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Messages - Frumple

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28276
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 18, 2010, 04:20:01 pm »
x->move cursor to mutation->space

It'll give a description of what the mutation does -- is also how you invest mutation points in them. You can select mutations in the generation screen to see what they do, too.

As for using, if it's an activatable mutation, it's either a or m, I think, in the default keybindings. Select the ability you want to use, press enter, then assign it a hotkey (1, shift+1, etc). Afterwards, just press the assigned key to use.

28277
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 18, 2010, 03:55:22 pm »
Non-mutants are actually considerably easier to start off with -- they've got a fairly massive initial stat advantage, much better stat progression, generally considerably more (and more helpful) starting skills, and a very much notable initial equipment advantage.

What they don't have, however, is the ability to set things on fire with their mind. Their grenades and flamethrowers, yes, but not the raw force of their will. Starting with less shiny loot evens out somewhat when you can grow back lost limbs and rip holes in the time-space continuum... but only somewhat. So far, true men have been the easier game for me, while mutants have been the awesome-er game for me :P

28278
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 18, 2010, 01:33:47 pm »
I've seen mutations gain levels without direct investment (i.e. spending mutation points) a number of times... I figured there was something like use training going on, since it seemed to happen most often with stuff I was using often. Bought mutations were often starting a few levels above 1, too.

Not that I was exactly complaining... free mutation improvement. I can dig it.

28279
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 18, 2010, 12:21:05 am »
Torches. You'll probably start with them. If not, get one from trader. Wear it in an empty hand. You can light and extinguish them as needed.

You'll also occasionally take swipes at whatever you're attacking with said torch. S'nice.

28280
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 17, 2010, 11:06:23 pm »
It is actually somewhat painful to look at -- and I say this as someone who plays DF and pretty much every roguelike where it's an option in ASCII -- but as a game qua game? I'm hooked.

My last dude died to a Snapjaw Firesnarler, who had set about half that cavern level on fire, including the walls. I burnt to death, because not only is shale apparently flammable, so is Jack. Jack was quick, had a beak and burrowing claws, spat electricity everywhere, and had multiple legs. He murdered over a score of hyenabolds (aka Snapjaws) through zappage and bludgeoning of the claws and staff. He slew a number of crocodiles, glowing fish, and what are apparently voracious mutant lilypads. He died to fire.

My next character, also named Jack, has spinnerets, multiple legs, and an exoskeleton. He (or she, I guess. Gender doesn't seem to be defined.) also can regenerate lost limbs. Through a quirk of mutation, Jack has gained the detriment Evil Twin. Somewhere out there, a parallel version of Jack travels through time and space to destroy him.

I have not yet moved more than 2 map squares from the starting town. Despite this, I am impressed.

EDIT: For those looking to get started, travel south two areas and kill some glowfish. Bring the glowfish back to the trader (Press ?, then check the 10 things) to sell for water. Use the water to buy needful things, then go kill more glowfish. Beware the lilypad things, because they apparently hit pretty hard, or something. Also watch out for crocs and more dangerous things as you expand your hunting area.

Starapples sell pretty well, if you've got harvestry. They're the red yen signs =p

28281
Other Games / Re: How did you last die?
« on: December 12, 2010, 02:38:26 pm »
You can, now, by buying stairs and placing them in your house. Taking said stairs without a stairs down to place afterwards can have... unfortunate consequences.

28282
Other Games / Re: How did you last die?
« on: December 11, 2010, 08:06:40 pm »
Someone threw a pair of panties at me and killed me in a single hit.
wat?

Almost surely Elona. Panties are a throwing weapon in it. They often confuse the target and hit like a mack truck. Probably the strongest end-game throwable, barring unique stuff. Shurikens are generally better early on, though, due to the bleeding effect.

As a side note
Spoiler (click to show/hide)
Though I think they changed the translation a bit at some point, made it less... universal. Made me sad :-[

28283
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: December 11, 2010, 04:59:36 pm »
Iirc, you can win after you pick up a certain number of runes (Probably the full fifteen) and leave. Dunno if having said runes lets you pick up the orb and truck it or just lets you take the stairs, but that's how it was done back in like v.1 or whatever. If you hadn't noticed already, runes occasionally spawn near the entrance stairs, usually after those 'feeling of excitement' or whatever messages, I think.

As to the skills vs 'towers' investment, towers are pretty much always going to be the better idea, up until the point the XP cost gets silly. You can dump them on top of the orb (or better, yet, put a 3x3 or greater grid of plants centered on the orb, then surrounded by damage dealers.) and go do other things. The XP cost of towers is based on the number you have out, not the number you've built previously -- the XP drops when you lose one, and goes back up when you replace it.

