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baby delivery truck posted:If you create an upgraded dig spell, it should be more like a 3x8 line that starts one space behind the direction you're casting (so it digs a 3x3 space around you too) instead of 8-way. Or even just have the caster pick the shape they need. That would pair up great with a summon mass boulder beetles spell. I like this idea a lot. Mass boulder beetles also sounds like a hilarious spell, I'll add that to the list too.
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# ? Feb 24, 2018 00:03 |
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# ? Jun 9, 2024 02:29 |
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Ehhhhhh. The thing about Dig is that you can use it to funnel attackers. Blasting out more wall squares is a downgrade.
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# ? Feb 24, 2018 00:17 |
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Speleothing posted:Ehhhhhh. The thing about Dig is that you can use it to funnel attackers. Blasting out more wall squares is a downgrade. If you're fighting one-on-one you want a straight line, but if you're making a mess of the place (mass summons/allies, AoE, wanton chaos, etc) then opening up lots of wall tiles at once makes sense. It won't be the most useful spell in the world, but it can be used to amusing effect. It could also be made to dig through stone/green crystal, which you'd normally need to LRD tile by tile, to make it feel like a sidegrade kind of effect. I'm not married to any in particular of my ideas, BTW. Floodkiller/thread have final say on everything. Sage Grimm posted:Sparkling fountains were a worse roulette than purple chunks because of the number of bad potion effects that were in the rotation. Also before they gave potion effects there were at least one in the end of Elven Vaults, back when it had -TELE, which could have that effect dispelled by drinking them dry. Potions are pretty tame nowadays. Negative and debatably negative effects: * degeneration (the only unambiguously negative permanent effect left - just fight things to bring it back) * mutation (if it removes goodmuts or gives bad badmuts, but new!mut is pretty safe compared to old!mut since you can always fix it by drinking more of it) * lignification (if you need to move or tele right now) * berserk rage (if it's a bad time to berserk) * ambrosia (if it's a bad time to be confused) * cancellation (if you were under the effects of something positive) There's no more decay, old!mut, poison, strong poison, paralysis, slowing or confusion. So if fountain quaffing were brought back, it'd be a lot safer than it used to be. (Incidentally, it'd be pretty hard to bring back Fulsome Distillation/Evaporate given how much corpses, chunks and potions have changed in the mean time. Curious as to if people still miss those spells, and if so how they'd be returned.) Patashu fucked around with this message at 00:56 on Feb 24, 2018 |
# ? Feb 24, 2018 00:24 |
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I just exited the abyss and then lost all my remaining health (~1/3 of my total) before getting a single action back in the real world
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# ? Feb 24, 2018 01:01 |
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Do draining weapons reduce the XP you get from killing stuff?
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# ? Feb 24, 2018 03:14 |
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icantfindaname posted:Do draining weapons reduce the XP you get from killing stuff? Nope, and it hasn't ever since new!drain was added in 0.15. (Similarly, player new!drain doesn't reduce your XP gain, you just have lower skills until you fix it by gaining XP.)
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# ? Feb 24, 2018 03:20 |
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And the old!drain's exp loss was really insignificant in the long run of things you wouldn't have noticed it in the first place if there wasn't a learnDB entry at the time.
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# ? Feb 24, 2018 03:36 |
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Speleothing posted:Ehhhhhh. The thing about Dig is that you can use it to funnel attackers. Blasting out more wall squares is a downgrade. There are some situations where you might want a 3 wide hallway. Like having cleaving and an army of summons, bolt bouncing, wall jumping, singularity, clouds and other aoe spells, launching an OoD that doesnt just hit a wall in 1 turn, etc.
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# ? Feb 24, 2018 04:55 |
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Teal posted:Hey, in Gooncrawl, the "5" wait is just 1 turn wait as opposed to the "wait till something heals/happens" wait in .21 vanilla; is this an intended change? Do I have some accidental RC mess going on? Your RC is correct, 5 as anything other than wait a single turn is dumb and wrong.
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# ? Feb 24, 2018 06:51 |
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Barachi are fun as hell, and they get along really well with Chei. Hop lets you move towards or away from chokepoints without having to waddle there at CheiNaga speeds, you can swim, and you've got great aptitudes all across the board. +2 Fighting, Long Blades, Armor, and Ice Magic? That's a build all by itself, not even counting the frankly-absurd number of +1s. This is honestly the most fun hybrid I've ever played... Except when poo poo like this happens.
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# ? Feb 24, 2018 14:11 |
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I'd always imagined a decent way to bring back Fulsome would be to reckon it pretty much the same way as the card draw on the various Decks---you'd probably not be able to wrangle any corpse interactions considering, but it would seem like a semi-sensible way to bring it back offensively and allow room for growth in escalation.
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# ? Feb 24, 2018 14:38 |
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#cheireasons
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# ? Feb 24, 2018 16:57 |
maybe the bad potions could be reimplemented but simply not spawn at all unless you know evaporate
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# ? Feb 24, 2018 17:05 |
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Anyone who's ever said that the hopping is a dumb gimmick has never leaped over a group of enemies and into a chokepoint, and then proceeded to cut their way to the next rune with a vampiric scimitar.
