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Messages - Arcvasti

Pages: [1] 2 3 ... 403
1
DF Gameplay Questions / Re: What is up with labors?!
« on: August 04, 2023, 06:02:22 pm »
In the Steam version the skill that used to be called "Masonry' is now called "Stonecarving" and the skill that is now "Masonry" is what used to be called "Architecture". So Masons will build a trade depot out of wood, but they won't carve a rock coffer.

In general though, the key to understanding the new labor system is that work details are mostly irrelevant beyond the preset ones, and who does which jobs is now set primarily from the workshop menu.

2
Other Games / Re: Amazing Cultivation Simulator
« on: March 19, 2023, 09:30:31 pm »
She's already irritating me with the fact that it's going to require 25 days to breakthrough to the final mental state level... after doing 25+ days of Mind Fasting because it also requires her to do indulgence to bring her Divinity down. And I basically have to use a cheat mod because more than once she's broken her Mind Fast(losing the buff) to complain about boredom. Yes, during a period where she's supposed to stop thinking she stops because she's bored. Restraining would stop her breaking her Fast, but that would ascend her. Also, fun fact, while set to indulgence, my Shendao eats more than my physical cultivator.

This is an intended part of the Shendao challenge unfortunately. The best solution is to use a high level talisman to reduce recreation(and another one for hunger/thirst) decay to almost nothing, so they can handle mind fasting in non-restrained mode for 25 days. You can also manually toggle between Restraint and normal mode, making sure not to ascend, but this is exactly as annoying as it sounds.

Hitting the final mental state breakthrough on a Shendao is really hard. Even a slightly scuffed Shendao is still pretty good though, and if you do ascend them(either by accident or just to make room) then they'll be usable as a Guard by later generations of Shendao.

3
Other Games / Re: Amazing Cultivation Simulator
« on: March 12, 2023, 06:32:38 pm »
I just remembered that the cultivation branch area gives a mental state boost too.... Could you assign a branch manager so bad it gives a negative modifier?

Probably not, but one thing you can do is assign your incredibly unqualified Shendao to be the leader of a large branch, which will give them an absolutely enormous mental state penalty from the stress. It takes some tight planning to turn this into a useful breakthrough, but it's not impossible. Just make sure to work out the math beforehand instead of just winging it.

4
General Discussion / Re: Goblins: In Which God Is A HEMA Nerd
« on: February 04, 2021, 12:01:31 pm »
...At this point, which characters haven't had to replace missing limbs/etc with magical prostheses?

5
General Discussion / Re: Order of the Stick
« on: December 21, 2020, 01:50:23 pm »
Also, none of the trackers noticed the very neatly sliced half of a scorchmark that should be showing up for them.

Xykon's party is really feeling the lack of a rogue, huh.

6
General Discussion / Re: Order of the Stick
« on: August 24, 2020, 04:35:15 pm »
In before Oona gets the crimson mantle, and becomes the new, much saner high priest of the dark one.

7
I'm here for the continued complaining about names content.

8
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: July 22, 2020, 04:22:24 pm »
If you check the open pull requests, there is in fact an alternate clock in the works. Not really sure it's better then just a food simplification thing that removes spell hunger, other food costs and chunks, but it's certainly a thing.

https://github.com/crawl/crawl/pull/1493

9
Fumbles gonna fumble.

10
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: May 01, 2020, 09:48:26 pm »
Nethack is really old for a roguelike and has some bizarre and often terrible design decisions. The current devteam has taken some steps to ameliorate some stuff but there's just so many fossilized layers of "oh god why would you even DO that" that I doubt they'll ever be able/willing to fix it.

I have won it a few times, mostly so that the years I spent on it futilely as a child could be vindicated, but I don't really recommend the experience. I'd advise checking out Brogue instead, it's really just so much better.