It takes maybe 8 or so ice statues before you literally cannot build any more. One of my cheat runs had six or seven statues out, and the XP cost for an additional one was something like 18k. XP pool maxes at 20k, heh.

I think the next time I fire it up, I'm going to check out the viability of mazing. Tentative hypothesis is that you can't, since creatures attack whatever's in their way, but if they don't immediately aggro vs plants, the efficiency of traps can probably be drastically increased. Either way, traps in the right places can seriously boost your chances of survival. Traps are also really good news if you're trying a ranged character, since they can be disarmed for an impressive amount of ammo (upwards 60-70 arrows from a single arrow trap, ferex.). They also don't seem to trigger against you when you're attempting to disarm them, though they definitely can if you just step over 'em.

28284
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: December 10, 2010, 10:51:26 am »
Jiyva is pretty awesome. By the time you can actually spawn altars, there's corpses and misc. items just laying around everywhere in pretty huge amounts. That first jelly quickly becomes a good 20-30 jellies, your piety hits 2-3 stars, and your belly becomes full. Then the monsters spend the next half-dozen or so waves trying to cut through the massive jelly pile that builds up in your orb chamber. Only problem I've been seeing with 'im is piety gain after that initial glut, and equipment for anyone that's dependent on it -- all those jellies in a confined space means that they will get to the loot before you do. That, and they can get in the way of plant/statue placement, which can occasionally be dangerous.

28285
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: December 10, 2010, 02:02:12 am »
Biggest trick you can learn for kicking off getting anywhere in ZotDef is that you can drop a sapling (any createable unit, really) on top of the orb and move around reaping the foe's forces. The enemy generally won't attack you unless you specifically get between them and the orb, so if you've got an oklob or plain plant sitting on the orb taking hits, you can move around and freely wreck havoc elsewhere, without quite so much risk of being rotted to death.

Ghouls are probably the best race for getting used to ZotD. They've got a steady supply of food and plenty of quick-healing from the same source and good melee capability, while not being too flimsy. After you get used to things, branching out to other races isn't nearly as brutal... though it's still very, very brutal. The current version has a considerably larger and more consistent number of critters coming down the pipe. It's pretty epic, but also quite vicious.

Last points: If you've got any interest at all of supporting your towers plants and such via spellcasting, make sure to start with the skill. It's going to be a loooong time getting, otherwise. Oh, and grenades can actually do a helluva'lot of damage... but they're pretty dangerous to use. Still, pretty nice thing to drop on a major incoming hoard, providing you can get out of the blast radius.

28286
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: December 09, 2010, 09:05:38 pm »
Mmm... tasty. Zot Defense is now bundled into the latest windows binaries.

Just had my first semi-decent (not really) run with a Kenku Monk of Jiyva. Made it up to altars, obviously, when something wrecked the oklob sap I had sitting on the orb and I missed the open turn window between sapling dying and something stepping on the orb. I didn't managed to kill the critter (spiked toad, I think) before all my HP poofed.

That being said, Jiyva's apparently a pretty good god for ZotDef. The jellies eating everything feeds you, and you've got plenty of corpses and junk items laying around from killing everything to make Jigglygod happy. Gonna' have to try this again :D

Though probably with a ghoul, at least after another few kenku runs. Ghouls are basically the ultimate zot-def race, since they can restore rotting damage so easily.

EDIT: Ohshi- Blink darts! Craaaap.

28287
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: December 08, 2010, 12:33:30 pm »
Mystic blast does alright if you're faster than what you're plinking at and your target doesn't have notable ranged options/you're fully resistant to what it does. Th'winning sprig I got through was using it right up through Zot:5 and the orb chamber. Its damage IS kinda' low, compared to end-game stuff, but it also ignores armor, which can be a noticeable damage boost.

If any of those conditions aren't true, though, you're going to want bigger guns. Ice storm and CL will probably do you fine. Wouldn't hurt to pick up icicle, iron shot, or th'crystal spear, though. Maybe one of the upper tier fire spells.

28288
Other Games / Re: Freespace2: THIS IS FREESPACE2 FROM 1999? HOLY CRAP.
« on: December 06, 2010, 04:15:31 pm »
.... how does she know what sounds kittens make when butchered?

28289
Other Games / Re: Bay12 Games Night! (Allegiance!)
« on: December 04, 2010, 10:39:05 pm »
I don't~

Still haven't bothered to see if whatever made steam not work the last time I used it on this computer is still buggering things up. Probably... probably never will. S'not like I'd actually buy things off of it.

Warband does occasionally sound kinda' interesting, though. There any fantasy-type mods for it?

28290
I rather like turreting. More than anything else so far.

What the blazes can the smaller ships do against a 'retted ship, though? Just hope to overwhelm through sheer numbers?

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