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perfluorosapien
Aug 15, 2015

Oven Wrangler

Pakistani Brad Pitt posted:

In my experience the gimmick is that I get knocked off the upstairs and die

Seeing the world through elephant-colored glasses


EightFlyingCars posted:

now's your chance, it's really strong.

Tried this. Rolled OpMo because I felt traditional. Found a flux talisman and became a glowy shapeshifter of Elyvilon.

Going OK at Lair 1. This should be a power spike thanks to Ely's Heal Other being 3x effective on animals. Only 3 usable rings so far. Early acquirement got me a plain rPois ring.

Two-headed ogres are really terrifying to deal with. Spent many wand charges on them. Too many HD to heal off with Ely, too large damage bursts to beat up unassisted, and I have to shift out of flux form to use the poison dart method that I've always preferred.

Live morgue is here. Will try to follow advice if it arrives before I splat this little guy.

Edit: Looks like I need to quit Good Gods Inc. if I want the really broken death form octopode experience.

perfluorosapien fucked around with this message at 15:56 on Feb 3, 2024

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Vadun
Mar 9, 2011

I'm hungrier than a green snake in a sugar cane field.

I could use some advice on what to do after Orc and Lair if I haven't found a single relevant resist for Shoals/Spider/Snake etc.

rpois has been eluding me most of this tourney, haven't managed to get a single rune yet

Chakan
Mar 30, 2011
Keep clearing the dungeon, then do one of the lair branches when that sounds less dangerous than the next D-level. You can get the lair runes at XL17 so long as you play smart. If you have high MR and are a non-mage you can do a level of Elf, but don’t blame me if you splat or get banished.

EightFlyingCars
Jun 30, 2008



Vadun posted:

I could use some advice on what to do after Orc and Lair if I haven't found a single relevant resist for Shoals/Spider/Snake etc.

rpois has been eluding me most of this tourney, haven't managed to get a single rune yet

ime shoals is probably one of the easier S branches with the least need for lots of resists. willpower and rC are nice to have, but it's really more about having defences high enough to keep you from getting instantly shredded by alligator snapping turtles and javelineers. mesmerizing and fear are annoying but you can deal with those with wands and throwing weapons.

also, fly, so that you don't keep tripping in the water like a goofball. but you can compensate for not having that with careful positioning.

Mortimer Knag
Nov 23, 2007
I don't know why I thought it'd be easy... But I dueled (okawaru) the royal jelly thinking it'd dump me out of the arena when she died. Nope, it kept me locked in there surrounded by slimes until they beat me down. Lesson learned I guess.

perfluorosapien
Aug 15, 2015

Oven Wrangler

Vadun posted:

I could use some advice on what to do after Orc and Lair if I haven't found a single relevant resist for Shoals/Spider/Snake etc.

rpois has been eluding me most of this tourney, haven't managed to get a single rune yet

Tough spot if you've cleared through D15 and L5 and even Orc2 and Ctrl+F rPois comes up empty. I lost my first tournament character (a MiGl) attempting Elf1 in that situation.

Conventional wisdom requires rPois for spider nest and snake pit. Maybe not so much for shoals. Swamp hosts hornets and poison breathing dragons, but most encounters don't feature poison. Could try to get through with consumables (cure pot, resist pot) and using strong abilities to handle poison threats early.

Just glancing at your history and recent tourney games, you have a very fast and punchy playstyle. I see a win in under 3 hours, which I don't think I've ever managed, and a lot of games that are in the middle of the lair in 15 minutes. The advice I would offer is to be a little more tenacious. Don't give in to death so easily. Finding yourself outmatched in a potentially lethal situation is not a sign of bad item luck or a poor build choice. The solution is not to re-roll. Sometimes you have to shift down into first gear and go slow around a hazard. Think through all of the resources at your disposal and remember that you'll go to hell if you die with unused (good) consumables.

