![]() ![]() Overall, my assessment of the "battle scar" system as it is currently implemented means that I have even less attachment to my dungeoneers most of the time. While Hubris and Fountain Addict can be used to manipulate the dungeoneer even further, I can see plenty of scenarios where either of them would prevent you from being able to complete a dungeon. In a way this turns them into career enders as well, just for a very different reason. Veteran, Scrounger and Tricksy are of course good and a dungeoner earning one of those could be worth saving for a run at a difficult boss. Gullible is bad enough, but Zealot is really hard to justify keeping a dungeoneer around for and either of the -HP ones are career enders and Hard-Headed is almost the same. The way the "battle scars" are set up means that I'd be inclined to just throw away most dungeoneers after completing the first dungeon. (Second update with specifics of scars v2 is here) (First update on how we're looking at changing scars is here) I'd love to hear your feedback on it here! We've just released the battle scars feature in v1.05. This means you always get a scar when you have none, and the chance to gain one goes down as they accumulate. If that generates one they already have then nothing happens. Tricksy (start quest with level 1 loot choice)Įvery time you complete a quest your dungeoneer gains a battle scar at random. Fountain addict (fountain pathing bonus, first tile card each turn always has a fountain) Hubris (same pathing change as Barbarian's deathwish, without the bonus hp in battle, description: 'Convinced they cannot lose. Gullible (One loot choice is of a lower level than normal) Scrounger (One loot choice is of a higher level than normal) But as they complete quests they gain battle scars that can be good or bad. New dungeoneers are always 'blank' and exactly alike. Hopefully this leads to a little more attachment & unique story for each dungeoneer.ĭungeoneers now gain Battle Scar traits over time, as they survive dungeon runs. Even adding features like naming your dungeoneers, or giving them a unique hairstyle didn't quite fix this. However this does mean you are never attached to any particular dungeoneer. You can never 'lose' the game (even if your graveyard becomes increasingly crowded) and you have unlimited dungeoneers available to throw at dungeons. Software description provided by the publisher.Battle ScarsWe specifically designed Guild of Dungeoneering to not overly punish failure. But beware, the bard is back with his unique brand of snark.
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