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Author Topic: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.  (Read 1684044 times)

Robsoie

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2925 on: July 12, 2010, 07:30:32 am »

Someone tried the latest 0.7.0 trunk with the tiles ?
They changed entirely the graphics :

(even a few monsters are different, at least the few i encountered so far)

For the monsters they're nice kobold especially does not look like rabbits headed, but for the dungeon personally i find it now a bit too blurry and dark with not enough difference between walls and grounds :/
« Last Edit: July 12, 2010, 07:34:55 am by Robsoie »
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ChairmanPoo

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2926 on: July 12, 2010, 08:02:09 am »

I'm trying to use that git thing to get 0.7's sauce. I'd like to know where is it storing stuff exactly, though.
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forsaken1111

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2927 on: July 12, 2010, 08:02:23 am »

It now looks like a dark and gritty dungeon rather than a bright shiny room
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DJ

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2928 on: July 12, 2010, 09:10:45 am »

It looks almost solid black on my screen.
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Soadreqm

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2929 on: July 12, 2010, 09:43:29 am »

Speed isn't that great a brand for already fast weapons anyways since there's a cap to how fast they can go. That cap is the reason quick blades can't have the speed brand, by the way, since they're already as fast as weapons allow. Of course, your skills make you attack faster, but that's another issue.
How does this work, exactly? I've used some daggers of speed with spriggans, and they have been just ridiculously fast. Does the weapon speed work more like a penalty to the natural creature speed, thus being more beneficial to already fast creatures?

My previous game where I had one, a spriggan assassin, ended quite recently. In an exceedingly annoying way. I was level 19, on D:20, and found a bunch of orcs and a troll. No sweat, I though, I don't have to retreat into a corridor to fight a few measly orc knights. Well, they took a while to go down, and I decided that, on a second thought, maybe it would be wise to fight them one on one. And while retreating, an orcish priest smote me. And I died. And that was that. I was just loaded with stuff that would have saved me if only I'd thought of using it! >:(

This is a depressingly common trend in those of my games that last beyond the first few levels. The first few levels, I just storm through the dungeon, with little regard for personal safety. On CDO, my best score is 202 809 (the spriggan assassin I just mentioned, by the way) and my average score is 1571. I think the contrast was even higher when I played on CAO.
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Frumple

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2930 on: July 12, 2010, 10:04:03 am »

'ccording to th'wiki, th'speed brand occasionally gives you a second swing when you attack. I think that's about it.

The wiki tells you how skills effect weapon delay too, I think. Th'things pretty useful, for all that I don't play crawl much (and cheat horrifically when I do. Infinite ammmoooooo.).
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Dr.Feelgood

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2931 on: July 12, 2010, 10:04:46 am »

They finally added info for the new tournament:

http://crawl.akrasiac.org/tourney10/index.html

Wow. Bay12Dwarfs got to 5th place last year. You guys are pretty awesome.  8)

Someone tried the latest 0.7.0 trunk with the tiles ?
They changed entirely the graphics :
(even a few monsters are different, at least the few i encountered so far)
For the monsters they're nice kobold especially does not look like rabbits headed, but for the dungeon personally i find it now a bit too blurry and dark with not enough difference between walls and grounds :/

Some guy called Poor Yurik made a ton of changes to the tiles. I think it's great, but some of the monsters hard to see against the background.

How does this work, exactly? I've used some daggers of speed with spriggans, and they have been just ridiculously fast. Does the weapon speed work more like a penalty to the natural creature speed, thus being more beneficial to already fast creatures?

http://crawl.chaosforge.org/index.php?title=Attack_speed
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ChairmanPoo

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2932 on: July 12, 2010, 10:10:28 am »

damn, I'm getting a headache with this git thing, but I think I got it to work in the end. Hopefully I am compiling 0.7.

Why cant they do linux releases as they do for mac and windows?
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Robsoie

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2933 on: July 12, 2010, 10:31:07 am »

It's really bad that the new main dungeon tiles have the walls too similar in darkness and contrast to the floor (floor looks a bit blurry too), other than that it would be a nice change.

Quote
200/100/50 clan points for fewest creatures killed (including by summons, &c.) in a win.
Too bad it needs a "win" :D , as my latest vampire necromancer in the last trunk 0.7.0 run killed just a rat and concluded by the character death at level 1, floor 1, killed by a simple hobgoblin that resisted apparently every of my Pain spell (while the spell actually never failed to damage me, i believe it was what did the most damage to me :D ) .

