Edit: Is anyone else's launch rock not "cleaving"?
I'm able to duplicate this -- I've added it to my list, good catch.
Edit2: I like that you can see what modifiers are going to be on a spell in the mission reward section from a min/max perspective. But shouldn't that be left as a surprise for when you get it?
With the missions, the intent with them has always been that they would be intentional actions you take in order to get a known reward. That's kind of their main difference from freeform exploration.
At the "Crafting Workbench", the "Spellgems missing some resources" seems to show all the spells I can make as well as the ones I can't. Shouldn't this only be showing the spells I don't have the items to craft?
Oops, good point, will fix!
For clarification: if I have a Fireball spellgem with +20% projectile speed, does that bonus apply to all of my spells while I have the fireball gem equipped, or only to the fireball itself?
Any spell bonuses that are on a spell itself just apply to that spell. Anything that is in an enchant that you equip to your enchant slots applies to all your spells (or all the spells of a color as the case might be, etc). Spell effects that say "To Target" debuff the enemies hit with that spell, but it's still just based on that one spell.
Can I just say thank you for removing the need to reach a certain depth of dungeon in order to unlock spells, that crap was a chore.
My pleasure, but don't thank me too fast -- those are still there, and actually got even deeper than they were before. They just apply to a couple of spells (shields, mostly) rather than wide swathes of spells.
Is clinging fetor supposed to not do any damage? It releases a purple projectile that flies to the nearest enemy and just hovers over it for a few seconds before disappearing. I never used the spell before this update.
That's been a bug for a few weeks, not sure what's up with that.
EDIT: Also, before I even fire the game up, looking at the patch notes here, I have to give an immediate thanks for not having maze rooms be stash rooms anymore. Maze rooms definitely work best when the entire goal of them is to find the doors you're looking for, as opposed to trying to cover every freaking passage.
Actually, it looks like there are some still in. I don't see why anyone would dislike maze stash rooms, the sheer amount of enchantment charges in them is glorious. I found this in a town ruin, which is like the only buildings in towns that I bother to enter because they have maze stash rooms, and I got like three and a half enchantments from here.
http://i.imgur.com/SsDKQ.jpg
That's not actually a stash, that's just the normal rewards that come with any long hallway (which maze rooms have lots of). Stashes are yellow on the minimap.
1. Starting on continent 2, enemies are immediately using their previous tier-5 attack patterns; Ice Espers firing three rocks at once, for instance. I assume this doesnt happen for the first 4 levels of the game, on continent one..... after that, are they just permanently in this mode? This isnt a complaint, mind you. I'm playing on a high difficulty level, so having enemies be more aggressive and nasty works for me.
Yep, that's working as intended, for the same reasons you like it.
Also: Possibly consider letting the player start with Storm Dash unlocked, as before.
For one simple reason: The very beginning of the game is now so slow as to be downright painful, particularly to someone like me who has no patience. The crafting requirements are very light, but it's still taking absolutely forever to get them, and backtracking is just horrid without it.
Yeah, that doesn't happen on advanced or expert starts and needs to. Good call!
That being said, I havent gotten to compare common and uncommon spells; when I tried to craft an uncommon one just now, the game..... utterly ignored me. Clicking "craft uncommon gem" did absolutely nothing. To see if the rest of the menu worked, I intelligently blew it on the common version instead (that was smart). That did though at least let me craft it. I tried to craft uncommon Fireball, specifically, to compare it to the common version I already had.
Very odd -- we'll see what we can find with that.
Edit: Also, is it just me, or did some monsters get weaker?
I'm seeing level 6 Water Espers and Blue Amoebas going down in a single hit to Ball Lightning (level 7), which previously never happened. Some bosses also seem to be dying unusually fast to things that normally require hitting them many times with, like that..... double-entropy-shot spell that I suddenly cant remember the name of. Bosses that arent weak to whatever it is, specifically, still dying oddly fast. I'm on Master Hero difficulty here.
There was a bug that I fixed that was causing enemies to do twice as much damage as they were supposed to, and I believe I fixed something related to their health in general, too.
But beyond that it would mostly be a matter of whatever bonuses your spells have now versus previously. Enemies get 30% more health on each continent beyond the first you play on, though, so if you were further into the game before then you'd be used to far harder enemies than now. Maybe that's it?