Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Frumple

Pages: 1 ... 1231 1232 [1233] 1234 1235 ... 1929
18481
... CW3 is also pretty awesome. I'll refrain from commenting until I'm back home and have my headphones again, though. That's when the TO stuff gets listened through :V

18482
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: June 08, 2014, 09:15:56 pm »
@Civ4: Yeeaaah, that was a bit mind boggling. Does look like there might be a temp fix, of sorts, though.

In other wtf news, that moment of self-reflection when you're doing something rather odd and... actually notice. In this particular case, the short version is the longer I'm left to my own devices in a building, the closer the likelihood that every pillow in said building is in the same room as wherever I sleep approaches 1. It's not even something intentional, just... something that happens.

And, well. I was half way through the process of looting one of the other rooms of its bedding when it hit me I was filching an arm full of pillows on autopilot. It was, like. Computer, check, drink, check, room's bedding, che-- wait a second. What?

Mind you, the response was "Oh yeah. Pillows." instead of stopping or anything, but... yeah.

18483
Other Games / Re: Tome 4: Tales of Maj'Eyal
« on: June 08, 2014, 08:13:12 pm »
Yeah... tier 5 gems are the money shot, especially the unique ones. Lifebinding emerald's giving my critter something like 250 health, on top of... everything else. Large boosts to pretty much everything. A second attack, especially a two-hander, is very sexy, but... it's not a 31+ boost to every single stat, on top of everything else a gem might be doing. It's more or less like shoving six diamonds into your skull. And then maybe a seventh.

A weapon makes you marginally more effective at dishing out melee damage, at the cost of... well, everything else.

E: Hahahahahaaaaa. Note to self. Shantiz can proc off of you. And it probably hurts you a lot less than its projectile destroying doomball hurts everything else.

Why T4 so often rewards self-flagellation I will never quite understand. But attacking yourself is a productive action in a disturbingly large number of situations.

18484
Other Games / Re: Incursion
« on: June 08, 2014, 03:14:54 pm »
@DW
Why is it no recommended for a rogue, considering he starts with ambidexterity already?
Just curious, although I'd rather go with a buckler for riposte.
Haha, well, mostly because rogues don't start with ambidexterity. Not naturally, anyway. Drow do, but rogues in general don't. Beyond that, you still want at least two-weapon style (and probably florentine style, if you're wanting to the dual-wield the same size weapon, as a warrior would) and a bit of base BAB bonus to offset the (lesser, with all the feats, but still existent) penalties. Otherwise even with taking an extra swing with regularity you still miss a lot. This is worse for rogues because they don't have full BAB progression, just 3/4ths, and probably want to be spending feats on other things (stealth, skills, etc.). Warriors ooze feats, and rangers can get free dual-wield ones from their combat style.

Created a new character, a Dwarf Paladin. First enemy in the first part of the dungeon kills me.

Why do I even like this game >.>
Because eventually you get to punch giant crab demons to death with your bare hands while hanging from the ceiling.

18485
Other Games / Re: Incursion
« on: June 08, 2014, 02:58:51 pm »
Dual wield takes some feats to get rolling, yeah, and some weapons (spiked chains) are definitely better for it than others. You will eventually find amazing weapons to stick in the offhand, if it came to that, but that's after a bit and generally won't help you get off the ground. Warriors and rangers are honestly about the only classes that can reasonably start (or at least start fairly early) dual wielding.

As for shields, shields are largely like armor. If the description doesn't mention a penalty, there is no penalty, even if you don't have proficiency (tip: Bucklers are about the best thing a mage or caster-primary druid can wear). The description will update based on your current size and any attributes the item might have. Most bucklers can be used without penalty by just about anyone (unless they've been shrunk, or the shield is orcish).

18486
Other Games / Re: Tome 4: Tales of Maj'Eyal
« on: June 08, 2014, 12:05:41 pm »
Been playing T4 since like beta 2, Z :P I know, I know.

