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 ... 1859 1860 [1861] 1862 1863 ... 1929
27901
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: June 19, 2011, 03:34:19 am »
Currently using the standard 'I win!' combo, troll beserker. Working well so far, the oklob plants do their job.
Anybody got any hints?

Been a while since I've played zdef, but from what I remember ghouls of some casting variety are your go-to race/class combo, as they've got an immediate, easily utilized, way to remove rot. Other than that, man, I can't remember much. Put oklob on your orb, eventually upgrade to statues. Put statues and traps like, everywhere. Be careful with trap placement, o'course.

Actually, popping back in to look at the thing, I think my experience with it is badly outdated. I've never seen this ZP thing before. And you can make water now. Only shallow, but still... slows some things up a bit, iirc. Gonna' have to try this out again after I get some sleep. Anyway, magic's a huge help, as usual. Certain gods shine a bit more than normal (re: Jiyva, the jellyswarm of doom). Meph cloud still wrecks crap. A sif mummy is still hilarious, except even moreso, as you can let other things tank and add extra DPS while you summon freakish hordes of <whatever> or hurl out a unending stream of dakka.

There's a fair amount you can do, I guess. I'ma have to try a spriggan soon, I think they got their foodclock disabled in zdef, if I'm reading the changelog right.

27902
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: June 18, 2011, 10:56:15 pm »
Octo-whatsits don't really seem to be built for anything, really, except ranged classes. They've got DE level HP, apparently, and their apts are mostly flat (and horrifically boring, imo.), so going eight-limbed kung-fu doesn't seem the wisest of choices. They're more like amphibious kenku/human hybrids, insofar as that goes. Should probably get a massive boost to throwing apt. Octorocks, yo'.

What I'm interested to see is how many wizardry sources it takes to get the maximum reduction. Since you've got 8 ring slots and a staff you could hold, Octs could probably hit it. Might be interesting. Fill whatever's left with power boosters, go to town.

Really, though, who else here thinks they really should have 8 weapon slots, too? Multi-arm proficiency, baby. That'd make them actually interesting :P

Either that, or they should get kraken arms. Anything, really. Lots of rings is an okay gimmick, but we've seen that since ToME2 days :-\

27903
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: June 18, 2011, 06:09:07 pm »
Partially due to th'getting there, but beyond that, the small fact that mummies are one of the worst races in crawl. I think they're either tied or next to last for worst stat totals in the game (wiki says worst, period, if you trust it) and, of course, their aptitudes suck. Though the second is more a getting there part, really. They're also vulnerable to dispel undead and wrath weapons, which can occasionally cause problems. Dispel hurts rather badly.

And, as bread says, rot.

27904
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: June 18, 2011, 01:56:59 pm »
Mostly as Vactor said, but the caveat (unless it's changed, again) is that if you can somehow manage to avoid getting violently mutilated by the increasingly OoD monsters, they'll eventually stop spawning altogether. Infinite farming's no longer possible, except in the abyss and pan, I guess. Never stuck around either of those two for very long, and it's probably not going to be a mummy that'd be capable of it. Necromutation users can also do th'long term farming, if they please.

27905
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: June 17, 2011, 11:57:37 pm »
Apparently it can! Lesson learned. Stop playing ice mages. Go back to wizards. Freeze, throw frost/icicle, ozo's armor and summon beast, all very awesome.

Wizard starting book has meph cloud (effing broken, still) and summon imp (Absolute best starting book summon spell? Methinks yes.). /end argument. Dart, blink, repel missiles, just icing on cake. Slow's pretty nice, too.

Anyway, th'latest MuWz's is having tremendously greater luck. Sif/temple on dlvl 6, channel energy on same level. Impspam time!

Seriously though, Meph cloud. For all that I absolutely love the spell, it's still (Latest .9.x windows dev build) horribly skewed how much it dominates the early/mid game. It even synergizes with the imp hordes, which are mostly poison resistant. Mummies just love th'thing even more, what with being immune to th'cloud's effect.

27906
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: June 17, 2011, 10:04:16 pm »
Quote from: Latest death
8427 Jim the Frost Mage (level 11, -7/67 HPs)
             Began as a Mummy Ice Elementalist on June 17, 2011.
             Was a Believer of Sif Muna.
             Killed by divine providence
             ... invoked by a Balrug
             ... created by miscasting Summon Ice Beast
              (11 damage)
             ... on Level 11 of the Dungeon.
             The game lasted 01:10:56 (18430 turns).

Hahaha, screw you crawl, screw you.

Some freaky number coincidiences, though. Clvl 11, dungeon level 11, 11 damage on the killing blow (the fireball beforehand hit for considerably more), two 1s for first non-zeros on the time... I guess 11 for the year. Odd.

This guy got fairly screwed, for all it did pretty well. Didn't find a sif altar until th'9th dungeon level, didn't have channel energy until either late 10th or early 11th dlvl. It took off for a while there, me murdering everything with ice and flail, but then, yanno', freaking balrug in mah base burnin' me mummies. Actually used a blink scroll the turn after it appeared (and blew me near to hell with a fireball), but it smote me instead of nailing the ice beast that was in between it and me. Lucky spell choice, I guess. Freaking thing.

Spoiler: Full dump (click to show/hide)

There needs to be a sif zealot class, just for mummies.

27907
Other Games / Re: Starfarer Giveaway...
« on: June 17, 2011, 03:28:33 pm »
Frumple~

Spoiler (click to show/hide)

27908
Bear prophet after the black lord one dies. This is the way to power. Yeh'd be more likely to have everything researched necessary to pull it off, and hopeful be able to field a weak prophet without noticeably effecting your overall striking power.

Alternatively, spy prophet. Those are always fun.