One of my shortest and most ridiculous ever run.
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ChairmanPoo

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2934 on: July 12, 2010, 10:35:25 am »

At low levels pain fails a lot like that. That's why I stated at the beggining of my crawl games that necromancers seemed underpowered.

The trick is in concentrating early on using pain, as to develop necromancy, and thus have it fail less and less often. I also ignore (the first book's) summons for the most part. I pick vampiric draining, then destroy undead (the big weakness of vamp draining and pain is that undead and fiends are immune. At least this way you can deal with the undies). ANd then, if I have spare spell slots and nothing better to invest them in, I pick the raise dead one. Raise skeleton is best ignored, as it will not provide good pets, and will ruin your food source, which is vital early on. The biggest difference between my early necros and my late necros is that in the latter ones I butcher anything edible.
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Vactor

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2935 on: July 12, 2010, 10:42:43 am »


My previous game where I had one, a spriggan assassin, ended quite recently. In an exceedingly annoying way. I was level 19, on D:20, and found a bunch of orcs and a troll. No sweat, I though, I don't have to retreat into a corridor to fight a few measly orc knights. Well, they took a while to go down, and I decided that, on a second thought, maybe it would be wise to fight them one on one. And while retreating, an orcish priest smote me. And I died. And that was that. I was just loaded with stuff that would have saved me if only I'd thought of using it! >:(


This is why you have to set rules for yourself, i.e. you ALWAYS retreat to a corridor when fighting more than one mob, even if it is the easiest thing to fight.  You have to force yourself to develop the proper habits to counteract the tendency to get cocky.
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Robsoie

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2936 on: July 12, 2010, 10:43:16 am »

Quote
At low levels pain fails a lot like that. That's why I stated at the beggining of my crawl games that necromancers seemed underpowered.

The trick is in concentrating early on using pain, as to develop necromancy, and thus have it fail less and less often. I also ignore (the first book's) summons for the most part. I pick vampiric draining, then destroy undead (the big weakness of vamp draining and pain is that undead and fiends are immune. At least this way you can deal with the undies). ANd then, if I have spare spell slots and nothing better to invest them in, I pick the raise dead one. Raise skeleton is best ignored, as it will not provide good pets, and will ruin your food source, which is vital early on. The biggest difference between my early necros and my late necros is that in the latter ones I butcher anything edible.
Yes, the strength of the Necromancer appears when he is having at least 7 or 8 levels, as his necromancy power should be good then, and you should have a few usefull spells.

In my best ever Vampire Necromancer run i managed to bring it to clean the crypt, and defeat the Ancient Lich (huuuuge thanks to the fabulous Haunt spell that i just obtained from asking Kiku the Necronomicon in the altar that was on a Crypt level).

A really great spell until Haunt was Twisted Resurrection, that gives you abomination (more or less strong depending on how much corpses you gather, that's where Kiku is great with his Gifts of Cadavers ability).
Not only those abominations are really tough and strong, unlike all those useless zombies and undead spells, but they can follow you through stairs.

Though i am sure, all of this being too fun for the player, it will be nerfed to being useless on a future update.
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Medicine Man

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2937 on: July 12, 2010, 10:55:44 am »

Gifts of Cadavers...that sounds like a Death Metal band  :)
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ChairmanPoo

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2938 on: July 12, 2010, 11:17:10 am »

Finally managed to get 0.7 running. The mouse sentitivity in the intro menu is a nice annoying touch because it tends to trigger the "help menu" accidentally when you have to "click to continue". The dark layout is not bad. I didn't mind the former one, but this one looks "grittier"; that's true. I dont like the new kobold sprites, they make me think of undead for some reason, and that kind of confusion is bad, but I guess Iĺl get used to it.
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beorn080

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2939 on: July 12, 2010, 12:11:54 pm »

At low levels pain fails a lot like that. That's why I stated at the beggining of my crawl games that necromancers seemed underpowered.

The trick is in concentrating early on using pain, as to develop necromancy, and thus have it fail less and less often. I also ignore (the first book's) summons for the most part. I pick vampiric draining, then destroy undead (the big weakness of vamp draining and pain is that undead and fiends are immune. At least this way you can deal with the undies). ANd then, if I have spare spell slots and nothing better to invest them in, I pick the raise dead one. Raise skeleton is best ignored, as it will not provide good pets, and will ruin your food source, which is vital early on. The biggest difference between my early necros and my late necros is that in the latter ones I butcher anything edible.
Personally, I find animate skeleton to be a great spell to know. When you butcher, you occasionally leave a skeleton anyway, so why not get a distraction out of it.
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