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Turin Turambar
Jun 5, 2011



https://www.youtube.com/watch?v=M0N3sEuRJ_I

What is Tangledeep?

It's a fairly traditional but accessible roguelike (so 'turn-based', one hero, random maps, hack & slash in a fantasy world) with a JRPG/SNES art style, that is fascinating me with its set of features for a low price. I want to recommend it, therefore, this thread.
It's done by an indie dev called Impact Gameworks. It released on PC some months ago, and it's coming for the Switch.

In a way **this post is going to be spoilery** (in gameplay), it feels better to play the game and discover some of the things you can do for yourself as you progress, so you've been warned. The only way to not being spoiled is playing the game. Or not reading this, I guess...

Let's start from the beginning.

**Jobs**



-There are 12 jobs (classes), that are decently original, instead of being tropey (so no warrior, archer, wizard, not even necromancer and barbarian). For example you have the Brigand, the Floramancer, the Spellshaper, the Budoka, the Edge Thane... of course they are their takes on known concepts (scoundrel/assassin, summoner, blade mage, monk, etc)
-The jobs are fairly well designed, with different starting weapon, stat bonuses, with a special job passive that can be upgraded, and 10-13 abilities, 10-11 of them active abilities. There are even more abilities you can gain (see below), in that regard it's a roguelike more focused on ~active things~ than in proc chances and lots of passives.

An example of upgredeable passives, as you see they also can include new active abilities.

-Three of the jobs have to be unlocked first, but it's done on the first 5-6 hours of play. Although I don't like they are only unlocked for your current save slot, and not the others.
-You can change your 'current job' in the game, allowing then for multi-classing. Floramancer/Hunter for example is something you can do.
-The job progression is fast, so you don't have to wait several hours until the gameplay gets engaging, a flaw in other roguelikes.
-There are job trials, with three tiers to do, which are fun dungeon challenges that you have to finish with some limits (use skills only of that job, only 5-6 health potions, only can use 3 consumable items, no pets). Finishing them give you a special item with effects designed for that job. They even allow for customization as each has two options. Example, the Brigand:

-Unrelated to jobs, but the character also has two starting feats, three of the possible feats have to be unlocked first with achievements.
-And when you level up, apart for choosing one stat to improve, every five levels you get a new perk for your health flask, with two options every time.

Job summary
Brigand: Assassin/scoundrel class. Synergy with daggers & stealth.
Floramancer: Summoner/mage class. It controls the battlefield with plant-based walls & traps.
Sword Dancer: Warrior class. A graceful swordwoman, synergy with swords.
Paladin: Tank class. Synergy with heavy armor & shields.
Budoka: Monk class. Synergy with fists (unarmed).
Hunter: Archer class. Synergy with bows.
Spellshaper: Wizard class. Synergy with staffs.
Edge Thane: Warrior/bard class, she self-buffs with songs. Synergy with 2-hand weapons.
Soulkeeper: Necromancer class.
Gambler: RNG class, lol. Random effects, you can risk your HP for some advantages and use money as attack.
HuSyn: Tech-based warrior that uses a deployable. Small synergy with spears.
Wild Child: Clusterfuck class. A melee fighter that learns diverse abilities from the monsters, so she has a bit of everything. Small synergy with claws.

**Progression, Options & Difficulty**

-It isn't a hard roguelike, it's much more accessible from what I'm seeing. It isn't a game where you are supposed to die 20 times in random ways before you accrue enough veterancy in the game and start having a real chance of beating it.
-There is a bit of meta-progression, you keep the town status & what is in the bank (gold & items stored by your previous character) for the newer characters. But it isn't a game like Rogue Legacy, Dead Cells or Dungeonmans where it's the central feature, and you need to 'grind' to lower the game difficulty enough.
-There are a good number of starting options to control the difficulty, from game mode (Adventure/Heroic/Hardcore, Adventure you die and respawn in town with half good and less xp/jp, Heroic is normal permadeath, Hardcore is like Heroic but you don't have the meta-progression) to special modifiers that make the game easier and harder. Although there is not a straightforward difficulty option like 'enemies are 20% tougher'.