Sometimes I throw games because, in a dangerous spot, I sort of go on tilt, assuming that my build should be strong enough to carry me, and thinking of all the really fast players at the top of the ranking, or someone's post about auto-tabbing through an allrune game. When this happens it usually takes the form of "yeah that thing is almost dead, I'll just attack/cast one more time, no need to burn one of my five blink scrolls / a chunk of piety / 2 minutes of real time" and then a game I spent 90 minutes on is toast.

Vadun
Mar 9, 2011

I'm hungrier than a green snake in a sugar cane field.

perfluorosapien posted:

Tough spot if you've cleared through D15 and L5 and even Orc2 and Ctrl+F rPois comes up empty. I lost my first tournament character (a MiGl) attempting Elf1 in that situation.

Conventional wisdom requires rPois for spider nest and snake pit. Maybe not so much for shoals. Swamp hosts hornets and poison breathing dragons, but most encounters don't feature poison. Could try to get through with consumables (cure pot, resist pot) and using strong abilities to handle poison threats early.

Just glancing at your history and recent tourney games, you have a very fast and punchy playstyle. I see a win in under 3 hours, which I don't think I've ever managed, and a lot of games that are in the middle of the lair in 15 minutes. The advice I would offer is to be a little more tenacious. Don't give in to death so easily. Finding yourself outmatched in a potentially lethal situation is not a sign of bad item luck or a poor build choice. The solution is not to re-roll. Sometimes you have to shift down into first gear and go slow around a hazard. Think through all of the resources at your disposal and remember that you'll go to hell if you die with unused (good) consumables.

Sometimes I throw games because, in a dangerous spot, I sort of go on tilt, assuming that my build should be strong enough to carry me, and thinking of all the really fast players at the top of the ranking, or someone's post about auto-tabbing through an allrune game. When this happens it usually takes the form of "yeah that thing is almost dead, I'll just attack/cast one more time, no need to burn one of my five blink scrolls / a chunk of piety / 2 minutes of real time" and then a game I spent 90 minutes on is toast.

Thanks, that's great advice. I mostly play on CBRO now, but I'm not sure how to pull up my history there. I think my total wins are that Centaur, a Deep Dwarf of Makhleb and a Minotaur of Okawaru. all 3 Runers
Tournament is over in 5 minutes and I didn't manage to get a rune this time, which is kind of depressing.

perfluorosapien
Aug 15, 2015

Oven Wrangler

Vadun posted:

Thanks, that's great advice. I mostly play on CBRO now, but I'm not sure how to pull up my history there. I think my total wins are that Centaur, a Deep Dwarf of Makhleb and a Minotaur of Okawaru. all 3 Runers
Tournament is over in 5 minutes and I didn't manage to get a rune this time, which is kind of depressing.

The player stats pages are kinda weird. Sometimes CAO aggregates games from other servers but I don't know exactly how it works. My own stats are missing all my tourney games, but for some reason include post-tourney games with the same username on the same server.

Glad you found the advice helpful. How would you feel if I went into more detail about your last tournament game that ended on Orc 2? I read the morgue file earlier and have some thoughts on it.

Vadun
Mar 9, 2011

I'm hungrier than a green snake in a sugar cane field.

perfluorosapien posted:

The player stats pages are kinda weird. Sometimes CAO aggregates games from other servers but I don't know exactly how it works. My own stats are missing all my tourney games, but for some reason include post-tourney games with the same username on the same server.

Glad you found the advice helpful. How would you feel if I went into more detail about your last tournament game that ended on Orc 2? I read the morgue file earlier and have some thoughts on it.

Please do. I assumed that was going to be my last run of the day so I probably should have taken it a little slower

perfluorosapien
Aug 15, 2015

Oven Wrangler

Vadun posted:

Please do. I assumed that was going to be my last run of the day so I probably should have taken it a little slower

OK, this will be fun. Thanks for volunteering. I want to say that I think this was a good game and a legit attempt, and I'm happy that you joined the SA clan for the tournament. I hope we'll have another go at it next time.

Let's start with the last thing you saw before you died.



