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Discussion in 'Dungeon Lords' started by George_K, Sep 24, 2012.
So I gather I can get a copy through nordic games. I'll giv'er a try.
I'm a computer retard almost, though all is relative. Is this the right spot for purchase: http://www.nordicgames.at/index.php/product/dungeon_lords_mmxii
I don't seem to find a button to download!
By the way the 1.60k patch is available here.
Is ^ mean I can't get game here?
Here is the green man download: http://www.greenmangaming.com/s/us/en/pc/games/rpgs/dungeon-lords-mmxii/
Can anyone confirm it works now? I'd rather *not* talk to customer service!
Thank you George_K worked like a charm!
And GawainBS, it looks like anything that used to require medium armor now requires the chainmail skill and only fighter gets that, it could also be that medium weapons is now swords, and again I'm pretty sure only fighter gets that.
I can see the logic behind their progression system, you pick two from casting, sneaking, and meleeing. The problem is that the adept is meant to be good at both casting and meleeing, not as good as either the mage or fighter, and taking medium armor/weapons away from them pretty much leaves the class's melee abilities as a rogue with a mace.
Have you tried rogue, deathlord? In the original game sneaking was not very good.
If that's how it is, this game has lost most of its appeal to me. The endless multiclass options and progressions were the strong point.
So my Adept/Mage would be doomed to be pisspoor in melee and locked to maces? Pppffff. I'm going to cancel my Amazon order.
You get daggers, staves and magic weapons too. As far as I can tell "magic weapons" means shit staffs that cast a spell, the shit part being that they take forever to be able to hit a second time with them.
I can hardly suppress my joy... The Magic Weapon Skill in 1.5 was actually good.
Most of all, I am annoyed that there isn't any clear data available.
Nordic Games is the publisher. They sent me a review copy. You "regular people" will probably have to find an online seller with it.
From what I can tell, only weapon skills advance in rank by using them. For all other skills, you can only advance them by spending skill points, which you receive each time you gain a level. I don't see how learning bonuses apply to a system like that.
I'm finally on my way out of Fargrove, so pretty soon I'll be able to start testing how the classes work.
Dreamcatcher cancelled the release in the US http://www.gamefaqs.com/pc/669582-dungeon-lords-mmxii/data
I wasn't able to find it in amazon.
I gotta be honest, having a single mana pool is nice, but that isn't reason enough to pick this over the collector's edition of the game.
Oh, and does anyone know how to switch between ranged and mellee weapons?
You can't. The game automatically picks the weapon it thinks suits the situation best. After I got all excited about finally finding a throwing weapon for my fighter, I gave up on ranged combat after a while because the game keeps having me throw piddly daggers when I don't want it to.
But here's some "good" news: as far as I can tell, there's no longer a penalty for dying.
The game is installing as we speak. I'm dieing for info on classes & skills. If anyone has a link, I'd be grateful.
Bummer. I really like a reasonable death penalty. One of my lease favorite games ever was Dungeon Siege, primarily because there was no death penalty. We played it coop and found ourselves running to the next town as "ghosts" to get better equipment. There was no need to kill monsters, you just kept running, becoming a "ghost" when you died, and still running to the next town. It became stoopid.
I haven't seen any links, and I keep searching. I'll post if I get them. Please post any findings from the game!
The manual is a disaster. As SWC said, it is copypasted from the first one, even the parts that have been changed.
Bummer. I think that stinks. I liked the Advance Points system. Added an extra layer of tension and strategy as to when to spend your points. The more you saved up for something big, the bigger the risk you were taking that you'd lose them all when you died.
Seems D.W. went the streamlining route on a lot of design elements (e.g. ranged combat, character leveling, mana pool, spell learning, etc). I don't like that. Part of the charm for me was the quirky game systems that were unlike pretty much anything else I'd played to that point.
Same here. I hate how they're pigeonholing classes in the "done to death" roles.
I always used several savegames and if I lost ALOT of adv points I just went back to a save. If it were a little and I had a life spell so as to not lose attributes I would just move on in the game and look forward.
It would be useful if people who are playing the game could share the class information that they see, so we can get it compiled on the site more quickly. Right now I know that fighters can always advance to knight, and I'm speculating that rogue -> hunter, mage -> sorcerer, and adept -> celestial.