-Related to difficulty, you can find on your adventures a chest called 'Pandora Chest', with better loot than usual and extra xp. In exchange... they raise the difficulty of that floor, and raise slightly the difficulty of the entire world (by 1.5% or something small like that). Not a lot, but after 15 chests is going to be +15%.
-There is a New Game+, interestingly you can choose if to reset the Pandora Chest counter, or continue it (so the new game will be harder).
-It has a decent amount of system options, some of them useful like enemy health bars, zoom level, verbose combat log, ms delay for movement, custom keybind, support for keyboard, gamepad and mouse, etc:

It seems silly to show that, but the previous roguelike I played didn't have a controls menu :/.

**Pets**

-You can capture monsters. First you have to lower their hp and then use a special item, a bit like in Dead Cells with the Hunter's Grenade.
-Once you have the monster captured, you have to increase their happiness level with food, until their monster level, then you are allowed to use them as pets.
-You can only have up to 12 monsters captured, and even if you don't bother with the pet system having them give you a combat bonus against them.
-When the pet dies, it automatically comes back to the Town, but it loses its happiness level and it's pissed with you for 3 days. You can pay insurance for your pet to avoid this and being able to use it again instantly.
-Pets have disliked and liked foods, to improve their happiness faster, but you have to experiment to gather the info.
-You can groom the pets to improve their looks, and give them special 'romantic' food to increase the love between two pets. Once it's high enough... they can breed and create a random pet!
-Later in the game, you can pay in JP to learn a new ability for your pet.
-You can free captured monsters, and depending on their happiness, they may give you one of their abilities to be used in another pet.
-Pets, apart from being fun addition to the game, are a smart money sink, something usually needed in a RPG. You need to buy the capture item, later you have to groom them (money) & feed them (more money to buy ingredients) and finally pay insurance (still more money) if you don't want to lose their happiness level. Still, all this is optional because you don't have to use pets.

**Weapons & Items**


-This isn't a roguelike with hundreds of weapons and items, there are 10 types of weapons with 7-8 different weapons names (ie: pocket axe, hand axe, battle axe, bloody axe...) each.
-On the other hand they feel more unique than in other roguelikes, apart from damage/range/rank/rarity, and the obvious random attributes they can have (140 different affixes in total), every weapon type has an unique effect. Maces can stun enemies and damage them by 10% of their hp, polearms can root enemies, claws do extra damage based on the hp you recently lost, etc.
-Every weapon type also has associated a weapon mastery, which are three more abilities you can pay to get, and can use as long as you are using that weapon type. You don't pay with gold but with JP (job points, xp points associated to a job)
-And finally you also can get a ultimate ability after getting the full weapon mastery of a type, but here there is a limit: characters can only learn one weapon ultimate.
-There is a side quest in a special dungeon you can complete to get an armor mastery, a passive ability related to a type of armor (light/medium/heavy). You can learn only one of them.
-There are unique legendary weapons and gear sets, as it's tradition in these kind of games.
-There is a good number of items (not equipment for your character), around 150, between consumables (dozens of recovery or buff items), offensive use consumables (molotov, caltrops, etc), summon items (summon a allied monster) and misc items (shovel to destroy a wall section, teleportation scroll, etc)
-The equipment menus has both filters for your items, sorting features (a-z, rarity, value) and they are even searchable with a textbox.
-Unlike most traditional roguelikes, it has four slots for weapons, they appear on the quickbar, and there is no penalty to change weapons.
-There are items that once equipped in the misc slots give you new active abilities too (pebble pouch gives you a throw rock ability, nordic helm give you a shout ability).
-The weapon upgrade system is... pretty drat cool but it will be even longer to explain: Introducing the Dreamcaster.

