![]() ![]() LIMIT 0, 10 Response: Unknown column 'platforms_platform_icon. ORDER BY `release_date`.`meta_value` ASC, `t`.`menu_order`, `t`.`post_title`, `t`.`post_date` Early Stage: One Loot choice is of a higher level than normal Final Stage: In addition to Early Stage, the Hero can no longer take Treasure instead of Loot Scrounger can be a decent Battle Scar while. GROUP BY `game_name_rd`.`name`, `release_date`.`meta_value`, CONCAT(`fuzzy_date_-_month`.`meta_value`, `fuzzy_date_-_year`.`meta_value`) Scrounger is one of the Hero Traits attainable by Battle Scars in Guild Of Dungeoneering. WHERE ( ( `game_name_rd`.`name` IS NOT NULL AND `release_date`.`meta_value` > CURDATE() AND `game_region`.`post_title` = "US" ) AND ( `t`.`post_type` = 'release_dates' ) AND ( `t`.`post_status` IN ( 'publish' ) ) ) LEFT JOIN `wp_postmeta` AS `fuzzy_date_-_year` ON LEFT JOIN `wp_postmeta` AS `fuzzy_date_-_month` ON `platforms`.`term_id` = `rel_platforms`.`related_item_id` LEFT JOIN `wp_podsrel` AS `rel_platforms` ON `game_region`.`ID` = `rel_game_region`.`related_item_id` LEFT JOIN `wp_podsrel` AS `rel_game_region` ONĪND `rel_game_region`.`item_id` = `t`.`ID` `release_date`.`meta_key` = 'release_date' LEFT JOIN `wp_postmeta` AS `release_date` ON `game_name_rd`.`term_id` = `rel_game_name_rd`.`related_item_id` LEFT JOIN `wp_terms` AS `game_name_rd` ON LEFT JOIN `wp_podsrel` AS `rel_game_name_rd` ONĪND `rel_game_name_rd`.`item_id` = `t`.`ID` MAX(`platforms_platform_icon`.`guid`) AS upcoming_plat_icon MAX(`platforms`.`slug`) as upcoming_plat_slug, `game_region`.`post_title` AS upcoming_game_region_name,ĬOUNT(`platforms`.`slug`) AS upcoming_plat_cnt, `release_date`.`meta_value` AS upcoming_rel_date, `game_name_rd`.`term_id` AS upcoming_game_id, T.ID, `game_name_rd`.`name` AS upcoming_game_name, I appreciate these are bigger changes, especially having higher levels and more damage types would require lots of thought, design, testing and rebalancing.Upcoming Games Database Error SQL: SELECT Maybe ones that give you a special card, or take a card away from you, or teleport you, etc. I'd love to see dungeons with 6-15 fights and characters (and monsters) up to level 6 routinely or 7 max.Ĥ) A few other special dungeon tiles. Right now, an average dungeon is 3-8 fights, with your character getting to level 4 max. Would introduce lots of additional complexity and flavour.Ģ) more options on levelling and guild improvementģ) Longer dungeons with higher levels. Maybe physical / elemental / magical damage. Things that might help:ġ) a third damage type. For me, the main thing that would encourage me to buy a DLC or new game would be a somewhat longer and more strategic dungeoneering experience. The challenge will be developing something that keeps you involved after the 10-20 or so hours you can reasonably spend on the game right now. Scar system completely overhauled into Victory Traits & Advanced Victory Traits Favour system improved with 3 abilities in dungeon and 3 different. This is a fantastic game, very happy with my purchase! Tight design with style. Battle animations + sound effects (v1.02 August 4th).Improved win/lose screens showing itemised gold gain + trophies/traits gained/etc (v1.03 Sep 18th).Improve lower-tier classes (slightly) when you hit the harder zones (v1.03 Sep 18th).More music & battle screen music variations (as seen in the OST) (v1.03 Sep 18th).Class popups showing their decks + traits in the unlock screen (v1.03 Sep 18th).Pirate's Cove: our first for-sale adventure pack adding a bunch of content (released Sep 24th).Rename dungeoneers at any time, not just in hiring screen (v1.05 Nov 17th).Repeatable quest for each zone aka boss rematch (v1.05 Nov 17th).Battle scars (v1.05 Nov 17th), then revamped in (v1.06 Feb 15th 2016).Fast-mode option to speed up all animations (v1.06 Feb 15th 2016).Porting to tablets & phones (launched on iOS and Android Jul 21st).
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