![]() That's why i suggest a new spotting mechanic, it comes in 3 parts. Being spotted is only inevitable, and it commonly will get you killed, and there would have been nothing you can do about it. Third suggestion(Potentially builds off previous): Revamped "Spotted" mechanic. That's why i suggest enemies in close proximity of eachother share a common spot chance, also if you were to be spotted, the enemy closest to you would be the first to be alerted, or the enemy who's view radius you're in if there's a large one. Even if each one had only a 2% chance, just there being 5 of them is enough to make anyone uneasy. One major problem is when you're potentially trying to sneak up on a group of enemies, each enemy has an individual chance of spotting you. Second suggestion(Potentially builds off first): Group spot chances instead of individual spot chances. This would help multiple areas in which stealth builds are vulnerable. But while you're outside of it, you're completely undetectable. That's why i propose that it needs a change.įirst suggestion: Enemies have a visible "in view" radius where you're detectable, it would decrease in size based on your total stealth count. Now i will say that it has potential to be taken further when paired with a ranged weapon, but you shouldn't have to rely on the RNG of getting one to make a core aspect of the game relevant. ![]() There's simply too many enemies, too long of a distance to enemies, your talents are too weak, just too many factors going against you to make it completely useful. Now admittedly, early game it is fairly useful, but the farther you go into it, the more it has trouble holding up. are used to fast travel to the stairs or to go up and down the stairs when you are already standing on them.In my opinion, stealth should probably receive a buff and or revamp.Īs i stands it's a pretty weak skill to have. will cancel abilities, items, and close menus. is used to auto attack with your quick slot weapon. is used to auto attack the nearest enemy is used to swap between your current weapon and previous weapon you can use the numpad to move the cursor (useful for ranged attacks) is used toggle targeting mode w/ the keyboard i.e. the num pad keys can be used for movement Shift + clicking your character will perform extended rest We’ve been using a discord group for feedback, bugs and general game discussion: The web version is, nonetheless, a completed game in itself and will continue to act as a demo. Rogue Fable III is now in active, continuous development on Steam Early Access and will be receiving updates, improvements, and new content there. 110 monster types each with their own abilities, behaviors, strengths and weaknesses. 6 skills, 65 talents and 42 abilities from which to build your character. 9 base character classes which can be multi-classed over the course of a game. Designed from the ground up to be winnable in a single hour, but with a huge variety between runs. Rogue Fable III combines the challenge, tactics and strategy of classic roguelikes with a modern interface and graphics. Related Categories HTML Pixel Strategy Adventure Description ![]()
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