**Dreamcaster**

-It's the equipment upgrade system. You have to spend a uncommon object, an orb, with each use.
-There are more types of orbs than the normal one, like Lucid Orbs (extra affix to the item), and Skill Orbs (extra effect only associated to a specific skill of a job, so it may be useless to you).
-You can also pay JP to increase the chance of having a new affix, in addition of the item power upgrade.
-Upon activation, you can enter in the item you want to upgrade, a kind of dream world associated to the memories contained in the object. It's a random dungeon with a difficulty that depends on the item level and a series of modifiers that depend on the random attributes the item had. On top of that, sometimes there is an extra global modifier like 'enemies are berserk' or 'costume party!' (enemies sprites are exchanged). Because it's a dream world and it's all weird!
-There are special monsters, or void tiles (damaging floor) used in these dungeons.
-There are also crystal auras, zones of the world with a color, that have an effect (ie: player cannot use abilities, healing effects are doubled, etc)
-You can find consumable items in the dreamworld, but they are 'dream items', and disappear once the dungeon is finished. A way to promote using the consumables you find over others.
-Because you are entering into an object, you won't have that object with you in the dungeon. It's interesting because usually it's going to be one of your best items, so it's a smart way to make the dungeon slightly more difficult.
-You also use the dreamcaster to remove an affix you don't like, and in exchange obtain a shard, gather 3 for a Lucid Orb.
-And then there are the nightmares... sometimes in the dungeons there are Nightmare Prices, if you defeat them you will finish the dungeon and won't get the new upgrade for the weapon, but will have a shard. Gather enough and you can gain a Nightmare Orb, which allow access to Nightmare dungeons, with a special boss that give items with nightmare affixes.

**Monsters**

-There are almost 70 different monsters, a respectable number, although not as big as in other roguelikes.
-However, I feel they are better characterized here than in other games. Apart from damage, range and base stats, they have their own active skills and attributes. Attributes can be things like 'immune to mud' or 'calls for help' or 'run at low health', while the abilities are interesting attacks, debuffs or movements. Charge, flame circle, forcefield, hop, smoke bomb, etc.
-Monster have an aggro range, that complements with the stealth stat in the game, to allow for some build more based on stealth (basically, fight without pulling mobs, or even some monsters will stay neutral).
-Some of the abilities give you a 1-turn warning so you can try to evade, you see what tiles are going to be affected, or who is going to get attacked, Into The Breach-style, and you act accordingly. It really gives it a more tactical
-There are elite monsters, four tiers of them in fact, and have assigned unique attributes and abilities, something that reminds me of Dead Cells too. They usually have some elemental resist, and one or two extra abilities, like health regen, summon allies, phasing, whirlwind (summon tornadoes that can pull you), throw spinning blades, and a long etc.

**Mechanics**

-You can plant seeds to get trees in a garden in the town, they give fruits to recipes, or xp by chopping down the trees. Later you have access to a Cart where you are paid for the food most in demand.
-There is no 'free' resting mechanic, not even free healing in the Town, nor auto-rechargable mana. There is a priest in the Town who can heal you via gold, but the price increase for each use, until it resets when enough time passes.
-You have a single health flask with several charges (this game somehow reminds me of Dead Cells), which is a good idea to avoid the clutter of health potions. You find fountains in the dungeons have give you 2 charges to the flask if have less than 25, and 1 charge otherwise. That's the main healing method, apart from foods.
-In between dungeon floors, sometimes you find a small room with a side quest, or a new npc, or more commonly, a campfire. You can use it once to rest and recover your health/energy, or use it to cook a special consumable for later. The campfire disappears after use.
-Because there is recipe system, where you can discover new recipes, in scrolls or by experimentation, mixing foods and even optional seasonings to craft even better foods.
-There are Rumors, that are random sidequests system, like 'go to x floor and kill y' or 'defeat x champion in y' or 'give x food to y enemy', etc. Sometimes they have conditions like 'don't receive more than x damage' or 'don't use more than xxx steps in the dungeon'.
-You can be blessed in the Town after some gold, to gain temporary an stat bonus.
-There are some environmental effects in the dungeons, like water affect the ranged defense in general and the electrical damage or mud that can root you.
-There is a small curious mechanic, every x turns you win a free turn or action whereas enemies don't act. There is a stat that improves how many turns you need for it.
-The game promotes gambling, because there is a casino with a shop with legendary items and high levels hit but they only accept their casino tokens as payment. You gotta plays slots, dice or blackjack to win them :/.