11
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: April 06, 2020, 12:01:02 pm »
Gee, eschar, forgive eve for not immediately grabbing the talking snake and dissecting it for science on the spot
Eve not doing that was kinda the original sin and all. And natural evil still exists, so I don't think God has, though Jesus might have?

It's all rather confusing really.
I thought tha the "sin" was eating the fruit. But since the fruit was what made them distinguish right from wrong, they should not be considered responsible for anything they did until they ate it, including the eating. That seems unfair.

From what I understand, the bigger part of original sin was trying to hide from God afterwards instead of fessing up to it. For that bit they had full knowledge of good and evil.

12
maybe have the aether gate use a magic skill? i want to use it heavily its just that they all spawn with no quality and all rooms end up being meager

Even if they had a quality, ethereal items still have no value whatsoever, so even a masterwork one still wouldn't help. I used ethereal stuff for all my furniture anyways and just made up the difference with a bunch of statues.

13
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: January 15, 2020, 08:38:57 pm »
...I don't just carry d10s in my pocket, like some crazy person....

I make sure to carry a couple handfuls of d4s in my pockets at all times, for use as improvised caltrops.

14
I've just recently been inspired to work on my very unfinished 0.34 mod again, but would like to know what needs to be updated to port it to 0.44. I looked through the modding forum, but couldn't find anything on this somehow, even though I'm sure there have been threads about it.


15
Been playing for a few years now and generally having fun. My inner architect loves being able to whistle up hundreds and hundreds of blocks at the drop of a hat and having the built-in megaproject gimmick of a cool tower is nice for keeping me interested in building things with them. That said, I've noticed a few issues:

-The big one is that being able to get civilized souls from renewable prisoners removes a lot of the incentive of conflict that previous Warlock versions had. Now that sieges are easy to trigger with the new civilization menu, there isn't even the issue of needing dfhack or unusual worldgen to get invasions. My suggestion is just make prisoners sterile, so you can get a nest egg of souls at embark or more from summoned warlock caravans without getting infinite souls.
-Of course, imps need to be a lot better for it to be bearable to play without as many civilized souls for the first little while. Currently they require clothes to not get super stressed out, are unable to learn skills, are completely useless in any kind of combat, die of old age in only a few years and slow to a crawl whenever they start carrying anything. My suggestion would be making them at least move quickly when carrying heavy things, so they make decent haulers instead of awful ones.
-Bone meal creates both a full-fledged boulder out of bone and a ton of boulders in one reaction. This leads to weird stuff like making gargoyles entirely out of bone meal. Maybe bone meal could be a powder/tool that has a special smelter reaction to make pig iron/steel with, instead of just being a normal flux boulder?
-From the description in the guide I kind of assumed that each of the upgraded Necromancy buildings would still have the functionality of the lower tier ones, which wasn't the case at all.
-It'd be nice if there were separate reactions for making imps, soulforged bars and so forth with animal or with civilized souls. You usually want to use animal souls for them, to not cut into your precious skeleton supply, but you have do stockpile feeding and other chores in order to make sure you don't accidentally use up civilized souls.

And of course a few bugs:

-The skeleton profession sprites seem to be a bit off, on stuff like the skeleton clothier sprite I was seeing part of another skeleton profession sprite on the edge of the tile.
-The gargoyle making reactions and I think a few other boulder consuming Warlock reactions/workshops don't seem to respect economic stone. I almost made a gargoyle out of 15 hematite boulders, before I noticed and stopped the reaction.
-The potion brewing reactions in the alchemy building just brew a drink normally, they're not specific to the type of mushroom at all.
-The value requirement for the Overlord tomb is a little weird in that it wasn't enough to just have a Grand Mausoleum, I had to get some extra value even past that to fulfill it.
-It's a bit weird that Crypt Lords have room requirements and such, but you can also just assign a skeleton to be a Crypt Lord so they'll never actually complain about it. It also makes me wonder whether you can assign a skeleton to be a very demanding noble position like an Overlord in order to skimp on building expensive rooms.

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