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Messages - Frumple

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28231
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 30, 2010, 06:04:55 pm »
You could a few versions back. Dunno 'bout now, I've never personally done it, just read of other people doing it (SA thread). I think that sort of thing has been messed around with for bug squelching reasons. All the evil twin is, is a hostile fugue clone, so far as I know.

Things (probably) get fun when you've got fugue and evil twin. Heh.

28232
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 30, 2010, 06:01:47 pm »
Evil twin is a defect, after all. It's probably not supposed to give you equitable XP and copies of all your loot.

Could definitely see some interesting stuff done with it, though. Maybe a small chance to gain a mutation point or few points of SP or something. Perhaps the ashes could be used for some questline, or as a unique barter tool (ala DQ's small medals :P). Could totally see a whacked out tinker collecting them for some radiation-addled reason.

And yes, the evil twin will appear repeatedly.

28233
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 30, 2010, 10:09:55 am »
It obviously can't melt through everything. Cases in point: Corrosive gas generation mutation, acid spitting slug-thing. Presumably, the canteen (and waterskins, and camel bladders, and...) is made out of whatever material such creatures are constructed from.

The real question is not why it doesn't melt the canteen, but "Why isn't my armor made of this stuff!?" Resource scarcity doesn't quite work. You'd only have to take apart so many waterskins and camel bladders before you'd have enough material to produce a full body covering, and there's lots of waterskins and dromads must breed, somewhere, so camel bladders are self-reproducing. Canteens are nearly as common as waterskins.

My only guess is that the material must be formed into a vaguely spherical shape of fairly small diameter, or suffer a cascading reaction that ultimately culminates in a multi-megaton explosion. Experiments in camelbladder armor is obviously the hidden cause of the apocalypse.

28234
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 30, 2010, 08:06:57 am »
Re: Smacking the wall: ctrl+direction, unless you've remapped it to something else. esc -> k to see and change keybindings. Generally, for damaging walls and doors, penetration is considerably more important than raw damage. Can't give a fair ballpark for what's decent, but folded carbide weapons (Something like 9-11 max penetration, iirc.) have gotten me through security doors, before. Apoco-crete's about as tough, I think. Either way, you're going to be swinging at it for a while before you knock th'thing down. Metametal should be fine, if you've got the strength for a decent pen value.

Re: Acid Canteen: If there's a way to pour things in a direction, I haven't seen it. Attempting to pour out acid would probably end up bathing you in it, with a nice HP devouring puddle created underneath you. Acid grenades or (much better) the corrosive gas mutations are the primary means. You can also get acid generating critters (honey skunk, some of those green 'w's, the acid spitting 'q', etc) to fire off besides the desired wall.

You clones can, and will, use any talent you can use. They'll also fire weapons and throw grenades. And melee and such, o'course.

28235
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 30, 2010, 06:34:20 am »
The arguably less time consuming method is to buy or find security cards -- they come in different colors, and different color cards can open different colored security doors. Some cards open more than one type of door. The details behind that I'm unsure of, but I was able to open pretty much everything with law and maintenance cards. Once you've got the card in your inventory, you just walk through the security doors like you would any other door.

The arguably more time consuming method is to somehow destroy the door, either by bashing it down via weapon or hitting it with something like acid (fire, etc.). You can only do this fairly reliably if you've got decent strength (and a fair penetration weapon) or access to the necessary utilities. MK I acid grenade is perfect and cheap to tinker, but runs the risk of destroying something valuable on the other side of the door... like a square with four lockers in it (muttergrumble :-\).

The least time and resource consuming method is to knock the door out of the way, either via force bubble/bracelet or explosive effects (HE grenades, missiles, etc.). About the only way that can go wrong is if you push the door on top of something valuable (grumblemutter :-\). Certain mutations (phasing, teleportation, theoretically space-time vortex, but that's probably not going to get you behind the door. A door, maybe, but probably not th'one you where aiming for.) allow you to bypass them.

My favorite way to get around the doors, though, is to do just that. Through the wall, metaphorically yelling "OH YEAH" as you tear through the apoco-crete. Acid or burrowing claws is the quickest way. Hitting it with a hammer (/other weapon) until the wall falls down works, too.

28236
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 28, 2010, 10:41:21 pm »
Maybe just special case it so that expert disassembly doesn't work on tinkered items? You'd still be able to recoup a lil'bit from junk you made, just not all of it.

Not really a big deal. I've never really tinkered up anything I didn't plan on actually using, m'self, and didn't cotton on to th'breakdown cell trick. Was so cheap to make [energy] or chem cells conservation of bits wasn't really an issue.

28237
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 28, 2010, 09:54:41 pm »
New patch posted.
Awesome.

*Point-buy for mutations
Mutants are actually... weaker, now, in a sense. Perhaps considerably so. With th'random stuff, it was pretty easy to get three or four 4-5 'point' mutations, sometimes without defect. No longer! Will have to play more to see how it turns out. Still, control is, as usual, a blessing. Thank you~

Interesting that chimera and esper has a cost to it, though. Can see it for unstable genome (which is basically mutation points invested in 'buy mutation', and I guess the way to roll a pure random one now.), but maybe not for those? I'unno, maybe a smaller cost. +3 stats and directed random buy that can't be leveled... Doesn't seem on par with th'other mutations, more along the lines of a minor one. Perhaps 2 points instead of three?

*Readable books and papers
Ahahahaha! Folks, you really want to kill the zealot now. Drops a book that's about as valuable as an energy cell :P

*Renormalized the charge use of force bracelet
It did last a while, dinnit it?

