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Author Topic: Dungeon | Delight | Doom [5/8 - Turn 5]  (Read 6056 times)

Criptfeind

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Re: Dungeon | Delight | Doom [5/8 - Turn 5]
« Reply #120 on: August 06, 2023, 03:40:38 pm »

Right, sorry about that! I totally forgot about your question!

Yes. I think you playing around mutating the rabbit seems fine. I can send you an earth essence.

That said, now that I more closely am reading what's going on, I have a question...

Do we mutate things that already exist in the world, or do we mutate things we have absorbed in some sort of internal category building thing? Like if I wanted to mutate grass, could I do that, or would I have to first spawn grass somewhere? For mutating the rabbit can we just do that, or do we need to find some way to absorb it so it's in our internal catalog of things what we can make first?

Edit: I ask because when I first saw the mechanic for whatever reason I assumed we mutated things in a internal catalog, but Skies plan seems to be to mutate a thing external to us, and that makes a lot of sense as well? Probably even more sense then what I was first thinking.
« Last Edit: August 06, 2023, 03:44:26 pm by Criptfeind »
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VermilionSkies

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Re: Dungeon | Delight | Doom [5/8 - Turn 5]
« Reply #121 on: August 06, 2023, 03:53:25 pm »

Cheers, I'll edit my turn.

I think we can do both. Mutating something in our menu gives us a new creature/monster template without removing the old one, while mutating an existing thing changes it directly into the new form.
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Criptfeind

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Re: Dungeon | Delight | Doom [5/8 - Turn 5]
« Reply #122 on: August 06, 2023, 04:10:18 pm »

Well, under the assumption that is correct, there's two goals for mutating. I'm thinking of taking the unguided one and just smashing a bunch of essence into the plants to see if we get anything of interest. I'll write a turn to that effect if there's no objection.

Edit: If I do that, and anyone wants to do an unguided evolution, maybe I could do it for them, and we split the fate gained? Equally, if I want a guided evolution experiment, would you be willing the split the fate some Vermillionskies?
« Last Edit: August 06, 2023, 04:17:01 pm by Criptfeind »
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zemaj

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Re: Dungeon | Delight | Doom [5/8 - Turn 5]
« Reply #123 on: August 06, 2023, 04:16:54 pm »

if you could leave 2 of the rarer core essences in the dungeon inventory, I intend to start seeing what the air combos come out as next turn.  Other than that, sounds like a plan.
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Criptfeind

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Re: Dungeon | Delight | Doom [Turn 4]
« Reply #124 on: August 06, 2023, 04:18:50 pm »

I'm currently not planning on using any dungeon resources... Because I feel like I already used a lot of them and want to leave them to other players :P Anyway, anyone who wants to try a natural evolution feel free to send me the essence and I'll do it so we can make fate off of it.

Begin Turn:
+1 Energy
+1 Plant Essence
+1 Mud Essence

Change goal to: Gain 4 Fate whenever you cause a new Natural Mutation using an Essence that has not been used before for Natural Mutation on that creature.
Turn Action: Absorb Earth Essence +2 Earth Essence
Free action: Trade 1 Earth Essence to Isbrann  -1 Earth Essence +1 Fate


Dungeon inventory changes:
« Last Edit: August 06, 2023, 05:46:42 pm by Criptfeind »
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Maxine

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Re: Dungeon | Delight | Doom [5/8 - Turn 5]
« Reply #125 on: August 06, 2023, 04:34:51 pm »

are we limited to what has been shown already?  I was operating under the assumption the map would expand to accommodate turns.  If not, yeah, I need to redo that a bit...
Well I'm actually talking about how I don't think the area you want to build from is adjacent to influence.


Right, sorry about that! I totally forgot about your question!

Yes. I think you playing around mutating the rabbit seems fine. I can send you an earth essence.

That said, now that I more closely am reading what's going on, I have a question...

Do we mutate things that already exist in the world, or do we mutate things we have absorbed in some sort of internal category building thing? Like if I wanted to mutate grass, could I do that, or would I have to first spawn grass somewhere? For mutating the rabbit can we just do that, or do we need to find some way to absorb it so it's in our internal catalog of things what we can make first?

Edit: I ask because when I first saw the mechanic for whatever reason I assumed we mutated things in a internal catalog, but Skies plan seems to be to mutate a thing external to us, and that makes a lot of sense as well? Probably even more sense then what I was first thinking.
Creature - Mutate Ability Natural: Mutate Grass with 1 Mud Essence -1 Mud Essence
Creature - Mutate Ability Natural: Mutate Red Mushroom with 1 Mud Essence -1 Mud Essence
Creature - Mutate Ability Natural: Mutate Grass with 1 Earth Essence -1 Earth Essence
I assumed you'd need to actually spawn something before you started mutating it? Also not sure we can actually affect that rabbit yet. It isn't like, ours.
« Last Edit: August 06, 2023, 04:38:34 pm by Maxine »
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Criptfeind

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Re: Dungeon | Delight | Doom [5/8 - Turn 5]
« Reply #126 on: August 06, 2023, 04:44:49 pm »

Yeah I'll change my turn to something else if that's the case. Maybe I am missing something obvious, but I think the wording is a bit ambiguous, it does say "You can now spawn and imbue creatures the Dungeon has previously absorbed." which I think is unclear about if imbuing and spawning are two separate things that are now possible, or if they an order of action that can now be taken (IE: To imbue, you first spawn)

I figured I've dragged my feet enough on this turn so I wanted to get something down.
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SCREE

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Re: Dungeon | Delight | Doom [5/8 - Turn 5]
« Reply #127 on: August 06, 2023, 04:55:53 pm »

What happens if the middle of the carve is a non-open space, but open spaces are included in the area? Also, can we claim a tile that is not shown on the map, such as the tile one space to the left of column A?