Normally this character is more than a match for the knight and priest. In fact you're standing near the corpses of a nastier patrol (2x knight, 1 high priest) you just slaughtered. But this low on health and post-berserk, being in melee contact with a might-buffed heavy attacker is an emergency that justifies burning a panic-button consumable. You can eat two hits in a row due to low speed. The priest can smite through armor. Fear scroll, blink scroll, and heal wounds pot were available. Since berserk expired, these options existed and the frame didn't need to be lethal. Fear or blink followed by tele could have bought time to recover and pick this patrol apart.

But how did this situation develop?



Stepping back 8 turns, this is where the patrol spots you, already in a berserk state and low on health. Normally this would be the time to break out a wand, a curare dart, a tele scroll, maybe even brothers in arms, but it's not possible here due to berserk status. So this frame is a judgment call: stand and try to kill an armored knight before berserk wears off, with the risk of having to fight while slowed, or backpedal with intent to read tele as soon as zerk expires.

So why berserk?



OK, I understand berserking here. Your Demonspawn berserker shines in this fight. You killed all these guys despite being repeatedly tasered with a holy wrath long sword. Sanguine armor, nice.

It's not risk free because these knights can always high-roll through your formidable armor. If you had wanted to soften them up before berserk, spending an acid wand charge would have been reasonable, or popping heal wounds. Wand of Charming was also available. With evocations trained there would have been a good chance to make one of the knights fight its companions. Pretty sure you can force attack an ally while berserk, to avoid having to fight after charming and berserk have worn off.

Well, that's the play-by-play of the fatal encounter. But let's take a look at one more.



Here's Vadun innocently auto-exploring on Orc 2. Oh look, a priest, let's mangle him.



A pair of knights watch over the priest. Still should be well within Vadun's capabilities.



Another knight, two more priests and a high priest. I'm starting to sweat.



:piss: Nessos too! :piss:



You are lethally poisoned! The wraith of Beogh is upon you! Pain shoots through your body!
6 turns elapsed since the previous screenshot. In that time we killed one orc priest and one vanilla orc.



And here's the tele on turn 18336 after consuming a cure pot and I think a heal wounds. Sort of miraculous that this tele actually goes off before a virtual deathstar of ranged damage ends the run. 8 turns earlier would have been a good time to pop tele. If fog had been ID'd, that would have been a reasonable scroll to read right after tele, just to save a couple turns of raking fire.

OK, that's enough play-by-play. What about the big picture? Did this character have some untapped resources that could have made Orc:2 easier?

code:

Wands
 q - a wand of mindburst (20) 
 w - a wand of acid (5) (quivered) 
 D - a wand of charming (19) 
 H - a wand of iceblast (10) 

Action                     |  1- 3 |  4- 6 |  7- 9 | 10-12 | 13-15 || total
---------------------------+-------+-------+-------+-------+-------++-------
  Melee: Spear             |   142 |   197 |    87 |       |       ||   426
         Tailslap          |    13 |    32 |    42 |   136 |   141 ||   364
         Punch             |     1 |     6 |     2 |    12 |     6 ||    27
         Halberd           |       |       |    40 |    14 |   422 ||   476
         Trident           |       |       |   144 |   851 |   440 ||  1435
         Bardiche          |       |       |       |     9 |     4 ||    13
 Invoke: Berserk           |       |     2 |     3 |    10 |     8 ||    23
  Evoke: Wand              |       |       |       |     1 |     1 ||     2  <--Just 2 zaps?!
    Use: Scroll            |       |     5 |       |       |     3 ||     8
         Potion            |       |       |       |     1 |     5 ||     6
   Stab: Distracted        |       |       |       |       |     1 ||     1
 Armour: Animal skin       |    18 |       |       |       |       ||    18
         Plate armour      |    58 |   118 |   232 |   645 |   365 ||  1418
         Fire dragon scale |       |       |       |       |   359 ||   359
  Dodge: Dodged            |    46 |    44 |   187 |   485 |   530 ||  1292
  Block: Other             |       |       |    19 |   141 |       ||   160
         Reflection        |       |       |     1 |     2 |       ||     3
I think the best advice I can offer in this whole writeup is to zap wands more.

