![]() |
Dungeon Lords - MMXII Interview Part 1 @ GameBanshee
GameBanshee has the first part of an interview with D.W. Bradley on Dungeon Lords MMXII. On the re-worked spell system:
Quote:
|
I do like the fact that the UI for this 3rd iteration of DL is modeled after World of Warcraft. Love or hate that game, WoW really does have the best developed UI for an RPG. Whenever I play Skyrim, I'm constantly wishing I had the UI of WoW.
|
This interview is more informative than the manual.
"Mages have Flash (super casting speed)" AHHHH, thats what it does. "double-left-click & hold triggers a power attack (if the Hero has Lvl 5+ skill with the equipped weapon)" Riiiiight, now I get it. I worked out I had to hold it but was assume it was at the end of a combo and my timing was off. etc, etc It's still not "finished" but the "patch" is a step in the right direction… I do keep wanting to play it… It's kind of unique and has a lot of good points and while I'm always finding stuff to fix the time does seem to fly by. I'll totally forget about my fresh cup of tea and have to drink it cold. So I'm torn. I can understand it garnering a cult following but the majority won't last long with it. I Think I need to win it then see what I think. Or do I? Hell, I don't know. Just the fact its the ONLY co-op RPG of its kind makes it kinda special. Now all I need is someone to play co-op with! :P My friend who I tried to play the original release with pretty much laughed when I suggested we try it again. Anyone near by want to give it a play? :) |
Where can you buy the new version? The green gamer says "out of stock"
|
Quote:
;-) Quote:
And will someone please tell me if Alt-Tab freezes the game still? Please? For the love of God, please tell me!!!!!! |
Quote:
Does anyone know if there's a way to scroll and/or zoom in/out your map? Also, what exactly does the "scout" skill do? I'm trying to give this game one last chance. I'm in Fargrove now at level 10, but several things are annoying the shit out of me. First, I wish it was a little more obvious where to go. I'm not saying I want my hand held, but the extremely limited view distance in this game makes finding anything a chore. It would be nice if places on the map were marked after you found them. It would also be nice if skills, etc., had a mouseover description. I also wish I had chosen the hardest difficulty. Other than a couple of boss encounters, I've yet to be challenged in the slightest. I hope this game gets harder because I'm not enjoying it enough to start over. The amount of loot dropped is just silly. I had 45 heal potions and 5000+ gold by the time I reached Fargrove. |
how to contact the publisher, want to ask them if there is any plan for a steam release
|
Nordic games is the publisher, if that helps. Afaik Nordic Games Austria = former JoWooD handles their releases.
|
View distance can be improved somewhat in the options, and while you're there, set difficulty to "hard" and random monsters to "less". This seems to make it a bit more managable in terms of not being iritating with constant spawns.
Point and click mode (options, or press Ctrl) seems much the better way to control things, as you can click on buttons and generally interact with things. But "E" remains a useful button for quickly interacting with doors or pickups. Map has zoom buttons on the minimap (top right) but seems to have a mind of its own for the M map. That said, the Fargrove map always seemed to have the right zoom level. I suspect it may be based on showing you the current dungeon "level". The sewers has several levels of different sizes, so it can be a bit muddled. Like you, I'm in Fargrove circa L10, and I'm now exploring for guilds etc. My wife had a look at DL last night while I was playing, and noticed the improved character models, and ask to have a play with her own character. As someone said, there's some voodoo here, but maybe we're just starved of this kind of game? |
I started to make a map of Fargrove then I thought "surely someone has already done this…?"
Here's what I have off the top of my head anyway. :) ![]() And here's the link to a better one. :P http://www.gamebanshee.com/dungeonlo…h/fargrove.php |
Quote:
Quote:
Quote:
|
Thanks, I didn't realize I could change the difficulty level once a game was already in progress.
According to the guide at GameBanshee, the description for the Scout skill reads as.. "Mapping skill and the ability to detect concealed buttons and switches." Does anyone know if it works and how it works? |
Dungeon Lords is shaping up nicely…Seven years after I bought the crappy pre-alpha build, I can now purchase the 2012 Beta patch. Some of us were suckered into buying the previous 1.5 patch for $40 US… How much is this one again? I think I'll pass on version 2.0 and give this half-baked rpg a few more years in the oven.
Is this really the same D.W. Bradley who created the outstanding Wizardry V-VII games? |
I only found the respawn rate annoying in dungeons. Fighting the same mobs for the umpteenth time while looking for a lever sucked hard.
The countryside actually felt empty at times for the lack of enemies… |
Does the respawn rate also differ depending on location? I'm trying to navigate the Slums section in Fargrove, and I'm getting pissed off to the point of rage quitting. For every thief/brigand I kill, another one takes its place literally within seconds, and this is with the spawn rate at the lowest setting.
|
I think it does, yeah.
The slums is a great place to level up. One frost nova spell and everything is dead. I had to get out of there for fear of making the game too easy. xD No idea about scouting. I got it up to 3 ranks anyway. Still finding hidden switches. (theres 2 in the catacombs, for example. They look like bricks sticking out) |
IIRC Scouting was pretty useful.
I used an editor to max out the stupid utility skills (scouting and whatever is needed to open locks and disarm traps). Minigames arent my cup of tea at all. |
I think the slums spawn rate drops slightly once the Master Thief has been killed. Certainly it was almost unplayably high initially, and I found myself fighting 20+ thieves simultaneously after entering one area. That included a so-called Master Thief. After defeating him, the spawn rate dropped considerably, and the area became quite managable, albeit still with a higher spawn rate than elsewhere. Note, this was with "Less" spawnrate set, so it must have been awful on "normal".
|
The manual for this game is terribly uninformative.
For instance, it mentions seven new classes - Necromancer, Illusionist, Druid, Dragonlord, Bladewitch, Warangel, and Assassin, but it gives no information about them whatsoever. It would be nice to know what guilds they're associated with, and their prerequisites, so I could plan ahead with my character's build. It doesn't even say whether or not the multiclass system is the same as before. I'm assuming you can still have two first-tier classes, two second-tier clasees, and one third-tier class, but it would be nice if that was clarified somewhere. |
Quote:
|
| All times are GMT +2. The time now is 15:16. |
Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2013, vBulletin Solutions, Inc.
Copyright by RPGWatch