There is an idiom in English, about 'embarrassment of riches', right? I think it really applies to the current indie market, because we have games like this, charming, well designed and full of content, and the price isn't $35 or even $25... it's $15. 12.5€ in Europe. Crazy. And that's the price without any offer.

https://store.steampowered.com/app/628770/Tangledeep/
https://www.gog.com/game/tangledeep

Turin Turambar fucked around with this message at 11:22 on Jan 16, 2019

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Turin Turambar
Jun 5, 2011



More links

https://twitter.com/TangledeepGame
https://discordapp.com/invite/4q5kjUm
OFFICIAL SA ROGUELIKE THREAD
http://tangledeep.wikia.com/wiki/Tangledeep_Wiki

Notes

YMMV, but the game can look a bit nicer if you remove the retroness.
Game by default:


However, you can zoom out a bit and disable the fake overscan lines, and play like this


Q&A

Q: I'm being killed more than I should, wasn't this game more accessible than other RL?
A: Make sure to use pets to help tank enemies. The whole breeding pets part is more grindy but that is optional, however it's very useful to have at least two pets at decent level. Why two? To cycle them, put a wounded pet back in the corral and take the other one for a while while the first heals. The first game there will be a tutorial quests to get a frog. It's a good pet because it has the ability to heal itself, helping it tank more.

Q: How long is a run?
A: Near 20 hours for the first complete run, but it can be much faster when you have some town unlocks already done (no need to do the sidequets), and you use the equipment and money left by another character, of course.

Q: When the Switch version is coming?
A: The dev said he already sent a version to Nintendo 3 or 4 months ago, but some issues were detected, he is working on it.

Q: I can't hit the enemy with my horizontal line spell, oh how I wish there was a vertical line instead!~
A: Press R to rotate some spells or abilities effects 'patterns'.

Other hints

-In the Dream world, remember you have dream consumables that will disappear, so use them often. Even more, if you have defeated the king and you are going to return to the real world, remember to check what dream items you have, and if you have health or energy recovery items, use them in that moment before summoning the portal.
-Some classes have some synergy with a weapon type: Sword dances with swords, hunters with bows, brigands with daggers, monks with fits, etc. So take that in account when choosing weapons... that said, almost every character should have some other weapons, like a spear to attack enemies 2 squares away and a bow to attack 3 squares away. Because using another weapon is a 0-turn action, there is no penalty to use this tactic.
-Mostly ignore the difficulty floor indicator on the top left corner. It seems champions spawn depends on other factors different that what put the label to the floor, I have seen 'Hard' champions in 'Easy' floors, because the floors were high enough. In fact always read what level is an enemy champion because of that, from time to time the game spawns way harder champions than they should (I've seen champions in floor 15th with level 14 and champions with level 11 in floor 17th), just run away from those.
-Take care in special of some their special abilities. There is one called drain that drains 20% of you hp in one attack, and it can be used multiple times. Icedaggers are the 4 blue ice things that surround a champion and they hurt a lot, just stay at range and wait a few turns until they despawn.
-If you are going to save scum... the game autosaves every time you enter in a floor, so you can alt-f4 if you die unexpectedly and reload the game, if you don't advance from the message window you are presented, it doesn't overwrite the autosave.
-If you have problems in the late game, remember you there is a bifurcation in the Branching Vista, with one path going to the Ancient Ruins and the other to the Stonehewn Halls. Ancient Ruins have more chests than normal, and Stone halls have more fountains than normal, so you may want to do both to collect everything.
-In the sidequests dungeons, you have to kill a specific enemy or get an item, whatever, and then return to the npc that was at the start of the map to get a reward. But remember that also if you clear the floor of enemies (something possible, because unlike normal dungeon floors, they don't respawn here), you will get a JP bonus and sometimes a chest will appear in front of you with goodies.
-Turn on the health bars for you and the monsters. This option should be on by default!
-Buy all the Butler's Bells you see around, the price of 3 summoned foods is usually superior to the price of the bell (200g).

