There are at the time of writing a few issues with the game that I would like to state here:
- At present, every single weapon description is a lie. All weapon descriptions state the old damage values from v0.14 and under (I believe) instead of stating the die and number thereof that are rolled for damage. This renders it impossible to know whether or not a weapon you have obtained is better than one you own, until you try it.
- Severed hands for some reason have a 100% drop rate for their cards. This gets out of control very quickly, and is completely pointless since the effects of multiple of the same card do not stack. Suggestion: Do not allow pickup of cards that are already owned or prevent their dropping entirely. Or else combine them and simply have a *x where x is the number owned over it.
- Attacking by clicking with the mouse is buggy, and in certain situations fails to work at all. Additionally, unlike holding the key for attacking, holding mouse click attacks at a far slower rate. This is a serious issue because the attack key is uncomfortable to use, as it is for example not practical to move right and attack at the same time.
The following are merely personal gripes that may be actually as intended, however I feel like should be brought to attention anyway:
- Starting as a human requires near-perfect random strength (16+ to stand a chance). This is because of the fact that the cudgel is (since v0.15) significantly weaker now. It still has an attack speed of 1, but hits for merely 1d6 (+bonuses +(strength-10)/2). This results in (assuming strength of 10 and no bonuses) an average damage per hit of 3.5. This is approximately a third of what it was, and is unbearably low given the low attack speed, unless one gets lucky enough to replace it on floor 1 before the boss (which is far from guaranteed) proceeding is very difficult, almost unreasonably so.
- The randomness-based damage feels very low. This is mainly as a result of comparison with versions before the implementation thereof. Most if not all weapons now have an average damage per hit of half or below half of their original values.
- The miss chance feels way too high. Given that there appears to be either no or next to no way to increase one's hit chance, the fact that the miss chance is as high as it is (I generally find myself missing around half of my attacks) makes it very frustrating, especially in combination with the lower damage.
The following are issues which have been around for as long as I've played the game for, and still have yet to be properly resolved:
- Steel serpents. Need I say more? They are still perfectly capable of knocking other steel serpents, enemies, or the player onto the ramparts. Now, the newly added cheat inputs in v0.16 serve to mitigate the problem, however the core issue remains. I know I sound like an [omitted] when I say this, but how hard can it be to add a bounding box to the inside of a room to prevent this kind of thing. This issue has been around for way too long, and actively disrupts gameplay when it happens.
- Certain bosses can be stun-locked to death. This affects most notably the goblin general boss, the dark lord, and the mistress. A melee weapon that is at least as fast as the bastard sword is capable of stun-locking these bosses to death, making them do nothing in response. This isn't really a large issue or anything, but is somewhat unsatisfying, and would be nice to see addressed.