Hmm. If you didn't know the open space was there I'd probably let you carve up to the open space and then correct any issues with incorrect resources (e.g unclaimed space to dungeon inventory). However, I think I'd still allow the full amount of personal influence claimed, because that seems more fun. So long as people don't exploit it.

You can absolutely claim tiles outside the map reference. Most of the map is a whole lot of nothing so I've been roughly limiting it to what you can immediately perceive from your influence squares for simplicities sake.

..Right, as it seems nobody has any issues with it, I'll edit the rabbit mutation into my turn. Actually, it looks like the earth essence got taken. I'll trade a Fate for an Earth Essence.
Also, when you feel like it SCREE, could we get an Essence Glossary update?
Sure, I'll try to have a corrected map and updated glossary (*woops, you know poison essence exists now xD) by tomorrow evening my time. No idea what happened to r J column either... A bit out of practice.

Mutating Creatures

TL:DR version - you must absorb something to the internal catalogue to mutate it:
Step 1. Absorb a Creature (if it's not in the Dungeon's knowledge yet.)
Step 2. Spawn a Creature
Step 3. Mutate the Creature
Step 4. See if you were successful in the next Turn Post.
Step 5. Automatic: as soon as you mutate a creature in any way, it becomes a Monster. The Monster Pattern immediately gets added to your personal inventory as something you now know how to spawn.

If you spawn a Monster, it will instinctually try to assist your goals and the Dungeon.

We'll go into monster behaviour more later once we have some running around. But you can set basic rules for them to follow, so to speak, depending on the intelligence of the creature it was created from (essence can also influence a creature's natural proclivities slightly. Grass has no concept of setting traps and lying in wait. However, infernal essence might grant Grass some basic malignance. Now your grass is ominous and that adventurer swore it wanted to eat him.)

You can only spawn Creatures that have been absorbed. When absorbed, you usually get some related essences natural to the creature.  So far, the grass and red mushroom have been absorbed.

The Dungeon stores all signatures of the Default version of Creatures in it's core. So you only need to help the Dungeon absorb a creature once to start spawning it. Note: there are variants of default signatures (e.g. Spellcaster goblin Vs brute goblin) but it's not really relevant yet. Just know every version would be stored so you could spawn that version.

The rabbit cannot be absorbed by the Dungeon as the creature's personal Aura is like a bubble around it, protecting it from direct contact with Dungeon/Personal Influence. Should the creature die, however, you will be able to absorb it to the Dungeon Core. All Default Creatures are available to be spawned by all as they are stored in the Dungeon Inventory, essentially. But all your personal creations are yours to trade, Horde, or release to the Dungeon Inventory. Once a personal Monster signature is added to the Dungeon Inventory, it cannot be removed.

The Dungeon can currently absorb flora and fauna.
« Last Edit: August 07, 2023, 04:42:12 am by SCREE »
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zemaj

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Re: Dungeon | Delight | Doom [5/8 - Turn 5]
« Reply #128 on: August 06, 2023, 05:03:17 pm »

Well I'm actually talking about how I don't think the area you want to build from is adjacent to influence.

Ah, I see, turn edited.  I think it should be good now?
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Criptfeind

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Re: Dungeon | Delight | Doom [5/8 - Turn 5]
« Reply #129 on: August 06, 2023, 05:11:40 pm »

Thanks for the info SCREE! That clears up all my questions I think. In that case Skies, our turns are basically kaput. What do you want to do? If you don't want the earth essence I'm okay undoing the trade.
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VermilionSkies

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Re: Dungeon | Delight | Doom [5/8 - Turn 5]
« Reply #130 on: August 06, 2023, 05:12:58 pm »

Well, under the assumption that is correct, there's two goals for mutating. I'm thinking of taking the unguided one and just smashing a bunch of essence into the plants to see if we get anything of interest. I'll write a turn to that effect if there's no objection.

Edit: If I do that, and anyone wants to do an unguided evolution, maybe I could do it for them, and we split the fate gained? Equally, if I want a guided evolution experiment, would you be willing the split the fate some Vermillionskies?
I'd be happy to split fate with anybody who wants to perform a specific mutation. Fixing my turn. I'll still take the earth essence, though.
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Maxine

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Re: Dungeon | Delight | Doom [5/8 - Turn 5]
« Reply #131 on: August 06, 2023, 05:13:39 pm »

Sorry for the bother, cheers for clarifying.

Well I'm actually talking about how I don't think the area you want to build from is adjacent to influence.

Ah, I see, turn edited.  I think it should be good now?
I think it looks fine now yeah.
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Criptfeind

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Re: Dungeon | Delight | Doom [5/8 - Turn 5]
« Reply #132 on: August 06, 2023, 06:03:59 pm »

well, with people seemingly happy to start carving out the lair, I suppose I'll stay on natural monster mutation duties (and maybe spend actions spawning monsters for Vermillion) So for now I'll just edit out my mutation actions from my turn and call it good to go for now.
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Supernerd

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Re: Dungeon | Delight | Doom [5/8 - Turn 5]
« Reply #133 on: August 15, 2023, 06:41:35 pm »

Is this game still a thing?
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Strif3

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Re: Dungeon | Delight | Doom [5/8 - Turn 5]
« Reply #134 on: August 16, 2023, 07:38:17 am »

Is this game still a thing?
I truly hope so. This is such a good game.
Feels like i can't join any game without it immediately dying. :(
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Freedom is not a spectrum.
Put me in chains, or stop telling me what to do.
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