Expansion

There is an expansion coming, Legend of Shara. Coming Feb'2019. From Steam
https://store.steampowered.com/app/953080/Tangledeep__Legend_of_Shara/

quote:

Shara's Story: A new tale in the world of Tangledeep with a unique story, boss encounters, and new gameplay!
A 13th job, the Calligrapher, armed with two weapons, elemental scrolls, and devastating combo attacks!
Increased level cap: from 15 to 20! With this new level cap comes even more powerful items and challenges to discover.
Dozens of new monsters with new powers! You can capture and tame them, too!
Begin your ascent in Riverstone Waterway instead of Cedar Caverns: a new early-game path with slightly more challenge and greater rewards.
Encounter the Mysterious Wanderer and explore Wanderer's Journeys: entirely new dungeons with bizarre creatures, scenarios, and treasure.
Discover ancient Relics, rare items with limitless combinations of legendary powers and bonuses!
Strange new Item Dreams that twist and warp areas you've already visited with new events, monsters, items, and objects.
Unearth Runes of Knowledge, a set of tablets that teach special abilities not found anywhere else!
New monster sprites, tile sets, layouts, item graphics, effects, and music!

Turin Turambar fucked around with this message at 10:48 on Jan 18, 2019

eonwe
Aug 11, 2008



Lipstick Apathy
I think I'm gonna pick this up

MuffiTuffiWuffi
Jul 25, 2013

Tangledeep is good!

I also really like that you can just turn the permadeath aspect off. Which I think should really be an option for most newer roguelikes, even if a minority use it. I'd rather have, like, a lives system frankly but the implementation in Tangledeep is pretty great too.

Turin Turambar
Jun 5, 2011



MORE TAXES WHEN posted:

Tangledeep is good!

I also really like that you can just turn the permadeath aspect off. Which I think should really be an option for most newer roguelikes, even if a minority use it. I'd rather have, like, a lives system frankly but the implementation in Tangledeep is pretty great too.

Oh yes. I don't have a problem with permadeath in some roguelites where a run is 40-90 minutes, but I don't like it in a game where a run can be more than 10 hours. Ironically I find it more of a problem in this genre as particular as 'roguelike', where the amount of randomness means that sometimes a series of unlikely factors match up and provoke a sudden and unexpected difficulty spike (as it happened in my last Tangledeep death, lol).

Lunchmeat Larry
Nov 3, 2012

Great game that doesn't get enough attention. Got my first win today too after 40 hours!

Turin Turambar
Jun 5, 2011



Some more info about the expansion


It seems the second campaign will have a different progression system. random skills from a pool, and jp to pay for base stats?


Some new relics


On the other hand, gently caress this hardcore poo poo. 50 floors lol.

Also, the past month the dev made a mistake and uploaded part of the expansion into the base game, before quickly reverting everything. So things could change, but this is the new class:


Dual wielder, a mix of close fighter with area spells with lingering effects.

Meme Poker Party
Sep 1, 2006

by Azathoth
There is an important fact about Tangledeep not mentioned in the OP. There is only one player character. You do not make your own character or choose from presets. And it is an anime girl.

Presenting this as a positive btw.

Turin Turambar
Jun 5, 2011



33% off in Humble Store
https://www.humblebundle.com/store/tangledeep

Garfu
Mar 6, 2008

Much like buttholes, families are meant to be tight.
Not to mention the dev is a goon. And was a goon before a dev

Meme Poker Party
Sep 1, 2006

by Azathoth

Garfu posted:

Not to mention the dev is a goon. And was a goon before a dev

:eyepop:


Goon Anime Girl game!!!


Didn't kno that.

Garfu
Mar 6, 2008

Much like buttholes, families are meant to be tight.
Both of the main devs are goons, zircon and madjackmcmad (dungeonmans)

Tollymain
Jul 9, 2010

by Jeffrey of YOSPOS
honestly i was rather surprised to find out zircons a goon cause ive a good chunk of his music

SKULL.GIF
Jan 20, 2017


Any suggestions for cross-classing synergies? I've been trying to figure out what would work well with Edge Thane's abilities.

Sword Dancer and Budoka seem fairly self-exclusive as well.

