Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Shadow of the Wyrm

Traditional roguelike in the style of ADOM and Omega · By Julian Day

Some questions and comments

A topic by Sabrecam created Jul 03, 2022 Views: 216 Replies: 1
Viewing posts 1 to 2
(2 edits)

Hi,

Great game and I am really enjoying it  I have a few questions and comments:

1)  Do magic skills actually do anything?  I pump points in but see no obvious result.  Casting definitely improves the individual spell, but what does one get for just improving 'Primordial' or 'Cantrips'?

2)  I think attacking friendly NPCs should be an explicit action.  I lost a good run because I accidentally attacked a shopkeeper while thinking I was answering a 'Swap? Y/N'.  To attack a friendly NPC it should only happen if I initiate via multi-key press (like shift+k or something).  Also, why not just auto-swap with friendlies?  The auto-swap would work well I think, if combined with an explicit 'attack friendly' key.

3)  Currently hitting 'c' brings up Codex.  Shift+C is 'Chat'.  This should be the other way around since we talk a lot and type searches into Codex rarely (very rare so far!  I have done it once!  Usually, if I access Codex it usually via Bestiary or Item description).

4)  Casting spells on things that are located in the wall does not work  (e.g. Spook or that 'orrible crone that popped out of a wall and killed me!)?  I can kill things in walls by hitting them, but spells don't seem to do anything?

5)  Be nice to be able to see what your God likes or hates with a keypress rather than digging up the manual.

6)  NPCs allies are useless so far.  They almost always get 'lost' and rarely help me in a fight, even if explicitly ordered to do so.  Or this has been my experience via allied adventurer or random person you are escorting anyway.  I haven't tried a hireling yet, maybe they are better.

7)  Perhaps allow a person to retry Identify via Lore every ten points of investment or something?  Currently it is a bit hard/expensive to identify.

8)  Named adventurers in Dungeons.  Is there a reason for this?  Lovely flavour text, but they never drop anything cool, and can't really be talked to.  

Anyway, great game!

Developer (1 edit)

1. They do. Improving primordial will increase the maximum number of castings you can get for witchling spells when you level. It makes it easier to learn spells, for non-witchlings. It also increases magical damage for spells. Both Magic and the specific magical skill do this, so increasing Magic will affect all spells, and then e.g. Arcane will provide another bonus, which are both included in the overall damage calculations.

2. I don’t auto-swap because sometimes you want to attack, and this is an easy way to do both. You can always just e.g. hit the direction again to swap. You don’t have to select “Y” and this takes the danger out of the next prompt.

3. I admit: I tried this. I couldn't undo decades of muscle memory from playing ADOM and SotW. I put it back. You can always swap keybindings in swyrm.ini if you want.

4. Correct.

5. Noted.

6. There was a recent issue with attack orders not working as expected – this should be fixed in the next version.

7. Right now I think I’ll keep it as-is.

8. Adventurers show up in dungeons because, well, adventurers go to dungeons! Adventurers are newbies (always level 1), so they never have anything great, and they can join you, but are otherwise flavour. 

Thanks!