|
So can you head east/west straight out of the gate or should I just go down, get armed, and clamber out again? Used my starter bombs to get out the mines and journey east topside but I just get mauled by these floating tuskan raiders. They don't think much of my og zap stick!
|
# ? Sep 30, 2019 07:24 |
|
|
# ? Jun 3, 2024 10:17 |
|
Mindblast posted:So can you head east/west straight out of the gate or should I just go down, get armed, and clamber out again? Used my starter bombs to get out the mines and journey east topside but I just get mauled by these floating tuskan raiders. They don't think much of my og zap stick! You definitely CAN explore topside without much preparation (easiest way is probably get a chaotic polymorph potion floor 1 and use it to take advantage of flight or ideally worm form so you can either fly over or burrow through everything) but if you're looking to get geared up first your easiest route back above ground will be heading as far as you can to the right once you reach the ice caves. You'll find yourself at the bottom of a big chasm that should be climbable to the surface if you take advantage of the dents in the wall
|
# ? Sep 30, 2019 07:41 |
|
violent sex idiot posted:i died to "physics" damage after using earthquake and having the top of the level right out of the pipe fall on me so maybe its related to the temple bricks Tested this a little more and I'm pretty sure part of Earthquake's effect is converting materials in range to Collapsed Concrete (that's the actual name) -- it can definitely crush you to death even if you're nowhere near a Holy Mountain and if you survive casting it and mouse-over the parts of the environment that fell, they'll have that label
|
# ? Sep 30, 2019 07:46 |
|
i'm beginning to suspect that the level generator tries to set wand rarity based on how easy it is to reach the wand. in my experience in the mines, wands lying around in a shaft will usually have a single bomb, basic fireball, or bouncy ball slotted. wands in trapped chambers (the ones with a box in the corner that activates fire or acid or something else when you pick up the wand) will have three or four attack spells or various projectile modifiers, and wands fully enclosed in rock will have the wild poo poo like 14 nukes or sea of acid. might be obvious to other people but i only just started catching on a few runs ago
|
# ? Sep 30, 2019 07:54 |
|
ps, if you wanna kill god skeletons easily, grab lore tablets and throw them at them for massive physics object damage
|
# ? Sep 30, 2019 07:57 |
|
protip: aim your mouse in the direction you want to kick barrels towards. you can kick them very high and control the placement much better in general if you are aware of how this works
|
# ? Sep 30, 2019 10:01 |
|
I really just want to play this game with Edit Wands Anywhere always on from the beginning.
|
# ? Sep 30, 2019 10:13 |
There's apparently a trainer for that already.
|
|
# ? Sep 30, 2019 13:07 |
|
"Earthquake huh, wonder what it does..." https://i.imgur.com/XNiPxTv.gifv
|
# ? Sep 30, 2019 13:33 |
|
Olesh posted:I really just want to play this game with Edit Wands Anywhere always on from the beginning. I understand what they're going for with the wands: they don't want players stopping for 10 minutes and dicking with their spells every single time they find a wand. That would totally kill the momentum of gameplay. But the current system is also a bit weird. I'll find a wand with a spell I want, so I'll hold onto it until the next shop... but then, since i'm at a shop, I often buy new stuff which completely invalidates the old wand. It's like finding a sandwich on your desk, but only being allowed to eat it if you bring it to a sandwich store (with better sandwiches).
|
# ? Sep 30, 2019 15:08 |
|
I imagine if you really want to be cheeky you can get an enemy to pick up a wand and then kite them to a small puddle of teleporter liquid near the bottom of a level to get them into the shrine.
|
# ? Sep 30, 2019 15:15 |
|
My main gripe is shuffle wands ruining cool combos :/
|
# ? Sep 30, 2019 15:39 |
|
Noir89 posted:My main gripe is shuffle wands ruining cool combos :/ AFAIK, when it hits a modifier, it looks for the first applicable spell to the right, including all the other modifiers in-between. So on shuffle wands you want to place the most important mods late, so they get included more often.