Charming is basically worthless in the late game, so use it freely in early and mid game. Charm can make a huge difference. With L9 evocations, those orc knights probably would have become your pawns after 1-3 tries. Charges are plentiful so you can afford to use it early in the encounter when it will do the most good. This probably would have resolved the fatal encounter with the orc knight patrol. Sometimes you can charm even bigger enemies by reading a vuln scroll first.

Mindburst is also good to spend early on dummies like orc knights, but the effect much less than charm. Good way to soften things up from a distance. Even as a Trog-ite, you want to bleed your targets safely from a distance whenever you can. Shorter melees bring fewer adds.

Iceblast is great against squishy casters. If I were bound and determined to win the Nessos fight, I might have tried spamming iceblast on him and the high priests. Melee characters often die to the backline. Iceblast can delete the backline, if there's enough of a gap in the frontline to send it through.

Acid wand is the only one where I'd really want to conserve. But even a valuable wand is no good to a corpse. Instead of attacking the priest and vanilla orc, spamming acid at Nessos or the high priests might have been a way to get an advantage in a highly unfavorable fight. Even better if you can get a knight or two in the beam and corrode their weapons.

Aside from wands, dont forget the box of beasts and the other Trog abilities. Summons are great in difficult fights. They soak hits, they deal damage, they block for you and let you create distance if you need to escape. Brothers in Arms can turn difficult foes into red mist. The Nessos fight would have been dicey even with Bros and wand spam, possibly still ending in tele, but likely could have eliminated some of the dangerous enemies and made traveling less risky.

EightFlyingCars
Jun 30, 2008



perfluorosapien posted:

absolutely stupendous advice

there's always that impulse to hold onto all your panic buttons in case you need them "for later" but this impulse usually means there is no later. spend that cash! there are no 401ks in crawl!

Vadun
Mar 9, 2011

I'm hungrier than a green snake in a sugar cane field.

Very nice.

I don't remember training evocation on that guy, I so rarely do. I'll need to make a habit of glancing at wands in addition to scrolls and potions when I back myself into a corner

Mortimer Knag
Nov 23, 2007

Vadun posted:

Very nice.

I don't remember training evocation on that guy, I so rarely do. I'll need to make a habit of glancing at wands in addition to scrolls and potions when I back myself into a corner

Especially on a melee fighter, you're going to want at least 5-10 levels in evo. A surprising number of uniques have really low willpower too. Nessos being one, sonja also comes to mind. Even something like polymorph will usually make the uniques drop their gear even if they turn into an equally dangerous monster, phial engulfs (silences) enemies, sack webs em, using flame over water creates steam for killing eels and blocking vision, etc. There's too much utility on evo to pass it up most the time, only blink and tele scrolls are better panic buttons IMO

Mortimer Knag
Nov 23, 2007
Just to generate a little discussion and to encourage evocable use, I'm gonna rate the different evocables. Also I'm bad at this game so take all advice with a grain of salt:

-Phial of floods - Does a little damage, but knocks back and silences enemies. Also creates water (for detecting invis, creating steam, slowing). You can ground aim it, or fire at invisible creatures using "." and it will always silence the tile it lands on when aiming with "."
-Condenser Vane - Great for packs, especially living monsters since you get a lot of poison and mephitic clouds usually. Can pair well with scrolls of torment and V5 if you like to have fun
-Sack of spiders - Allies are nice, but the webbing can be a lifesaver. Jumping spiders and tarantella bring even more utility
-Lightning rod - Does great aoe damage and is unavoidable, but you have to use it multiple turns in a row to get the best benefit. Great for packs of bees and ugly things etc, though the tighter the "fan" the more damage it does. Pairs well with scrolls of torment and immolation if you like to have fun
-Box of beasts - Allies are always nice, and getting one with constriction or trample can save you in some tight spots. Can get pretty strong
-Phantom mirror - Works well if you have to fight a single dangerous monster in melee. The clone is weaker than the original but it's still nice for beefy enemies. Saint Roka if you pull him from his pack, Rupert, Snorg, Lernaen Hydra, etc
-Tin of tremorstones - Good for taking out summoners or annoying casters at the back of a pack, not good against anything with AC. Another reason to actually use scrolls of torment and immolation

