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Messages - Frumple

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28246
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 26, 2010, 07:56:51 pm »
So HE rockets are my only option.

HE grenades, of course, or even better... force bracelet. Force bracelets are... incredible. Think force bubble mutation, but the duration equals an energy cell charge (and my starting, used, chem cell, has lasted a combined 50-60 turns already!) and the cooldown is the one-two turns it takes to swap cells.

If there is a downside to this thing (beyond having some trouble getting into melee range which... isn't really trouble, really.), I haven't found it.

28247
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 26, 2010, 06:46:29 pm »
Unless it's changed while I was out of town, it's 100 turns, not 200. 100 turns pass quite, uh, quickly, especially if you're ` resting after getting smacked up by things.

Harvest isn't terribly efficient as a survival thing, no. It's better for low-level/risk trade goods (ala starapples) than food. Vinewafers seem useful, but they get ate through very, very quickly. Much better to grab the first level butcher and sell a harvest of starapple to someone or another for water.

I'd guess that the primary reason the cool down is as long as it is, is to prevent, yanno', going out and farming every single bloody watervine in a X radius of Joppa and coming out with 10k+ vinewafers and enough starapple to buy out the glowpad merchant. Unlike butcher, harvest just doesn't take much risk to use, and so has th'cooldown attached to it. Using harvest as an occasional thing to do between battles, I've found it an excellent trade/water/supply supplement even with the cooldown -- I just use it in between fights on passing plants. Most non-cavern maps have at least a half dozen or so harvestable trees.

It would be nice to see more done with it, though. New arrow types, impromptu medicines/poisons/etc, stuff like that. Maybe a skill further down the harvest tree that improves the efficiency of harvested items for you, or something.

Edit: It's around 30-40 wafers to get full from th'auto-eat point, iirc, not 400. Maybe up to double that, 60-80, s'been a few days since I played. Just seems like 400, 'cause each individual one gives so bloody little nutrition. Which is what you meant, o'course, but numbers~ :P

28248
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 23, 2010, 05:31:11 am »
Shield AV bonus only kicks in when you block, be it buckler or shield.

28249
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 23, 2010, 05:08:34 am »
I haven't found any, yet. If you find a second flamethrower, you can empty it into the other one the same way you pour waterskins into each other, via the fill command. Just be careful not to empty out the receiving flamer.

That said, both the glowpod merchant, the grit gate merchant, and the jungle village merchant I've seen carrying flamethrowers, so there's always an option there if you can drum up the juke to trade in for it.

28250
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 23, 2010, 04:57:46 am »
Ah, the More Than Willing Spirit one isn't that bad. Can't remember the worst of things there (probably sunder mind buggers, maybe quillipedes), but a level or two after the hostile waydroids, you start running back into friendly ones, making the remainder of the quest a breeze.

Now, the quest after that, to B.Susa? That one is hell. Confusion (ragehatekill) and fire, everywhere. Expect to be confused at least once a level, and probably set of fire 3-4 times per level at minimum. Fortunately, almost (almost) everything that doesn't set you on fire or confuse you is fairly easy to take down (at least until the king crabs, oi.). Except maybe twining leeches. They're not very dangerous, but they're a massive pain to kill. I recommend bringing a flamethrower, if you can find one. Oh, and the worms that explode into acid gas when you kill them. And the flies, actually, they're pretty dangerous.

Um. Yeah. I have to admit, CoQ has the whole post-apocalyptic 'everything will kill me' feel down pretty well. It's nice.

28251
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 23, 2010, 04:38:05 am »
Tehehe, I've got a single rocket and a bunch of missile launchers. Who or what should I overkill with it?

Tarran. Tarran, breathren. You know what must be done.

Find a rustacean.

Take pictures of its rockety demise.

28252
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 23, 2010, 02:36:30 am »
Setting fire to a large swath of land? Pyrokinesis, flaming hands, inferno grenades, flamethrower. Acid grenades/corrosive gas can also cut through stuff pretty quickly. Could also lead one of the fire-spitting enemies to the area, if by some miracle you could survive the chase :P

Side effect of all this: Taking down the trees like that will pretty much inevitably tork off the merchant. Some folks are reporting their merchant is mostly a pushover. I've had merchants toting missile launchers. So yeah. Crapshoot, possibly involving a you-shoot.

I find crab stepping (step one north east, one south east, etc.) horizontally across the screen about a third of the way from the top and the bottom is pretty thorough for map searching if you're not willing to hit F9 and speed things up. Having better light sources (glowsphere <3) helps during night time. It's generally easier to find the buggers during the day, of course.

EDIT: I guess disintegration would work too, heh.

EDIT2: Huh. There's a lot of ways to set things on fire in this game... awesome.

EDIT3: Ha! You can shove doors around with force bubble. That's... oddly amusing. Think I saw a door knocked around with a high explosive grenade once, too...

28253
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 23, 2010, 12:25:41 am »
Iirc, fullerite's like a point or so higher pen than folder carbide. I know my hammerman of persistent flaming-confusion (ragehatekillfrenzykillfrenzykillfren...) swapped out his folded carbine hammer for a slender fullerite maul.

And yes, penetration values is what-you-have/what-the-weapon's-max-is. Your penetration (not the weapon's) is based off your strength. Penetration over the weapon's max does precisely jack, near as I can tell.

Fyi on penetration values, the best penetration is cudgels, followed by axes, then everything else (barring vibro weapons, possibly, which I haven't seen yet.). Cudgels seem have the lowest damage, though, which is mostly offset by bonecrusher. As a mid-range weapon, axes seem to be pretty solid, while cudgels will wreck someone's day all to hell (stunstunstunstunstun), and swords are more tactical-like, with their stances and such. Daggers are offhand buggers, and probably not the best of idea for a primary weapon (<Something else>/dagger, yes, especially on a four-arm mutant :P).