|
# ? Sep 30, 2019 15:43 |
|
I still feel like they just stiffle creative spellcombos which for me is the best part of the game.For example, I had a cool double purple energy with hit trigger and two explosions that i wanted to combo, but couldn't since the non shuffle wands didn't have enough mana and the shuffle wands was a crapshoot wether the it worked or it exploded in my face instead
|
# ? Sep 30, 2019 16:33 |
|
Yeah I feel the same way. I kind of feel like they run counter to the whole create a spell thing they have going on. Most times I just chuck one type of spell on it or toss it if it's stats aren't good.
|
# ? Sep 30, 2019 16:40 |
|
Glowing lance slices through just about any game object, even steel and extremely dense rock. And bombs... without triggering them, turning them into tiny little, hard-to-see fragments of bombs, one of which still functions like the full size bomb.
|
# ? Sep 30, 2019 16:45 |
|
Noir89 posted:I still feel like they just stiffle creative spellcombos which for me is the best part of the game.For example, I had a cool double purple energy with hit trigger and two explosions that i wanted to combo, but couldn't since the non shuffle wands didn't have enough mana and the shuffle wands was a crapshoot wether the it worked or it exploded in my face instead I think shuffle wands have better overall stats in return, so it’s not just a simple matter of "this wand would be great if it wasn’t for shuffle". I do wish they would be less common, though. Early game shuffle wands usually come with good, needed offense but midgame wands with shuffle are just a drag.
|
# ? Sep 30, 2019 16:52 |
|
goferchan posted:You definitely CAN explore topside without much preparation (easiest way is probably get a chaotic polymorph potion floor 1 and use it to take advantage of flight or ideally worm form so you can either fly over or burrow through everything) but if you're looking to get geared up first your easiest route back above ground will be heading as far as you can to the right once you reach the ice caves. You'll find yourself at the bottom of a big chasm that should be climbable to the surface if you take advantage of the dents in the wall can't wait to see what mauls me there instead! Game is good, but jesus it is not easy.
|
# ? Sep 30, 2019 16:56 |
|
Look at this beautiful 175 damage, no friendly fire, evangelion-rear end spell.
|
# ? Sep 30, 2019 16:56 |
|
i think shuffle wands should be replaced with random wands, which have no recharge stat and instead cast from a random slot every time the wand is fired. if the random slot is a mod, a new slot is picked and it continues from there
|
# ? Sep 30, 2019 17:58 |
|
I just started playing this yesterday after seeing a number of death gifs and webms. How do you add spells to wands? I’ve made it as far as the base area. Is wand customization only allowed in the shop between zones? Or is there someplace else where you’re supposed to do it? I can understand the game not wanting to do too much handholding, but this seems like a pretty important aspect of gameplay that they really don’t elucidate on at all.
|
# ? Sep 30, 2019 19:44 |
|
You can normally only move around spells in the shops, yes.
|
# ? Sep 30, 2019 19:47 |
|
Das_Ubermike posted:Is wand customization only allowed in the shop between zones? Yes. I'd imagine tutorials, documentation, etc. are still todo's
|
# ? Sep 30, 2019 19:47 |
|
Venuz Patrol posted:i think shuffle wands should be replaced with random wands, which have no recharge stat and instead cast from a random slot every time the wand is fired. if the random slot is a mod, a new slot is picked and it continues from there that would be insane as soon as you can fill the slots
|
# ? Sep 30, 2019 20:10 |
|
|
# ? Sep 30, 2019 20:13 |
|
Gamerofthegame posted:There's apparently a trainer for that already. I'm risk-averse to running any trainer executables in TYOOL 2019, so I'm gonna keep doing what I'm doing until someone posts a CE table for it. Maybe by the time it happens, the game will have clicked to the point where I don't feel like I want the easier experience anymore.
|
# ? Sep 30, 2019 21:43 |
|
i'm actually not sure what the point of the spells in the orbs is because i've seen basically all of their effects for sale and whatever already before even picking them up, and some of the orbs are so far out of the way that, even with more fleshing out of their respective areas, i don't see a reason to ever actually go pick them up
|
# ? Sep 30, 2019 23:15 |
|
Had a pretty great start, lots of gold, good health left, found some good wands. Accidently throws a chaotic polymorph flask and it spills everywhere, nevermind. Blew my way in to a enclosed chest, gold rains everywhere, together with polymorph liquid. Collects all but one nugget when I touch the polymorph liquid, nevermind the portal is right there and surely I can just wait it out to get the last nugget right?