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# ? Feb 24, 2018 17:15 |
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goatsestretchgoals posted:Your RC is correct, 5 as anything other than wait a single turn is dumb and wrong. that's what . is for
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# ? Feb 24, 2018 17:54 |
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Enough gloating, advice time. I'm thinking Slime for my third rune, probably? I cleared Vaults 1-4, but Vaults 5 kills runs. I'd also considered Abyss, since I've already been sent there three times, but I don't think I'm confident enough in my MR to jump down there again.
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# ? Feb 24, 2018 18:33 |
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I've never even seen a rune, I don't know how you guys do it
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# ? Feb 24, 2018 21:08 |
AppleDan posted:I've never even seen a rune, I don't know how you guys do it Very carefully.
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# ? Feb 24, 2018 21:09 |
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AppleDan posted:I've never even seen a rune, I don't know how you guys do it Play melee fighty dudes with big fuckoff axes. That said, I'd like to play some things that aren't melee fighty dudes with big fuckoff axes. What are some of the race/background/god combos goons have had the most fun playing, either in gooncrawl or vanilla? I want to splat some stuff and have fun along the way.
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# ? Feb 24, 2018 21:21 |
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draconian is easy 1st race to win as caster
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# ? Feb 24, 2018 21:22 |
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DEFE is my goto when I'm not playing FoFi. Just go vehemut and destroy everything up until your finger slips and you're dead. But if you last up until you get aoes going it's a ton of fun. That 6mp start really let's you blast without much pause. Just get good with conjure flame, sticky flame and lots of stair work. You can't harm crimson imps at all! Get used to dumping them on the level before til vehemut gifts you throw icicle or something I haven't won a single game on gooncrawl but I've gotten lots of 2-4 runers going
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# ? Feb 24, 2018 21:27 |
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Princey posted:Play melee fighty dudes with big fuckoff axes Edit: I would also like to play ANYTHING ELSE but it seems like any other class except the simple ones just stink. Except for felid, who is decent.
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# ? Feb 24, 2018 21:43 |
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i got my first win by playing like 9 zillion squishy characters and learning how to run away real good, then switching to a big buff character but playing the same way
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# ? Feb 24, 2018 21:56 |
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Gargoyle is pretty fun too and trivializes a bunch of early game threats.
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# ? Feb 24, 2018 22:27 |
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I got my first
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# ? Feb 24, 2018 22:36 |
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AppleDan posted:I've never even seen a rune, I don't know how you guys do it Survive to temple by picking race/class combos that have lots of solutions to early game problems: Merfolk gladiators with trident as their starting weapon, minotaur fighter/berserker, gargoyle fighter, centaur hunter, spriggan assassin w/ goes into hexes ect. Wizards and transmuters have a lot of options because of strong level 2 summon spells which can help you distract and escape more dangerous enemies. Necromancer deep dwarves are also really strong: vamp draining lets them entirely ignore their racial deficencies. Heavy armor characters overall tend to be more straightforward. tip your skill allocations to favor a single offensive weapon and dont worry too much about secondary offensive skills, maybe at most 2 levels into things that are secondary (example: throwing for javalins or poisoned needles + blowgun, slings, ect). Once your main attacking skill is at 8-9 open up some defensive options. Fighters train fighting along with their weapon, wizards some spell casting since you might need to adjust depending on what spells you find. once you have 5 of one type of scroll, find ID scrolls and remove curse, likely your two biggest stacks. Use ID scrolls on artifacts, potions, and other scrolls if you don't have ID'd teleport, blink, or potions that can help you escape like haste + invis. Artifacts you always ID because some of them have nasty removal penalties. Play with an escape plan. Set your tab to stop working at 75 percent health if you can't help yourself. If your at half health consider running. Use stairs and halls to lure things into 1v1 fights or places where spells can decimate and disable enemies. try to find an item that gives you blink or the spell blink so you can stay out of reach of heavy hitting monsters like ogres, later on 2 headed ogres, trolls, giants, hydra ect. At temple pick a strong god. Ydremasdkhad the death knight god is REALLY strong for 3 rune characters. okawaru's heroism is a good button to press any fight where you feel like you could go under 50 percent health. Berserk is great for winning single fights but you need to ideally be alone when it wears off. Vehemut is good if you plan to nuke, sif if you want a variety of magic. always go dungeon -> lair 8 -> orc -> non rune floors of branches -> 1st rune. The last floor is usually a mess of enemies. If you hit a roadblock in a lair sub branch do 2 levels of the dungeon and maybe 1st level of elf. abuse multiple stairs to try to spread packs of monsters out, and take the branches and rune floors slow, pulling 1-2 monsters at a time at most. There will be large packs, move back to a stairway and move to different stairs. Basically play really slow and careful, you'll eventually get a rune, then win, then win twice in a row, then 15 rune, then get bored and stop trying so hard and lose every time. good luck
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# ? Feb 24, 2018 22:51 |
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I think the big thing is to realize what fights will be hard and proactively take measures to disengage (in a lot of cases this is just walking away) or to win them (eg using consumable items and god powers). If you're already on low health before you think to use items or run away it's often too late.
