Hey Folks, I’ve just released another beta which adds the Cleric’s Paladin subclass!

With this things have lurched quite a distance toward release. I’m hoping to get the Cleric content-complete in about another two weeks.

Here’s a little GIF of one of their spells: Wall of Light

(Image Description: A short GIF of the Cleric casting the wall of light spell toward three enemies. The enemies are knocked away and momentarily stunned, and a large diagonal white wall appears between them and the Cleric.)

    • 00-Evan@lemmy.worldOPM
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      5 days ago

      Glad to see it! I wish I didn’t have to drop support for 4.4 and below, because there’s nothing stopping the core game from still using it.

      • [DEV] Snail@lemmy.world
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        3 days ago

        I’ll keep updating until it fails and then I’ll just have to play newer versions on newer devices.

        It really a shame that programmers are forced to make unnecessary changes.

        • 00-Evan@lemmy.worldOPM
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          2 days ago

          Yeah… Google forcing everyone to update is bad I agree, but libraries dropping support for Android 4.4- does make some sense. It’s got to do with native code and toolchains and the old dalvik runtime (Android 5.0+ uses ART). I’m no native code expert but apparently the native toolchain team has to make significant afforances for code running on dalvik, and they’ve been eager to drop it for a while now so that they can simplify a bunch of code. That change happened a year or so ago and has percolated to everything else that uses native code, which for me is libGDX and Google Play’s various libraries.

    • 00-Evan@lemmy.worldOPM
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      7 days ago

      Just because the Paladin works with weapons and armor doesn’t mean they’re meant to replace the Warrior. The Cleric and Warrior play completely differently, they’re on opposite ends of the complexity spectrum. While I would like to make the Warrior a bit more enticing for experienced players, I’m never going to load him down with a bunch of active abilities.

  • Drawtolife@lemmy.world
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    7 days ago

    Could we have the sacrificial altar removed from floor 1 generation as the first floor does not spawn endless enemies?

    Too often you find the altar when there are no enemy left to sacrifice.

    • 00-Evan@lemmy.worldOPM
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      7 days ago

      Empty floors do actually spawn additional enemies if you encounter a sacrifice room.

      • Drawtolife@lemmy.world
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        7 days ago

        I actually went out and tested again, same conclusion.

        Floor 1 with a sacrifice room, killed all the enemies could not find any more. Cleared the second floor and went back to floor 1 ran around, stood still and watched doors zoomed out (4000 game duration on floor 1). No more enemies or door movement.

        This has been an occurring problem for me with Swarm Intelligence as you too often end up killing all of the enemies before finding the sacrifice room.

        • 00-Evan@lemmy.worldOPM
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          6 days ago

          So the way it works is that whenever a turn passes and sacrificial fire has been seen, it will add a new enemy to the floor if there are no enemies on it currently, and it hasn’t already done so 3 or more times (to prevent farming). Killing an enemy under the fire’s effect adds 1 more to the count of enemies it can spawn.

          • chonglibloodsport@lemmy.world
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            6 days ago

            Ahhh so if you see the fire on floor 1 and choose to keep fighting outside of the altar you can still run out of enemies. Once you notice the fire you have to concentrate on using the altar to make sacrifices if you want the weapon.

    • buo@lemmy.world
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      7 days ago

      In my experience, going to the next floor for a while and then returning often results in a couple of enemies having already spawned.

  • Pickyfan@lemmy.world
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    8 days ago

    Wow, the Paladin abilities look really good. I’m going to enjoy playing this subclass a lot.

    Just for clarification, how does aura of protection work? Does it increase the effectiveness of glyphs for the Paladin as well?

    Like at rank 3 the Paladin has twice the power and nearby allies have 100% power

    Also does it work the same way as a ring of Arcana if it works for the Paladin as well?

    • 00-Evan@lemmy.worldOPM
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      7 days ago

      Aura of Protection does two glyph things:

      • Everything in the Aura benefits from the Paladin’s glyph if it wasn’t already (this includes holy ward!)
      • The Paladin’s glyph gains +50/75/100% power (just like arcana buff, this also includes holy ward!)