Wands
-Digging - The best wand ever, create a corridor or a kill hole and fight everything one at a time, or use it to escape. Pairs well with fog and teleport
-Quicksilver - A very strong beam that dispells almost everything, like haste, might, invisibility, and even a convoker's word of recall. You can zap yourself with it to remove contamination. Pairs great with immolation, because you can use it to remove inner flame if you mess up
-Roots - A very clutch wand. Never misses, and constricted enemies are easier to hit. If you stay in melee range the constriction damage really ramps up, or you can use it to help you run without eating a bunch of opportunity attacks
-Light - The beam's damage is completely unresistable (I think), and blinding the enemy helps you hit them AND makes you less likely to be hit
-Acid - Strong damage and lowers the enemies AC, but it doesn't stack so one use to soften monsters up is all you need. Works on orbs of fire even
-Charming - has a lot of utility. Allies help with fighting, but you can also charm fast dangerous things that you don't want to fight yet and 't'ell them to 'w'ait or 'r'etreat away from you, or pull it upstairs by itself without eating a bunch of attacks
-Paralysis - Great for offense or defense. A paralyzed monster can't swap so you can clog up hallways. Free stabs
-Polymorph - Not always the best choice, but sometimes the right one. Great for anything wielding distortion or wands as the monster drops all their gear. Monsters also lose their spells and abilities (but can gain new abilities). Zap yourself if you're feeling crazy (actually don't do this)
-Iceblast - Can't be evaded, and even cold immune monsters still take damage, but it's kind of weak
-Mind blast - Fairly strong, can't be evaded and bypasses AC, and bypasses willpower much easier then anything else.
-Flame - Weak and evadable, but is the best way to deal with early electric eels. Use it around water to create steam which can block vision and do okay damage. While it can be evaded, it's still fairly accurate. Early game I like to use it in hallways against orc packs or bees and the like

Vadun
Mar 9, 2011

I'm hungrier than a green snake in a sugar cane field.

I didn't consider trying to hit AC vs MR, so I usually just chose a "ranged option" that was easiest to train based on race + god.

That makes a lot of sense

SirSamVimes
Jul 21, 2008

~* Challenge *~


They removed spider bags?

Mortimer Knag
Nov 23, 2007

SirSamVimes posted:

They removed spider bags?

At one point, but as of the tournament, they were back in.

perfluorosapien
Aug 15, 2015

Oven Wrangler
Gozag's Bribe Branch ability - is it a panic button that instantly neutralizes everyone around you?

I have a Gozagite about to enter Depths but I've never used this ability and not sure what to expect or how to plan around it.

EightFlyingCars
Jun 30, 2008



perfluorosapien posted:

Gozag's Bribe Branch ability - is it a panic button that instantly neutralizes everyone around you?

I have a Gozagite about to enter Depths but I've never used this ability and not sure what to expect or how to plan around it.

the way it works is that it gives you the Bribe status and puts the 3000g you spent on it into a little virtual purse.

when an enemy comes into line of sight to you for the first time, there are chances that the enemy will take either a small amount of money from that purse and become neutral, or take a larger amount of money from the purse and become allied. this means that popping bribe when you're already surrounded by 3 orbs of fire and a bunch of draconians won't do anything to help you in that situation. instead, you want to invoke it before you encounter any enemies.

obviously, when the purse is empty, the bribe status ends. stronger enemies help themselves to more money than weaker enemies do. keep an eye on it.

remember that the ability is called Bribe Branch for a reason. if you invoke it in Depths before going down to Zot 1, then it won't carry over because you entered a new branch. but this is fine, since the most troublesome floors are at the end of each branch anyway; invoking it on some downstairs on floors like Zot 4, Vault 4, or Tomb 2 is the most effective use of it.

it's an absolutely incredible ability that makes an already strong god even more powerful. i remember one time i had bribe going on zot 5 when the sourceless malevolence decided that it wanted me to be standing smack dab in the middle of one of the lungs, as a prank. without bribe i probably would have gotten immediately smoked by the three orbs of fire, a lich, and a pack of orb guardians that were suddenly in my personal space. instead, half of them joined my posse, a bunch of the others got paid off, and the entire rest of the floor turned into a nice walk with the homies.