|
# ? Sep 30, 2019 23:24 |
|
|
# ? Sep 30, 2019 23:41 |
apparently if you do a pacifist (or, at least, don't kill anything directly) run of an area you'll get a fat treasure chest in the holy mountain
|
|
# ? Oct 1, 2019 00:19 |
|
Johnny Joestar posted:i'm actually not sure what the point of the spells in the orbs is because i've seen basically all of their effects for sale and whatever already before even picking them up, and some of the orbs are so far out of the way that, even with more fleshing out of their respective areas, i don't see a reason to ever actually go pick them up They only drop the spell the first time you pick them up anyways . I think a lot of the stuff surrounding the orbs is semi-unfinished right now
|
# ? Oct 1, 2019 00:44 |
|
|
# ? Oct 1, 2019 00:55 |
|
The worst part about the Orbs is that when I pick up a Polymorph potion I feel obligated to get the Pyramid-Top and Emerald Shrine orbs because that +50 health makes a huge difference, even though it takes a relatively long and boring time to do.
|
# ? Oct 1, 2019 01:05 |
|
Johnny Joestar posted:i'm actually not sure what the point of the spells in the orbs is because i've seen basically all of their effects for sale and whatever already before even picking them up, and some of the orbs are so far out of the way that, even with more fleshing out of their respective areas, i don't see a reason to ever actually go pick them up
|
# ? Oct 1, 2019 01:23 |
|
goferchan posted:They only drop the spell the first time you pick them up anyways . I think a lot of the stuff surrounding the orbs is semi-unfinished right now yeah i'm kind of getting the feeling it's not implemented right. like i found a shop mid-level which sold the holy hand grenade spell component and i know for a fact i had never gotten the orb with that yet.
|
# ? Oct 1, 2019 01:23 |
|
Gamerofthegame posted:apparently if you do a pacifist (or, at least, don't kill anything directly) run of an area you'll get a fat treasure chest in the holy mountain
|
# ? Oct 1, 2019 01:25 |
|
Honestly its really neat that even though theres a lot of unfinished stuff all over the place nothing really stops you from getting there if determined enough, it seems pretty clear that the layers of the mountain and the areas that branch off of it a little are the main focus but i enjoyed my treks to go off and just look at whats past the tree and the mountain, and the weird but pointless feeling bits all over the map give me nostalgia for custom maps so that was neat. I'm really looking forward to seeing what they shape into eventually.
|
# ? Oct 1, 2019 01:40 |
|
Something hit me while half asleep today, so I wanted to float it here. What would you all think of a quick dodge move? Something like a blink backward relative to the crosshairs or mouse cursor to move out of the way of projectiles not tied to a wand or potion. Tying it to the levitation meter makes the most sense to me from a game design perspective since it's already a feature, but a cooldown could work, too. That would go a long way to increase survivability. We've all had things ended by projectiles or other dangers landing in our laps that we could see coming, but couldn't dodge in time due to momentum or the danger moving faster than the wizard could. This would not only remove that frustration, but introduce another player skill component that would feel pretty good to master. Being able to instantly move backward a couple block's length seems to me, in my half awake state, would work really well in game.
|
# ? Oct 1, 2019 02:22 |
|
|
# ? Oct 1, 2019 02:28 |
|
|
# ? Jun 3, 2024 10:17 |
|
OutOfPrint posted:Something hit me while half asleep today, so I wanted to float it here. What would you all think of a quick dodge move? Something like a blink backward relative to the crosshairs or mouse cursor to move out of the way of projectiles not tied to a wand or potion. Tying it to the levitation meter makes the most sense to me from a game design perspective since it's already a feature, but a cooldown could work, too. I don't disagree that all that sounds nice, but at the same time that already sounds basically like how teleport wands work, but weaker. You can do some really effective dodging using one of those.
|
# ? Oct 1, 2019 02:34 |