EDIT: Ate the ancient bones. Didn't seem to be any different from a bog standard corpse. It hit the spot! ::)

EDIT2: Oh wow, I'm not sure if this is a bug or something awesome...
Spoiler (click to show/hide)
Even in death, the crab struck me down. RIP Jack the Nth.

28254
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 23, 2010, 12:03:44 am »
Have just found 'small sphere of negative weight'. I want more of them.

Anyone know when you start running into AI microcontrollers (white bits) regularly?

Also: Ancient Bones. To eat, or not to eat?

28255
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 22, 2010, 09:33:49 pm »
50 per tinkering, if it's standard. S'how much I got from the one time I had a guy with th'lead slug recipe, the one time he used it. It costs all of one light blue bit (whatever they're called) and you'll be drowning in the things after a pretty short while, so it's effectively infinite ammo for slug throwers.

As for 'worth it'... yeah, I think so. Source of easy to find energy cells, effectively free grenades, and occasionally the useful weapon (if you can't scrounge one up before you can tinker it up). So it's basically infinite utility items (ammo/grenades/autoinjectors) for a fairly small XP investment. I dunno what tier 3 tinkering does yet, but tier two (400 net SP, 500 if you count disassemble.) gets you stuff like electrobows and solar cells, so it's all good.

28256
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 22, 2010, 03:40:02 am »
Well, I'm probably going to re-roll a twisted until it's got mental mirror, carapace, multiple legs, and something offensive (Freezing hands, hopefully, which might help with the !!on fire!! issue.). If regen fits in with that and a bearable stat/defect roll... well, more's the better. I do like regen, but I'd take a functioning toughness score over it any day of the week :P

28257
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 22, 2010, 03:05:14 am »
That'd be it, the indicate thing. I post not to confirm that, though, but to note that I've finally found a way to deal with freaking confusion, though the method is decidedly non-optimal.

See, my current fellow is wearing a nylon backpack and has mostly a full inventory. He also has a flamethrower, which has been primarily (only, up 'till now) used to deal with twinned leeches. What happens when he takes off the backpack, is that... he can't move. Not being able to move does not take up a turn. It does, however, apparently take up a 'confusion tick', if you will. So hey. Get confused. Take off backpack, suddenly, can't move, can be lead around by the nose via confusion. Confusion wears off, back on goes the backpack, DEAD DIE YOU FREAKING e BASTID I WILL END YOUR CHILDREN RRAAAWWRRGGGHH, etc, etc, etc. I have a degree of dislike for the sightless eye faction, at the moment. Confusion and wall-piercing lasers... a mildly infuriating combination. All of my hate.

Anyway, the flamethrower was tangental, but swapping it in to deal with the twinned leeches in between me and that bloody e bugger is what led to this discovery. Naturally, said sightless eye fellow promptly 'died in a fire'... along with two twinned leeches and a dwarf troll. Flamethrowers are awesome.

EDIT: Does not actually make confusion wear off. It does, however, prevent involuntary movement (and melee attacks), so you can at least shoot/nade/bathe-in-raging-fire the bugger when you get control back. Useful trick if you've got line of fire on the things.

EDIT2: For those entering Bethesda Susa, expect to spend a significant amount of time either ?confused?, on !!fire!!, or ?!!both!!?. Plan accordingly... if you can.

EDIT3: Died to a giant king crab... while confused. Of course. Over 100 hp gone in three allowed actions. RIP, Jack the whatever number you are. Your descendant's going to have mental mirror. And probably carapace. Being on fire sucks :-\

28258
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 22, 2010, 12:28:48 am »
Guess it's just the surrounding swampland, then... he's usually pretty close, anyway. I haven't noticed 'im more than a zone away from the square entrance points either, so it's only, uh, somewhat over 70-something possible zones to search :P

Has anyone figured out what a nullray pistol does, besides eat through a chem cell in two shots and refuse to be identified through examination?

28259
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 21, 2010, 11:40:45 pm »
As a fair warning to folks that found the glowpad merchant*... don't try to waylay 'im. Not only can the bugger move, he's probably wearing plate mail and a better weapon than you. To top it all off... he's got like 5000 hp. You're not going to kill him.

One of the various true-human critters either starts or can start with an item that gives you detailed HP info on what you're attacking, which is really nice. Turns out the reason glowpads are surprisingly dangerous is that they've got more HP than a salthopper :P

*
Spoiler (click to show/hide)

*Zone cache is now compresed, added an option to disable compression if you'd rather trade disk space for CPU

Thank you, oh gods, thank you. I only had 2 gigs of free space before I started playing with CoQ, and its eaten like half of that already.

As a last note, freaking confusion, good gods. CoQ has the most absolutely vicious confusion effect I've ever seen. The fact that the confusing dudes apparently show up around the time the trolls with flaming hands mutation does, makes things exponentially worse. My current true human got down to two hp (and surrounded by leeches, oi.) due to those buggers. Telling how powerful non-mutants are that th'fellow survived...

28260
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 21, 2010, 02:49:22 am »
On a trade screen, move the little arrow-cursor thing to the rusted item in question, then hit r.

You can also do i to identify stuff, and I think c for something else I've forgotten. Most of it costs like a single dram of water.

I can only guess the tinker skill repair or the fix-it-all cans can do something along the same lines, but I've not yet tried either. 1 dram of water is considerably more cost efficient than upwards 200 skill xp or a rare, fairly expensive, item. Especially considering certain builds (burgeoning farmers :P) have access to infinite tradegoods, if they somehow exhaust the entire bleeding world of things they can hawk.

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