EightFlyingCars fucked around with this message at 00:55 on Feb 9, 2024

perfluorosapien
Aug 15, 2015

Oven Wrangler
Thanks, that's what I needed to know. I am still going with that shapeshifting octopode. Just wrecked Vault 5 pretty easily in statue form.

parthenocarpy
Dec 18, 2003

The discord spell is so much more fun than Bribe Branch. No one uses it. Next Barachi I run with is gonna be abusing discord/hop/passwall

EightFlyingCars
Jun 30, 2008



i double checked the wiki and they must have nerfed bribe branch because apparently each bribe is timed now. eventually the bribes wear off and allied monsters will turn hostile.

weird. what do they do with that gold? where does it go? do they eat it? what's going on here

death cob for cutie
Dec 30, 2006

dwarves won't delve no more
too much splatting down on Zot:4
they spend it

:capitalism:

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Curious why they'd change that, where people hiding behind a big ally such as a hydra or bone dragon then waiting after every fight so the ally would heal?

parthenocarpy
Dec 18, 2003

Deep Elves get quick casting!

quote:

After humans inherited the meteorans' explore regeneration, deep elves are now one of the two races to be told of their mediocrity when opening their abilities/mutation screen remaining with the other race (hill orcs) soon to receive changes and could use a bit of spice. They also lose part of their advantage in extended when any other species get to max out a few skills to level 27. Although their current status is fine, they are also one of the lowest winrate races so it wouldn't hurt to make them a bit more exciting to play.

This pr gives them the quickcast mutation at level 1 which increases their spellcasting speed by 25%, allowing them to cast spells at 8 auts rather than 10 like every other race. This works with channeled spells like searing ray and flame wave but not MCC.

Regarding balance, this is lowest I can make it while still having its effect remain noticeable. While it may seem strong, they are still casting from the same pool of mp and it benefits summoning spells, necromancy buffs and dot spells like frozen ramparts, freezing cloud and poison spells less. Could be tweaked after more testing.

Honestly I wanted to see it buffed a little and moved to Vehumet as an activated ability

parthenocarpy
Dec 18, 2003

Make rCorr halve corrosion stacks on the player instead of a coinflip chance to prevent

quote:

Protecting yourself against corrosion with rCorr has feelsbad moments where you get corroded for the full amount. It's not noticeable when it prevents corrosion because some sources of corrosion aren't guaranteed to begin with.

Each stack of corrosion on the players reduces AC and slay by 1. Quadrupled most sources of corrosion to compensate. Having corrosion resistance will halve the number of stacks applied to the player instead of a coinflip chance to prevent the status entirely. This should hopefully make it feel more consistent.

Corrosion from slime walls and Dis are not affected by this change, though this change makes it easier to halve the corrosion from slime walls if need be. Corrosion against monsters is not touched as well.

Another highly welcome tweak

the Orb of Zot
Jun 25, 2013

Apport: the Orb of Zot
The orb shrieks as your magic touches it!
Yoink! You pull the item towards yourself.
You see here the Orb of Zot.
https://github.com/crawl/crawl/commit/2a414eb8e3f04ab458902a3851f303990bcca4f3

quote:

Replace Hill Orcs with Mountain Dwarves
Now that Beogh allows worship from any species, it's been broadly agreed
to replace Hill Orcs with some sort of dwarf. I'm not married to the
specific name (and other people seem to care more about this), but we can
go with this at least for now.