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# ? Feb 24, 2018 23:08 |
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Some good guides for general Crawl play: http://www.ultraviolent4.com/Guide.html http://www.ultraviolent4.com/patashutactics.html https://crawl.develz.org/tavern/viewtopic.php?f=5&t=16109 Any race/class/god combo can potentially win, but the weaker your combo, the more fights you will have to aggressively cheese (running early, luring, splitting packs, noise management, stairdancing, pillar dancing, using consumables/broken god powers, etc). On the other end of the spectrum, Minotaur Berserker can facetank everything, panic berserk if you start taking damage and you'll beat almost all fights this way. If you pick a particularly weak combo, there's a tiny chance that your D:1 will just be impossible (like if you have bad defenses, the first door you open reveals 3 jackals that see you, you get bad rolls and obviously there's nowhere to run), but it's rarer than you'd think to have an unwinnable game. Ultraviolent4's guide has suggestions for race/class combos for each 'playstyle' that are easy for a new player to wrap their head around. Broken gods if you need to be carried: Trog (the most OP of them all), Fedhas (allies are OP. just keep making one or a few wandering mushrooms, they will confuse anything they hit in melee that can breathe, later you can make oklob plants which melt monsters' faces), Kiku (if you can cast necromancy, kiku gives you corpses on demand, and allies are OP), Yred (allies are OP), Nemelex Xobeh (allies are OP plus you get escape panic buttons) Other good and simple to understand gods: Makhleb (heals you, gives you a cheap ranged option, gives you allies, but since the allies can be hostile, use them at the START of a tough encounter NOT the end, and run away and take the stairs if you get a bad roll), Okawaru (makes you hit things better on the cheap), Vehumet (if you're obsessed with killing things with conjurations, Vehumet makes it viable), Sif Muna (if you're obsessed with casting every spell in the game forever and ever, Sif makes it viable) Patashu fucked around with this message at 23:29 on Feb 24, 2018 |
# ? Feb 24, 2018 23:19 |
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code:
First GoonCrawl win, and first non-MiBe win! Barachi hybrids and Chei get along really well. Edit Also, it makes the Royal Jelly fight as simple as walking in with full piety and spamming Slouch. girl dick energy fucked around with this message at 01:52 on Feb 25, 2018 |
# ? Feb 25, 2018 01:49 |
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what would make deep dwarves not absurdly bad at anything outside berserkers and (necromancers of) makhleb? i feel that at the very least elyvilon should be a relatively viable choice because come on. maybe they should get improved benefits to non-makhleb healing effects/potions?
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# ? Feb 25, 2018 02:44 |
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Tollymain posted:what would make deep dwarves not absurdly bad at anything outside berserkers and (necromancers of) makhleb? Reintroducing Pakellas.
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# ? Feb 25, 2018 02:48 |
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Tollymain posted:what would make deep dwarves not absurdly bad at anything outside berserkers and (necromancers of) makhleb? I've won with new Ely on a DD, it's still a good choice. You just have to play a bit more carefully than you normally would.
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# ? Feb 25, 2018 02:50 |
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If the Harp works on them, it gets easier.
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# ? Feb 25, 2018 02:51 |
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harps are pretty crazy btw
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# ? Feb 25, 2018 02:58 |
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heard u like girls posted:Speaking of, I just dipped back in for my first game in years, a moderately successful demonspawn gladiator, and received a plain arbalest and basically nothing else from this thing. Jesus.
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# ? Feb 25, 2018 03:05 |
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Jazerus posted:maybe the bad potions could be reimplemented but simply not spawn at all unless you know evaporate Most fun was getting mutation pots to evaporate from purple corpses.
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# ? Feb 25, 2018 03:21 |
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Tollymain posted:what would make deep dwarves not absurdly bad at anything outside berserkers and (necromancers of) makhleb? Getting HP back when they kill Elves.
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# ? Feb 25, 2018 04:57 |
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Arivia posted:Reintroducing Pakellas. can you recharge evocables with pakellas? i dont remember but wand of hw is no more even so you'd have to hope for the harp to come your way before you murdered your magic too hard
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# ? Feb 25, 2018 05:16 |
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Storm bow, artifact pearl dragon armor, and several good axes. I'm done for the night. I'll gently caress it up if I keep playing and I'd like to ascend a gnoll.
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# ? Feb 25, 2018 05:47 |
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# ? Jun 9, 2024 02:29 |
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I have the opposite problem. If I just marathon a game I rarely gently caress up, but if I save and come back later I'm out of my groove and usually quickly splat
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# ? Feb 25, 2018 06:24 |