Rascyc
Jan 23, 2008

Dissatisfied Puppy
Dunno much about Edge Thane but I personally just cherry pick specific skills from classes to shore up weaknesses or getting more damage types. Like grappling hook from hunter seems like a fantastic mobility option and then just use teleport scrolls when you get into a pinch. Likewise the Budoka passives where you throw arrows back and ignore crits is incredibly strong in pretty much every build. One of the spoilers classes has a pet that just gives you bonus damage all the time, stuff like that.

Another way to look at it is what primary stat you're going to use for your build. If you're going all-in on spirit, then you probably want like the laser ability from one of the spoiler jobs cause it not only pierces but it can fire from the pet too.

eonwe
Aug 11, 2008



Lipstick Apathy
its fun so far

Turin Turambar
Jun 5, 2011



Chomp8645 posted:

There is an important fact about Tangledeep not mentioned in the OP. There is only one player character. You do not make your own character or choose from presets. And it is an anime girl.

Presenting this as a positive btw.

From time to time, the game is indeed pretty anime... gimme a second

Turin Turambar
Jun 5, 2011



SKULL.GIF posted:

Any suggestions for cross-classing synergies? I've been trying to figure out what would work well with Edge Thane's abilities.

Sword Dancer and Budoka seem fairly self-exclusive as well.

Edge Thane is pretty close-range fighter, which can be risky. I think something of Hunter's or Brigand's movement/escape abilities would be a nice complement, also one of the Hunter offensive skills to have something that does damage at distance, as otherwise she doesn't have a lot going on for attacks with range.
Maybe some Paladin for tankiness, they have a heavy armor passive. Edge Thane's have a synergy with 2-hand weapons but they also can work with 1-hand & shield, if you are going to use shields, Paladins have 2 or 3 skills for shields.

TheHoosier
Dec 30, 2004

The fuck, Graham?!

I'll be all over this when/if it comes to Switch. These unique roguelikes are growing on me as I age into a cynical rear end in a top hat

Lunchmeat Larry
Nov 3, 2012

SKULL.GIF posted:

Any suggestions for cross-classing synergies? I've been trying to figure out what would work well with Edge Thane's abilities.

Sword Dancer and Budoka seem fairly self-exclusive as well.

A build I really like follows these classes:

1. Brigand for movement abilities, knife throw, sneak attack

2. Paladin for radiant aura, shield slam, divine whatsit and the heavy armour passive

3. Budoka for iron breathing and the passive that makes you immune to crits (probably the best skill in the game)

4. Floramancer for the pet and thorny skin

5. Finally Sword Dancer. Stay in this and master it

Pair that with a sword and shield, heavy armour and Sword Mastery and you get a class with insane damage options, good defense, damage/status mitigation and plenty of escape routes.

I don't know if it's as good as it feels since I only just got my first win on it, but I like it. You'll have a few too many skills and passives to equip them all but it's good to swap around situationally.

Also the downsides to heavy armour are so minor that I feel like you should just use it on whatever class

Turin Turambar
Jun 5, 2011



Lunchmeat Larry posted:


Also the downsides to heavy armour are so minor that I feel like you should just use it on whatever class

I agree with this, the downside is pretty small. Lots of times using the heavy armor seems the clear option. Although it's worth noting it isn't that the light and medium versions don't have a downside, it's that they don't have that downside and additionally have an upside. So there is a bit more of difference than someone may think at first.
I may have to check the armor mastery effects to really decide.

Turin Turambar
Jun 5, 2011



What I would like to have is some insight of how dual wielding works. Instead of putting a shield, a quiver or a tome in the offhand slot, you can put a second weapon to 'dual wield'. But, It isn't in the help system of the game and the wiki only has this line:
"Generally, weapons may be dual-wielded by putting them in your offhand, but then both weapons will gain diminished power and accuracy." What I could get by searching on Google:

A random steam post from one year ago says

"With -50% accuracy (off a 95% base) and -39% damage, you end up with only 29% damage output on the offhand weapon. Meanwhile, you lose 14% accuracy and 14% damage off your main hand weapon, reducing its output by 73%."
So at least that gives us some numbers, although at this point they could be outdated.

