This seems to make it a bit more managable in terms of not being iritating with constant spawns. View distance can be improved somewhat in the options, and while you're there, set difficulty to "hard" and random monsters to "less". My friend who I tried to play the original release with pretty much laughed when I suggested we try it again. Now all I need is someone to play co-op with! Just the fact its the ONLY co-op RPG of its kind makes it kinda special. I Think I need to win it then see what I think. I can understand it garnering a cult following but the majority won't last long with it. I'll totally forget about my fresh cup of tea and have to drink it cold.
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. It's still not "finished" but the "patch" is a step in the right direction. I worked out I had to hold it but was assume it was at the end of a combo and my timing was off. "double-left-click & hold triggers a power attack (if the Hero has Lvl 5+ skill with the equipped weapon)"
This interview is more informative than the manual. The changes to the Magic system and spells represented a major undertaking for DL MMXXII, but I felt they were necessary to provide greater distinction between the different Classes, and I wanted the player's choice of Classes to result in very different gameplay experiences with regard to combat tactics and survival strategies. The Warding spells moved from Rune Magic to Crystal Magic, however, the Boon spells affecting a multiplayer group remain as Rune spells, allowing Fighters to pump up and inspire the party for improved Melee combat. A number of the original spells were also revised, for example Rune Speed now increases fighting and movement speed, granting Fighters and Adepts ability to run faster in the game for a limited time. The decision to assign the different schools of Magic according to the Basic Classes necessitated that all of the Magic Spells be revisited and rebalanced, and new spells were added to supplement the Basic Class associated with that Magic school, for example the new Rune Blast spell for Fighters, Bloodstrike (a healing strike) for Rogues, Frost Missile for Mages, and Shadowstrike for Adepts. Casting times and cooldowns are now displayed for the spells when cast, and this visual feedback makes use of magic much easier and intuitive during battles. Rune spells were also revised to use Mana, and Runestones have been removed from the game. Nether spells are no longer mixed with Nether Katals, instead, each Nether spell requires one specific associated Nether Katal to cast in addition to its Mana cost, but the Katals are consumed much more slowly, allowing Nether spells to be cast more than once with a single Katal (Alchemy skill makes Katals last longer). Mana is directly influenced by the Hero's Intellect attribute, allowing players to decide whether to improve attributes for better Magic or Melee capabilities when they Level Up. Bradley: The most significant change was to make all magic spells share a common Mana pool, providing players much greater freedom of choice for casting magic spells during combat. What new spells have you added to the game, and what changes are you making to the magic system as a whole?ĭ.W.