[–] 1 point 49 minutes ago*

I definitely do not miss hunting down golems. What a waste of time and food that quest was. Especially when you sometimes didn't get the imp until floor 19. You had to waste a ton of time waiting for the needed enemies to even spawn.

The new vault quest is superb. I've only died once, and that was to like a 38 damage boss hit I wasn't expecting, and for some dumb reason I was hoarding my health potions.

I love waiting to start the quest until I'm starving and low on health because it gives you a full heal and full satiety when you do.

The friendly ghost quest is different. You kill one enemy and it spawns as soon as you start the quest. Rotating the enemy keeps it fresh. But hunting down monks or golems is so boring compared to the vault. Asking to have that back is like asking to have the old gold-mining quest back in rotation with the modern cave quest.

  • source
  • [–] [S] 1 point 1 hour ago

    FACK I died again in the fucking vault, as a fire mage. Boss got me. Gah.

    Well done, Evan. You got me hooked, questioning why I'm a moron, and having scads of fun in the process. I just wish type II fun didn't hurt so much...

  • source
  • [–] 2 points 2 days ago (1 child)

    @00_EvanIs the logic the same for teleport traps, fade leaf plants, and teleport scrolls? Because I was aware of traps and plants putting you near hidden rooms and often use them for that reason, but I wasn't aware that scrolls do the same.@Godric

  • source
  • parent
  • context
  • [–] 9 points 2 days ago (3 children)

    The scroll tries to place you near things you haven't discovered, which includes that special room next to you.

    Perhaps I should add a guarantee that the scroll also always places you a minimum distance away, hmm..

  • source
  • [–] [S] 2 points 1 week ago

    The original performance affordances were mainly made for Android 2.2 to 4.0 devices! I meant it when I said it was for very very old phones. If your device can run 5 or 6 then it should have no trouble with the additional pixel-fill work. I may have to drop 5.0 and 5.1 support sometime around or a bit after the middle of 2027 though, due to being forced to update various libraries.

  • source
  • parent
  • context
  • [–] 1 point 1 week ago (1 child)

    Given my vision issues, I usually set my devices very dark. That personal issue aside, improved control is a nice option. How will this feature affect low end devices? As you know, my Zeki Android 4 no longer works for modern updates. Will this new control eliminate Android 5, 6?

  • source
  • [–] [S] 1 point 1 week ago

    I'm not likely to return it to the old max brightness setting (It makes the fogged areas look too similar to visible area), but lightening the fog area under the new setting is possible. Currently the new brightness toggle applies about 50% of the brightening to the fogged areas than the current setting does. Specific colors in the GIF aren't accurate due to compression btw.

  • source
  • parent
  • context
  • [–] 2 points 1 week ago* (last edited 1 week ago) (1 child)

    I play with max brightness; this change would be a downgrade in visibility for me. Even at this new +2 brightness setting, fog of war is more obstructive than the current max brightness setting. Could you keep the fog of war opacity setting?

  • source
  • [–] [S] 2 points 1 week ago

    That can happen as invis potions are also considered valuable loot to have in general. There is guaranteed to be an invisibility potion somewhere else in the vault too, very likely as a reward from a lower tier treasure room.

  • source
  • parent
  • context
  • [–] 2 points 1 week ago*

    I just tested the stacks, and I was wrong. It can only show a mob and one item as a list of two. This happens often, so I assumed that list functionality covered everything. My bad. If there are multiple items on the same square, the magnifier only shows the top item.

  • source
  • parent
  • context
  • [–] 2 points 1 week ago (1 child)

    Hey, out of topic but, someone else had posted on reddit the same issue i emailed to you, the invisibility potion spawning in the middle of the vault room with the turrets on all sides, pretty sure this needs to be fixed. Nice update too btw!

  • source
  • [–] 1 point 1 week ago*

    Other than what we're talking about here, only two other options remain, that I can think of: read and understand the source code that's relevant to your issue, or ask a dev who is well familiar with the source code. I haven't looked at the source at all and just approach it strictly as a fan/player.

    Good luck! I hope you find your backpack safe and sound.

  • source
  • parent
  • context
  • [–] 2 points 1 week ago* (last edited 1 week ago) (3 children)

    Totally talking out of my ass here, but everything else that falls down into the abyss is randomly placed on a level below.

    If we follow the same logic, the death backpack should be randomly anywhere on a level below the one you fell from.

    PS: sometimes objects do hide other objects beneath them, if you use the magnifier lens you should see the whole stack.

    PPS: if it fell on a tombstone, you have to defeat the tombstone first to get it from under the tombstone. I would check this possibility last, although wraiths can be easy to surprise attack in the doorways and around the corners. I would just assume the best at first.

  • source
  • parent
  • context
  • [–] 1 point 1 week ago

    That's so funny! I was just playing outside the other day and was thinking of suggesting some kind of high-contrast mode for playing outside in the sun. I'll have to try the new brightness setting!

  • source
  • view more: next ›