And yeah, you should, but as I said, something whatever version of the blood knight addon I used at some point did made it so T4 will refuse to load unless the addon's going. Has to do with the bleed effect and whatever the addon in question did to it. Causes...
Spoiler: this error (click to show/hide)
to pop up. Even if the addon isn't even in the addon folder, it's a new version/install, and a new game. Could probably clear it out by excising everything ToME related from the computer and starting from scratch, but, well. That would entail excising everything ToME related from the computer and starting from scratch, over a problem that's only mildly irritating.

18487
Multiplayer? Haha, yes! MAGOG rises!

18488
Other Games / Re: Incursion
« on: June 08, 2014, 10:56:25 am »
I made it to level 3 this time before I quit (on the first floor, damn those are huge), but I think Warrior may not the the class for me.
Doesn't feel rogueliky enough with the starting weapon focus, since that makes me not want to use any of the other weapon categories.
Yeah, if you're looking for a warrior that is a bit more willing to shift weapon choice on the fly, you can pick a more support-y weapon as your focus. Boomerang/chakram, ranged weapons in general, something with reach. With those, you'll still be using other weapons fairly regularly, and have no particular incentive to use one type over another.

Alternately, barbarians have roughly the same weapon availability, but no focus. Rangers and priests are about in the same place, I think. Conceptually paladins (everything but maybe monks, mages, and druids, really) are, too, but pallies are a bit of a PitA to play, so...

18489
Other Games / Re: Tome 4: Tales of Maj'Eyal
« on: June 08, 2014, 10:09:41 am »
Is there a way to set your golem's target to nothing?
Tell it to target itself, iirc. Or you. One of those two.

How did you build your mindslayer? I'd like to give that build a shot :P
Well, the character page is here. Ignore the blood knight addon... other than a class, it doesn't add much, and the only reason I'm running it is because some kind of display change it does (giving a per turn count to bleeding damage) somehow infested the rest of my game, and now T4 refuses to run without the addon going ::)

There's not really much sophistication going on. I've mostly just burned hard for everything passive (/sustained), bumped up absorption as per normal, and am running around stabbing everything. Psi-wear a gem, get resonant focus up, have all the stats. All of them. I've finally started adding a few more active things to everything, but... mostly I just stab things. Charged/thermal/kinetic strike as necessary, smash when able.

E: Sweet zeus the random global slow on melee attribute can go over 30%. I just whacked something with a 115% global speed penalty. Mind you, the speed mechanics meant they bugger only ended up with something like 46% global (so a 64% penalty), but... still.

18490
Other Games / Re: Incursion
« on: June 08, 2014, 10:00:55 am »
Good starting weapon focus for a dwarven fighter in incursion? Do you start with the weapon you are focused in?
I'm confused by the dozens of options you are presented with there.

Also what decides if I can use weapons with shields? They aren't marked as twohanded or anything.
Dwarven waraxe never hurts for a dwarf, ha. They don't have to burn a feat to get proficiency with 'em, and they're pretty much "battleaxe but better". Scimitar's good, as is rapier (high crit chance in both cases, strong defensive boost from the latter). Maul is solid, though with that you'll probably want to aim for monkey grip (Power attack -> monkey grip) so you can use a shield, too. I've always been fond of light flails, as well.

Really, just about anything will do (except maybe daggers... and even those, you can grab a level of diviner mage and pick up daggerspell for shenanigans. Blowpipes kinda' suck, at least.), so long as it's not the buggerhuge weapons (great maul, great lance, etc.), which take very, very particular builds to use (involving perked spells or items, or multiclassing, as well as particular feat choices. Unless you're a high level druid, anyway.). Probably best to stay away from the double and reach weapons (barring spiked chain, the most imba of weapons) to begin with, too. I'd mostly just say skim through this and see if anything looks particularly appealing to you, stat wise. Otherwise just skim through the options and see if anything looks pretty to you.

