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Author Topic: Elona: Roguelike.  (Read 487848 times)

kcwong

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Re: Elona: Roguelike.
« Reply #1485 on: October 31, 2009, 12:55:58 am »

Allowing us to store unused APs would be good. Or earning APs on the battlefield, say when you crit. hit a boss or something.

And the "don't drop too high level guns" means "drop me only level 1 scrap metal"... which you don't have the AP to recycle. >_<
« Last Edit: October 31, 2009, 01:10:37 am by kcwong »
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Blaze

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Re: Elona: Roguelike.
« Reply #1486 on: October 31, 2009, 06:41:55 am »

I had Active +4 and I went 3 turns without any +AP and a 2 turns with +1 AP :/

I also survived to day 5 with nothing but the starting crossbow since the shop only sold longbows (Even after refreshing ffs) and the only weapon other than longbows that I found was an assault rifle needing 6 skill while I was using a sheriff. :///
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kcwong

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Re: Elona: Roguelike.
« Reply #1487 on: October 31, 2009, 07:34:29 am »

I had Active +4 and I went 3 turns without any +AP and a 2 turns with +1 AP :/

I also survived to day 5 with nothing but the starting crossbow since the shop only sold longbows (Even after refreshing ffs) and the only weapon other than longbows that I found was an assault rifle needing 6 skill while I was using a sheriff. :///

My first hunter made it past day 20 with a bowgun... crossbows are fine until you start to have too many enemies all over the place (that don't line up).

My problem for all characters right now is heavily armored opponents. The big guns can hurt them, but not that far out in the field (e.g. ballista).
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Mindmaker

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Re: Elona: Roguelike.
« Reply #1488 on: October 31, 2009, 08:37:02 am »

That game looks fun, but way too big and confusing  :o
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Blaze

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Re: Elona: Roguelike.
« Reply #1489 on: October 31, 2009, 10:11:58 am »

Ergh armored units. Anti-armor/anti-air mods are really underwhelming.

I probably would've lasted longer if I found a decent weapon for my allies, but I could only arm them with longbows (Not bowguns).

Oh, does playing in Hardcore mode affect the difficulty? Or is it just the normal game with perma-death?
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beorn080

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Re: Elona: Roguelike.
« Reply #1490 on: October 31, 2009, 01:21:24 pm »

So, I found the Ragnarok sword on day one. Decided to try it out. Quick would be a polite way of putting it.

Edit: Further attempts have garnered two levels at lvl 6, and maybe 10% complete. Research continues.

Edit2: Having finished Ragnarok, two Cups of Jure and a stack of the best grenades you can get are almost needed. If you have a very powerful gun, HMG with 5 mods was mine as a ranger, you can probably use 3 cups to better effect.
« Last Edit: October 31, 2009, 03:06:53 pm by beorn080 »
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Mindmaker

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Re: Elona: Roguelike.
« Reply #1491 on: October 31, 2009, 03:59:58 pm »

Had a Mage at level 4, which ended up pretty hopless.
Without spells and with the nerverending search for spells.

Why does identification just have to be so friggin expensive :/
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Jack_Bread

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Re: Elona: Roguelike.
« Reply #1492 on: October 31, 2009, 04:04:13 pm »

It's not so expensive because it's pretty easy to make money. Just take a bunch of escort/delivery quests.
When you take those quests, don't take the ones that need you to go to Lumiest or Noyel as those are to the far east and take a while to get to(especially Noyel).
Also don't take "Beauty and the Beast" escort quests. You can easily die from those.

I've never understood spellcasters. I always die trying to cast spells at all. :P

Neonivek

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Re: Elona: Roguelike.
« Reply #1493 on: October 31, 2009, 04:11:39 pm »

Identification is one of the reasons you NEED Negotiation

Honestly it is essential.

Once Negotiation gets a few levels the identification costs (and healing costs) drop like a rock!
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sonerohi

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Re: Elona: Roguelike.
« Reply #1494 on: October 31, 2009, 04:40:14 pm »

Or play wizard mode.
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Virroken

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Re: Elona: Roguelike.
« Reply #1495 on: October 31, 2009, 08:13:49 pm »

For elona shooter, you can survive Ragnarok by casting it right after you kill the last monster. It'll spawn the dragons, then end the day before they fire.
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Sowelu

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Re: Elona: Roguelike.
« Reply #1496 on: October 31, 2009, 08:58:47 pm »

I still haven't gotten past day 12, even on casual, but shotguns kick the crap out of ballistas.  Or at least mine did.  It seemed to do full damage, and since they are so big, all pellets hit.
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kcwong

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Re: Elona: Roguelike.
« Reply #1497 on: October 31, 2009, 09:03:12 pm »

I've never understood spellcasters. I always die trying to cast spells at all. :P

Note your chance to cast a spell... especially when you're not a mage-type. And don't over-cast (cast when you have insufficient MP).
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Mindmaker

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Re: Elona: Roguelike.
« Reply #1498 on: November 01, 2009, 06:35:35 am »

Every character which i create fails.
To weak, too poor and always hungry this are usally their main problems...
« Last Edit: November 01, 2009, 06:39:37 am by Mindmaker »
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Blaze

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Re: Elona: Roguelike.
« Reply #1499 on: November 01, 2009, 06:51:58 am »

Too poor? Do easy quests from the town board. Some people ask for things like garbage, broken sword, and other random things that can be picked up in the wilderness. Later on, if you manage to get a deed of <house type> just set it up near Yowyn (northeastern area of the map). Then head to another town, stock up on trade goods and read a scroll of recall to teleport back to Yowyn and sell there.

Traveler's food costs much less at lower levels, so you can buy them at stores pretty cheap. Otherwise, "b"ash on fruit or go forage for edible leaves in the wilderness.
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