The dev replied saying :

"1. Daggers have a weapon mastery that reduces dual wield penalties.
2. All weapons can get a mod called "Lightweight" which also reduces penalties.
3. Dual wielding lets you stack weapon mods; even if you don't hit all the time, the mods may be very beneficial.
4. Dual wielding increases skill damage and skills always hit. "

So I guess dual-weilding isn't supposing to be a thing for most builds, but there are some small niches for it:
-dual daggers build
-if you happen to find a pair of weapons with lightweight mod (even if they are bad, you can extract the mod with an orb and put it in a good one?)
-Special cases where a weapon has good mods that aren't 'on-hit' and you want to use them but you have another weapon already with more damage

The new class in the expansion will have a passive to reduce the penalty, so I think that will help to be more used.

Rascyc
Jan 23, 2008

Dissatisfied Puppy
The big thing about dual wield is each weapon gets both weapon's on-hit procs. It's technically a bug that turned into a feature and is what DW is balanced around essentially currently. Might change in the expansion.

a glitch
Jun 27, 2008

no wait stop

Soiled Meat
Is there any word on when the Switch port be released? I tried Google but couldn't find anything.

I'm probably going to pick this up on Steam anyway but it would be nice to play this on the go!

Jcam
Jan 4, 2009

Yourhead
I feel like such an idiot, I've been getting this game mixed up with Tumbleseed in my head and have just been ignoring news about it coming to Switch some time soon.

Now I'm really excited after reading that OP and watching some videos!

Turin Turambar
Jun 5, 2011



a glitch posted:

Is there any word on when the Switch port be released? I tried Google but couldn't find anything.

I'm probably going to pick this up on Steam anyway but it would be nice to play this on the go!

The last thing the dev said was three weeks ago or so, the game is still in certification process. He explained when Nintendo detects an issue, they stop working on it and wait until that is solved.
That means if there were 7 issues in total (total hypothetical scenario), the game has to go seven times through the cert process.

Realistically, given the next month they are going to release an expansion, I guess he will say something about it if there is any update when the expansion is out.

Rascyc
Jan 23, 2008

Dissatisfied Puppy
It passed cert last week, should be soon.

Actually just opened discord to read this in the main channel:

quote:

zircon|TangledeepToday at 10:15 AM
Switch US version store page submitted for approval
:ssmugg:
working on the japanese trailer now

Rascyc fucked around with this message at 16:19 on Jan 16, 2019

CreedThoughts
Sep 24, 2007
Thanks, I've never owned a refrigerator

It's a really fun game, and made me feel nostalgia for SNES rpgs despite not being one. It can be a little bit like baby's first roguelike, but there is good challenge and depth for those that want it to.

Considering Zircon, the main developer, is a musician mostly, the game's soundtrack is top notch.

Turin Turambar
Jun 5, 2011



Last Update

quote:

Build 1.22a, January 15 2019

BALANCE

Resistance-piercing effects obtainable by the player now apply to elemental damage dealt with weapons as well as abilities
Lower rank gear should now appear slightly less often if you are fighting harder monsters / exploring higher level areas
Effects that involve stealing food items now steal a random item, rather than the latest item


BUGS

[two dozen bugs fixed]


CONTENT/GAMEPLAY

Four new optional Game Modifiers available! Remember, these can be accessed in the Feat Selection menu at character creation. They are as follows:
Free Job Changes (job changes cost nothing at Percy)
No Job Changes (you cannot change jobs anywhere)
Fewer Powerups (BASE powerup drop chance is lower)
Goldfrogs Anywhere (chance to find a Goldfrog anywhere on the main path)


QUALITY OF LIFE

Sped up animations that appear at the top of the menu screen on first open. This will also hopefully help solve a bug where this ‘block’ could disappear without the menu closing.
When friendly monsters are defeated, you should now see (and hear) their red fadeout effect
Ice blocks summoned by Ice Missile now use smaller sprites that are colored like player’s Materialized Ice (etc) to differentiate from enemy blocks.
The bandit NPC in the Bandit Enclave now has a “swap position” option
Adjusted opacity of tornado effect to make things a bit easier to see

edit hah hah you motherfuckers...

