

Aug 10 2012 Anchor

That sounds wonderful! I'm happy to hear that you plan on adding more sweet sweet 'stuff'. 8)

I have a small suggestion that shouldn't be too painful.

Could you adjust the location of the tooltips to come up a further distance away from the mouse cursor? It often blocks part of what I'm pointing at, and the area around it. Even better would be having a static location for it as an option (like bottom left of the dungeon view part, perhaps?). The latter may be too much to bother with. But getting some open space between the cursor and the tooltip would help open up the view around what you're targetting. Downwards a square or probably even two (and up in those cases it runs off screen at the bottom, per normal.)

Thanks again!

Edited by: Nefaro

Apr 22 2013 Anchor

Just started to explore these wonderful dungeons. One question: what is this percent value beside some items? Durability left? But I didn't find anything about durability in help section...
And this inexpressible feeling when you see the walls of this saving room over there and you're crawling to there bleeding, killing this pathetic knight and finally slam the door. Sweet sleep... :)

Edited by: -Rodor-

Apr 24 2013 Anchor

Items do not have durability, so I expect the percent you refer to is the recharging of the item's special ability. Once it returns to 100% the special ability activates the next time you use the item. (When you mouseover an item or examine them otherwise there will be a note about having a special ability).

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