27909
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: June 15, 2011, 01:19:51 pm »
Max piety sif, baby. Dere'z no miscasts 'ere ;D

Anyway, Haunt's at very good, now. Cleaned out the orc mines, lair, hive, starting in on the snake pit. Haunt spam murders everything. Probably making me a little overconfident, but eh. Killed Erolcha and some D-something unique (Donald?) on the same screen, in ~5 turns, strictly via haunt. Killed 6 orc high priests at th'bottom of the mine, most of them grouped together (iirc, there was 3-4 in one room!), again, via haunt, with abjuration clearing out their own summons. Maud died in th'pit. Haunt's just... so pleasant.

General strategy is to blow my full mana load at whatever I see (usually 3-4 haunt casts), then tell whatever pops out to wait (i.e. wander around murdering everything), after which if anything's left standing I start spitting out more haunts whenever channel energy lets me do it (usually between 2-4 turns). It'll be a while before this stops murdering absolutely everything (mid-deep vaults, usually), so for the time being it's fun times and violent murder. Yaay~

27910
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: June 15, 2011, 11:57:52 am »
Ah, you missed the mummy part. Vamp brands are harmless to me, plus I've currently got zero reason to butcher anything -- s'generally better to let the imps raise whole corpses and I don't have that chunk-to-mana spell yet. Plus m'sif, not vehe. Could do th'rapid-mana-regen via whichever staff that is and switch to V-mutt, I guess, but intrinsic (costless!) channel energy is a bit more versatile. Would render the weapon question moot, too :P

Just noticed the caveat on 0.9, according to the knowledge bot anyway. No XP for th'kills the zombies it raises manage. Considering I'm already getting reduced XP gains from imp-mobbing anything, I probably can't afford that. The zombies my shadow imps raise give XP when they kill something :-\

Onward with the queef flail, I guess.

27911
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: June 15, 2011, 11:34:12 am »
Minor question: Zonguldrok or a randart +8/+9 vamp flail that adds two dex? This is for a primarily summoner sif mummy that is using melee + slow/meph to take out various weaker enemies or add a bit extra damage to the massive imp swarms. There's opportunity cost on Zong (1350 gold, which I just now reached), but reaping sounds really tasty, if only to lessen the constant (and usually indulged) urge to spam horde until shadow imps pop up. Plus Zong is an extra +1 to hit... and Zonguldrok, amazingly, sounds better than "Qaefoemo."

E: Hill giants can swim!?
E2: Haunt is at good, finally. It begins.

27912
Nah, most of th'mapping stuff I've seen takes like, two clicks. Maybe three. Five to six if you count the installation. Possibly a little bit of typing. Compare to the possibly dozens of clicks to fire upward and find the islands, plus the amount of time you'll be holding down a movement key. Incredibly less amount of effort than actually getting meteor shot and something that'll fire it, even without that part :P

27913
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: June 14, 2011, 11:22:53 pm »
If you're willing to spoil yourself, you can find out which nest variants spawn moths :P (I am willing to spoil myself.)

Seems to be only two of 'em (out of five) that'll do it. Mine was one of th'ones that don't have 'em.

I'd gone into that nest blind, though. Didn't know what it was going to be, just entered a "crumbling entrance." Got a face full of 's', which received many faces full of 5s and th'fancy new symbol for gas clouds. Plus a few *s and @s to the head.

In other news, elephants. Bloody things. Takes so many imps to drop them :-\

E: Nine of them on one level! Aiee! Killed three, then went to finish exploring the level and ran into a sixpack. Go-go imp spam, away!
E2: Have two elephant zombies on this level now~
E3: Just checked a chardump. My "dead allies" number is higher than my combined killed-stuff number. S'only by 44, but still... Ally kills are at more than double personal kills. Go imps go.

27914
Wit' mah molten armor, flamarang, and balloon+cloud combo, skeletron killing these days is mostly just flattening the area above the dungeon entrance and running back and forth jumping over hands and heads. Don't really need to get fancy. Usually takes maybe one, two normal health potions. Just turn on autoclicker and keep the misses low, bugger falls fairly quickly. You rack up the most damage when he starts spinning, as you can get really close and keep just barely ahead, th'autoclick+rang'speed throwing out massive damage.

Even with molten-tier stuff, though, it's a pretty bad idea to fight 'im in an enclosed space. You take considerably less damage if you just hop yourself on top of the dungeon after waking th'fellow up. Between th'head and the hands, he can mostly fill that entire bloody entrance, plus th'head tends to float either above the ceiling brick or inside it, cutting off your ability to damage 'im for a bit.

S'kinda' amusing to kill the hands first, though. Poor thing just kinda' hovers once you've done that, in between spinning at you.

27915
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: June 14, 2011, 09:50:55 pm »
Imp spam + costless energy channel solves so many problems. Dunno how good of a feat it is, but just recently cleaned out a spider lair with 9th or so level sif mummy. Emperor scorpions are kinda' dangerous when most of your spell repertoire consists of meph cloud, call imp, and magic dart. And a +2/+0 quarterstaff. I killed one with it, at 1/2 fighting/staves :P After softening it up, of course, but still. There were three of the things in the initial entry corridor, along with normal scorpions and a whole junkload of centipedes. Spider_nest_a, for reference. Only worthwhile loot in the place was a +8/+9 artifact vamp flail. Wish it had better than +2 dex... and wasn't cursed :-\ Still probably going to wear it. Better than that staff.

Demonic horde got castable about halfway through the spider lair, though. Have that, now. Actual lair is... lair is so getting rolled by it. Imps everywhere. More imps every 2-3 turns. All I need now is a book with a low level necromancy spell so I can start getting that up. Agony's a bit much to train with, heh. But then... then, haunt.

Pages: 1 ... 1859 1860 [1861] 1862 1863 ... 1929