Some of the developers have most kindly agreed to an interview with Roguelike Radio. As punishment for their generosity I hereby compel one and all to submit here questions they would like answered or topics they'd like to hear the devs talk about. I'll try to include as many as I think are worthy.
Not sure if those questions really fit the interview but i was wondering if the devs were going to develop the following points: - AI: Is there any plan to push monsters' AI into more different archetypes ? Right now all ennemies just follow the " I am going to walk to you and hit you till you die " pattern with for some of them, a random percentage thrown in there to activate a skill. This reduces a lot interest in acting tactically: for the whole game I basically just waited around corners until mobs came to me and bashed them to death one after the other. I find the game already has plenty enough loot and skills but not enough variety in the way the player needs to act and I was hoping to get some archers / mage to actually force me to get to them. ( For example: wooden masks suck at melee and have great spells, why do they still run to you to get bashed to pulp ? Why dont they try to stay at like 5 squares of the player while debuffing him ? It would be a lot more interesting and tricky. ) - Any chance of getting 4 square large ennemies ? I know its probably a No way for technical / pathfinding reasons but I just love large bosses... PS: Grey, that's an awesome avatar you got