+1 to Jarpie:
Just to add why they are zero gay romances and none of emotional engagements in Grimrock?
Vogel's freshly released Avernum is #17 on the Steam top seller charts, it was in the top 10 on release day. And that's a pretty goddamn ugly turn based RPG. Everything sells well on Steam!Still not a turn-based dungeon crawler, though
This, along with vendors, recruitable NPCs, etc. I can actually do without as it changes the feel of the game. There is only me and the dungeon and neither of us cares lololol.maybe somekind of interaction with NPCs and possible outdoor locations.
Oh shit son I might have to play it now. That was my biggest criticism. (I know, sad right?)Vogel's freshly released Avernum is #17 on the Steam top seller charts, it was in the top 10 on release day. And that's a pretty goddamn ugly turn based RPG. Everything sells well on Steam!Still not a turn-based dungeon crawler, though
Still can't believe he added walking animations! :D
Sure, DM didn't have many things. Doesn't mean this shouldn't either, it's not a 1:1 copy.Original Dungeon Master and Chaos Strikes Back didn't have very varied spell lists, unless you count the potion making through spells, also original DM & CSB didn't have two-handed weapons either so lack of them might be just an oversight by the developers. Lack of spear skill is a bit disappointing, but I wouldn't be surprised if they fix that on future patches, for example by adding it to rogue skills, making it "Daggers and Polearms" skill.
Also, I wouldn't mind ability to throw the spears either.
It's their first game, so everyone will forgive them the shortcomings, but now that they're raking in the millions the sequel/expansion better be more sophisticated.
Definitely people should expect more from sequel/expansion, although, lack of variety in spells and some other oversights (such as no dual-wielding and two-handed weapons) is probably due very short development time (just about 9 months).
What I'd like to see in sequel/expansion is naturally more spells, two-handed fighting/dual-wielding, and maybe somekind of interaction with NPCs and possible outdoor locations. Hopefully they won't try to bite too big piece with the expansion/sequel.
A rogue seems to be more fitting for an unarmed fighter, so maybe THREE rogues? hmmJust bought it.
Fuck mages, wizards, sorcerers and other cloaked faggots, I'm rollin' with a double warrior (minotaur HAMMERTIME and human STEVEN SEAGULL, you can guess their specs) and double rogue (human ALTAIR and TANYA). My experience with DM-likes is limited, as I've only played a bit of Anvil of Dawn and Lands of Lore, so it could turn out to be a glorious and tasteful assrape.
So the final composition isA rogue seems to be more fitting for an unarmed fighter, so maybe THREE rogues? hmmJust bought it.
Fuck mages, wizards, sorcerers and other cloaked faggots, I'm rollin' with a double warrior (minotaur HAMMERTIME and human STEVEN SEAGULL, you can guess their specs) and double rogue (human ALTAIR and TANYA). My experience with DM-likes is limited, as I've only played a bit of Anvil of Dawn and Lands of Lore, so it could turn out to be a glorious and tasteful assrape.
Not tellin' 'cause spoilerz
Daltonism?
Game dev artists really should have a table of those colors when doing hidden object "puzzles".
Enchanted arrows tend to do around 50-80. They're useful but kind of annoying to have to collect, and attack speed is way lower, especially using the crossbow.I don't get all the bad mouthing mages get in this thread. With a fireball my mage does 40-200 damage. The warrior with the supersword does maybe 30-160 damage, but that 160 is only on a very rare special attack(flurry of blows). My backstabbing rogue is definitely my least useful party member, does like 3-40 damage. Totally regret not speccing ranged. I think frost/fire arrows could do a lot more damage.