EDIT: *stares at Argyve* Mortar... tube? Oh dear.

28238
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 28, 2010, 03:33:29 am »
Might give that a try... just now noticed AHK has an option that doesn't involve coding, so I might just be able to use it.

In other news, I've found the first Tinker III data disk I've seen. Anyone have any idea what a Timecube does? It sounds sexy.

Also, minor bug: Apparently, when you tinker up something that's powered, you create a cell, as well. Or can, anyway. Just whipped up (heh) a stun whip that came wit' a chem cell. It'd make sense if it was a solar cell, but I don't even know how to make chem cells.

Guess it's not a bad thing, exactly. The cell sells for as much as the whip...

EDIT: Confirmation on a previous inquiry, also minor bug report: Glowpad merchant doesn't restock. It's murderin' time~

28239
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 27, 2010, 09:09:57 pm »
You won't be able to finish a quest and you've blocked off one of three ways (that I know of) into Grit Gate. Fortunately, th'elder isn't really necessary for continuing the main questline, from what I've seen. Just don't kill the tinker, at least until he's given you his data disk. All you've lost out on is a fairly small amount of XP and some autoinjectors.

28240
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 27, 2010, 08:35:47 pm »
Guess I'll have to stretch my arms a bit, heh. In other news, will we ever be able to shoot things in walls with normal (i.e. laser pistols, etc.) guns? Just lost a really promising character because I couldn't shoot a security turret that was in a wall, and didn't survive approach (Chaingun 'ret was giving cover fire, apparently :-\).

E: Re: Th'followin' posta': NE'ER!

28241
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 27, 2010, 07:57:07 pm »
Anyone know if there's a way to hotkey item activation, along the lines of skills? I've been playing CoQ via mouse a lil'*, and e-d-a-esc-esc (Activating my force bracelet and getting out of th'equip screen without removing the thing.) is much faster with th'keyboard. Also, for unormal, item activation via key (e-d-a, instead of scrolling down to the activate command) is a little awkward. It likes to leave the cursor on remove, and an accidental second space (to clear th'activation message) can remove the item :(

*
Spoiler (click to show/hide)

28242
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 26, 2010, 09:29:56 pm »
Argh, why won't these twinning lampreys die?! I keep "kill"ing them, but they don't die. They aren't much of a threat, but they aren't going down either.

You have to kill them both more or less at the same time. Chaingun (@->pp), flamethrower, various blast weapons. Presumably, you can move fast enough to kill one before the other can respawn, but I've not managed that. Chaingun or flamethrower.

Or akimbo pistols. That works too, I think. I prefer flamethrowers.

But yeah. SRWJ got translated while I was out of town. I'm saving the CoQ for like, tomorrow. Maybe the next day.

28243
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 26, 2010, 09:14:54 pm »
Flaming hands can cause you to ignite, though, via setting other things on fire. Damage wise, though, it's pretty bloody solid.

'Best mutation', though, is pretty subjective. For me, multiple legs or heightened speed have been my MVP mutations, followed by freezing hands. (Stun. Lock.) Quills are g'damn vicious, and wings can make certain tasks (anything aboveground) basically a ridiculous cakewalk. (Hello saltwurm. What? You can hit me 'cause I'z flyinz? Ohohohohoho-insertprojectiledakka) Folks have talked about using fugue (time clones~) to make little artillery brigades (Equip self with grenades and/or missile launchers and/or flamethrowers and/or various!projectile-mutations).

I actually don't really like light mutation. Glowspheres are pretty easy to find (multiple arms means you don't have the 'i-needz-free-hand' issue) and floating glowspheres like to show up in the non-joppa merchants fairly regularly, so the ambient light doesn't really do much for you outside of a bit in the beginning, and laze just doesn't hit very hard. It pierces, sure, but so does flaming (EVERYTHINGISONFIRE) and freezing (stunlock <3) hands. Light manipulation is alright, but certainly not something I aim for when rolling.

Regeneration is awesome (hurrhurrkitekitekite). Carapace can be awesome, especially if paired with one of the thermal mutations. Horns are pretty kickin'. Most of the mental abilities can roflpwn. The gas effects are wicked useful in certain situations (P.S. Security doors. You are tough. The walls beside you, not as much. Also, salthopper? You are asleep. I am two screens away.).

I could keep going. Honestly, pretty much all the fully functional mutations are just great. Makes the *band and Crawl most mutation systems I've seen (in games) look like sick little puppies :P

28244
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 26, 2010, 08:55:00 pm »
Axe skill. You latch on to something beside and then walk away, dragging the target along with you. The target takes damage when you force it to move around.

It's nice~

The skill suggests you like, slide the axe's haft (heel?) around the back of their neck, or something. I like to imagine you slam the blade into their forehead (equivalent) and just start waving them around through the air, hauling them along as you run around cackling gleefully. It's more fun that way.

28245
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 26, 2010, 08:15:38 pm »
Security doors probably won't be a problem by the time you hit Susa. Just take a round trip or two to the merchants and buy up some security cards. I had maintenance and law cards and could open every one I ran in to. Useful things.

Those cards are also pretty good trade fodder, if you find spares. Of course, you're looking at... a lot... to buy them. Doable, though.

You can also just bash down the doors, at least technically. I've done it with a cheatmonkey level 100 character :P Remember -- if you can do one damage to the thing, you can hold down ctrl+direction until you tear it down... well, probably. The things regenerate a lil'. Honestly, a decent strength-spec'd character shouldn't have any problems with that.

I'm now wondering if slam or hook'n'drag can move the things, though. Hrm...

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