The axe to the immediate left of your start spot isn't noticeable enough as grey on grey, got it. It's only mage who actually starts without weapon 2 here - frost shards aren't much of an upgrade over wand at long ranges.fluffyshambler wrote:I started playing hub 2 as the fighter with a fresh start. I had to give myself the 2nd weapon with the console because it's insanely hard without it. And still pretty difficult until you get the 3rd weapon. In general, I think the new Bishop enemies are overused. Bishops are already a little annoying when spammed, but these guys constantly spawning in enemies gets tedious. Also, the Wendigo variants should be more visually distinct.
There are a couple things on the Necromancer map: https://imgur.com/a/l7HLIxB
1. You can get stuck in this area by jumping down without having the prerequisite keys
2. Mana in wall
Also, I was able to open a lot of other doors/objects with the horn key symbol despite not having it.
The place to get stuck you pointed out is not actually a deadend, lack of keys or not. You "merely" need to find one or maybe two secret passages, depending on which paths are open. I guess I should add a visible path instead.
The doors which didn't need horn key were fixed. The mana in the wall is actually in a niche - I'll make it bit taller since it doesn't fit.
The wendigo variants not having any visual differences was a backburner issue. I will see what I can do but they do have speed differences and melee = bad idea either way. As for necromancers, I guess I got too good at killing them in general. At longer range, they default to summon over missile which makes them less of immediate threat, and there are two tricks to their summons too: they turn to smoke on attack/pain if master is dead, and dispell outright when blasted by repulsion. So you shouldn't spend mana killing these. I could make them dispel automatically if you think them not disintegrating on master's death makes them too annoying.