As for shield, it (whether a weapon is one or two handed or not, actually) is entirely dependent on size -- player size compared to shield and weapon size. You can naturally use anything your size or smaller one handed (unless the weapon says otherwise, as per quarterstaves or spiked chains) -- this includes both weapons and shields, with anything larger than you requiring two hands. So, as a dwarf, you can use almost any medium (human sized? Forget which the game uses) or smaller weapon and medium or smaller shield together right off the bat, no other monkeying around.

The monkey grip feat will let you one-hand weapons one size up, so you'd be able to use large or smaller weapons one handed (though I think it doesn't apply to shields, so you'd still be stuck with medium or smaller shields, as a dwarf), and shield and spear lets you treat reach weapons specifically as one size smaller, so long as you're wearing a shield (though again, I'd probably recommend not messing with non-spiked-chain reach weapons for now. They're a bit more finicky than non-reach weapons.).

Frumple, I suppose I could help out but I am nowhere close to a beginner and I don't know what a beginner really needs :)
Yeah, that's the problem. Even beyond that, when I was first getting into incursion just about everything felt very intuitive to me -- Inc was one of the first roguelikes I ever actually beat, and one of only three (out of hundreds played), along with crawl and ToME4, I've won more than once. I can answer a lot of questions, but figuring out the questions before they're asked is... more troublesome, heh.

18491
Eh, showers are one thing. It's understandable the bill payer will be trying to hurry folks along for those. A bath, though. Those cost the same pretty much regardless. Complaining about long baths is just kinda' asinine, unless it's a single bathroom house or it's getting in the way of getting other things done.

18492
Other Games / Re: Incursion
« on: June 07, 2014, 06:37:49 pm »
Mm... closest to it would be some of the DitL (roguelike term for a Let's Play, mostly) writeups over on the google group, I think. Here's a link, pre-searched.

18493
Other Games / Re: Incursion
« on: June 07, 2014, 06:11:25 pm »
What are you looking for, exactly? The manual is, well... it's pretty thorough. Not quite the best organized for crash-coursing a new player to the game, but most everything you could be after is in there, somewhere, or provided by one of the in-game help menus.

The big thing about Inc being unfocused and sandboxy is, well... it's technically a tech demo. A thoroughly complex, fairly lengthy tech demo with a win condition, but a tech demo all the same. Presumably the full game would have included some sort of starting thing, to introduce the player to the world and whatnot, but here... well, you've got the manual and a great deal of mechanical transparency.

All that said, I don't think adding a new section to the in-game manual would be too terribly much trouble from a coding perspective, so long as someone writes it (and probably annotates it properly for the engine to use).

18494
Other Games / Re: Incursion
« on: June 07, 2014, 05:12:04 pm »
The original dev let it go open source... what, a few months back, now? Choose has been working on bugfixing (and has fixed up several major and a whole host of not-as-major ones, already) and whatnot, and I think a couple other people might be taking cracks at it, as well? You can get the latest version over here.

18495
Other Games / Re: Incursion
« on: June 07, 2014, 01:18:30 pm »
Zombie template's a mixed bag, but part of that bag is  a host of immunities, extra health, and natural armor -- they're quite substantially harder to kill. On the other hand, they're easy to hit (-2 def, -4 dex) and incredibly freaking slow -- half everything speed, and their natural movement speed cut to a third. They can be one of the harder things to kill for a starting character, but they're also almost always (barring ranged attacks, but that -4 dex and halved attack speed still mitigates that tremendously) a complete non-threat. You can just walk away and they can't really do anything about it. Similarly, reach weapons tend to be their infinite bane, since their reflex save gets kicked in the crotch by that dex penalty.

Basically, they hit really hard and they can be bloody hard to kill, but they're incredibly easy to completely trivialize. Not so much strong as annoying, ha.

Incidentally, you can 'l'ook and then e'x'amine (l->select critter-x) creatures to see... pretty much everything about them. Templates are completely detailed, most information, including spells (or at least spell access, in the case of stuff with caster levels), is provided. Incursion is very, very transparent in regards to most things.

Pages: 1 ... 1231 1232 [1233] 1234 1235 ... 1929