Mountain Dwarves are intended to fill a similar role to the Hill Orc
species they are replacing - strong heavy-armor fighters who are noticably
better at casting than their Minotaur cousins (even if still middling at it
in several regards). I want to lean a little harder into them being
especially suited for heavy-armour casting. As such, they start with
innate Sturdy Frame (but have terrible dodging and dex, so this benefits
casting more than any other aspect). They retain HO's noteworthy +3 invo,
while also offering the first Fire Apt above +1 in the game (which old
Mountain Dwarves also shared, for what it's worth)

There have been numerous suggestions for an additional simple gimmicks, but
I'm interested in trying out this one: unlike any other species, their
cultural history as artisans for the gods lets them use enchant
weapon/armour scrolls to improve randarts. They cannot improve them above
the level that a mundane item of the same type could be improved, and
cannot affect unrandarts at all (which are conveniently a different color
these days, for clarity!). I am hoping that this gives them uniquely
interesting decisions over which items to wear in a way that is different
from other species without being too obtrusive about it. Capping things to
normal item plusses means they still can't make items stronger than
randart high-rolls already could, though it obviously increases their
consistency at finding such. If this is considered too strong, it (or them)
can be tweaked in various ways.

At any rate, being on an experimental branch feels like the best time to
simply try a thing and see how people feel about it.

If you’ll excuse me I’m going to take my flying pigs and go back to my ice palace in Hell.

parthenocarpy
Dec 18, 2003

Yes. Haha. Sickos like me love to see it. That's a fix worthy of a title-swap

death cob for cutie
Dec 30, 2006

dwarves won't delve no more
too much splatting down on Zot:4
Holy poo poo that's insane. I mean, I kind of liked having a single Racial God, but wowie.

Also, enchanting artifacts is a nutso idea. Not good, not bad, just... huh!

Annointed
Mar 2, 2013

death cob for cutie posted:

Holy poo poo that's insane. I mean, I kind of liked having a single Racial God, but wowie.

Also, enchanting artifacts is a nutso idea. Not good, not bad, just... huh!

I see absolute good. There were so many random artifacts I had to dump because the ac was too rear end to work with.

Jazerus
May 24, 2011


what if they made hill orcs good and also added mountain dwarves back in

perfluorosapien
Aug 15, 2015

Oven Wrangler

Jazerus posted:

what if they made hill orcs good and also added mountain dwarves back in

I hold exactly one high score on a live combo and if they retire Hill Orcs it will be pretty safe

Johnny Joestar
Oct 21, 2010

Don't shoot him?

...
...




hill orcs had only one distinct use and it was to play with beogh

Kchama
Jul 25, 2007

Jazerus posted:

what if they made hill orcs good and also added mountain dwarves back in

The sacred number must be worshipped at all times.

cock hero flux
Apr 17, 2011



new beogh is just Hepliaklqana but you get 3 guys though so any desire i would have had to pick him is conclusively gone

Heithinn Grasida
Mar 28, 2005

...must attack and fall upon them with a gallant bearing and a fearless heart, and, if possible, vanquish and destroy them, even though they have for armour the shells of a certain fish, that they say are harder than diamonds, and in place of swords wield trenchant blades of Damascus steel...

the Orb of Zot posted:

https://github.com/crawl/crawl/commit/2a414eb8e3f04ab458902a3851f303990bcca4f3

If you’ll excuse me I’m going to take my flying pigs and go back to my ice palace in Hell.

Holy poo poo.

SirSamVimes
Jul 21, 2008

~* Challenge *~


But why though

Ugly John
Jul 18, 2009
[img]https://forums.somethingawful.com/attachment.php?postid=514899866[/img]
That's just some rampant HOMOphobia

death cob for cutie
Dec 30, 2006

dwarves won't delve no more
too much splatting down on Zot:4

cock hero flux posted:

new beogh is just Hepliaklqana but you get 3 guys though so any desire i would have had to pick him is conclusively gone

conversely this sounds sick as hell to me

it's also basically a new god now though, right? shoulda just been a new god, we can fit two

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Chic Trombone
Jul 25, 2010

well, so much for me randomly coming back every so often to splat some hill orc monks :(

as ever the cool flavor stuff gets sandpapered over and smoothed out

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