Turin Turambar fucked around with this message at 17:21 on Jan 16, 2019

eonwe
Aug 11, 2008



Lipstick Apathy
I made it through the first boss and started going into item dreams or whatever

game good

Rascyc
Jan 23, 2008

Dissatisfied Puppy
Remember shovels exist, they're pretty much just like picks from other games.

SKULL.GIF
Jan 20, 2017


quote:

Sped up animations that appear at the top of the menu screen on first open. This will also hopefully help solve a bug where this ‘block’ could disappear without the menu closing.

Oh man this one is great, the slow animations had been bugging me a lot.

Turin Turambar
Jun 5, 2011



Did I save scum 5 times for my first pet breed experiment? Yes, yes I did. The reason is that the rose petals item isn't that common, I had runs where I found only 2 or 3, and you need several uses for them to breed, and in addition their relationship seems to deteriorate after a while? I know I've used two romance food to improve two pet relationship status and when I finally found another rose petal, it had gone again to 'dislike'.
In other words, it's super bothersome to get two decent pets at good level and then get 4 rose petals and waste them into getting something not that good.

Behold my creation


The reason I save-scummed was the fungal regenerate ability, it's just too good to ignore it.

Emong
May 31, 2011

perpair to be annihilated


If you want to get into pet breeding plant a bunch of the spice trees. They'll drop rose petals occasionally. There's also one or two shops in side areas that sell them.

Rascyc
Jan 23, 2008

Dissatisfied Puppy
Yeah I was gonna say I got like ten in my last game with a single spicebark tree. I used all of them to make my water spirit pairing to pump out the kids for water heal. Haven't really seen a better heal in my playthrough, supposedly there's a way to get mediray but I haven't found out how. Still need to put fungal regen together sometime too.

Turin Turambar
Jun 5, 2011



Uh... so I don't know what to do in my current game, build-wise.

I started as a Soulkeeper, as I usually like Necromancers in any game and enjoyed the other summoner (Floramancer). But I was struggling a bit with the weak damage, with the lovely shadow bolt that is hard to aim (the one that is like a trident), with the pets moving in undesired directions, with the pets disappearing in the worst moments, with not having enough echoes just when I needed them in the worst moments... so as they already have a bit of synergy with ranged attacks (hell the sprite has a crossbow), I selected Hunter as my second class, with the thought of focusing more on it while still summoning creatures. But it's when I notices Soulkeeper sucks as 'secondary job', as without the job passive to generate more echoes and raise their cap to 8, their abilities most of the times can't be used.

So here I'm wondering what to do, if keep being a soulkeeper while using some Hunter stuff (the movement skill is good, they have a pet, and a pair of 'do damage' options), or focus on being 90% Hunter while using the few echoes I get for the tough moments (elite enemies).

edit: son of a bitch, if i select keep soulkeeper I lose the doggo!

Turin Turambar fucked around with this message at 23:20 on Jan 17, 2019

Emong
May 31, 2011

perpair to be annihilated


Rascyc posted:

Yeah I was gonna say I got like ten in my last game with a single spicebark tree. I used all of them to make my water spirit pairing to pump out the kids for water heal. Haven't really seen a better heal in my playthrough, supposedly there's a way to get mediray but I haven't found out how. Still need to put fungal regen together sometime too.

You just gotta breed for it like everything else:

Rascyc
Jan 23, 2008

Dissatisfied Puppy
I just haven't ran into it to tame it. I thought it came from those little spawns in the late game but the mallet didn't seem to work, cause I guess they were summons.

I'll find em eventually

Emong
May 31, 2011

perpair to be annihilated


https://twitter.com/tangledeepgame/status/1086335608979636225

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Your Computer
Oct 3, 2008




Grimey Drawer
I was just gonna post about how this game looks interesting but I'd rather play it on the Nintendo Switch Entertainment System :toot:


has the interface been updated since the game first came out? I remember being a bit skeptical of it because the interface looked like a mess, just a bunch of different fonts of different pixel resolutions and really hard to read. That was like, a pretty long time ago though.

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