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Author Topic: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.  (Read 1683839 times)

Leafsnail

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2985 on: July 14, 2010, 04:40:09 pm »

It should cause lots of monsters to desperately try to stop you, but make you ridiculously powerful at the same time.  THAT would be fun.
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beorn080

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2986 on: July 14, 2010, 04:41:08 pm »

Yeah. At least the Amulet of Yendor let you ascend when you got out.
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Soadreqm

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2987 on: July 14, 2010, 04:54:57 pm »

It should cause lots of monsters to desperately try to stop you, but make you ridiculously powerful at the same time.  THAT would be fun.
Oh, yes. That is exactly what I'd like the orb to do. Of course, the dev team seems to be thinking the opposite and never listens to my very well informed advice. ::)

Running past a horde of demons to the exit might not make for a climactic endgame, but blasting your way through the horde with the artifact you set out to retrieve certainly might.
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Robsoie

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2988 on: July 14, 2010, 05:06:27 pm »

The game is way too easy, so let's make getting the orb back to D:1 nearly impossible !
Carrying the orb would make the character lose 10 health points by turn !
The orb should then set the mana to 0 permanently !
And lose 5 random stats points by turn too !
10% of chance of the orb giving the player insta-death when climbing a stair !
/sarcasm
I don't see how making the game even more ridiculously difficult is adding any kind of fun, that sounds to me more like being silly design.

Quote
Running past a horde of demons to the exit might not make for a climactic endgame, but blasting your way through the horde with the artifact you set out to retrieve certainly might.
Now this is what is a -fun- idea, because it is making the fact that you managed to grab the Orb something extremely rewarding to the player instead of anti-climatic.

What best revenge and fun than to blast all those high end demons lords spawning at every floor with your Orb, those same demons you spent most of your time running away from when you were exploring the dungeon.
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Leafsnail

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2989 on: July 14, 2010, 05:08:22 pm »

How about it gives you infinite mana points and incredible melee/ ranged power, while sealing the other branches (so you can't just go clear a Ziggurat easily)?  Heh, it'd rule.
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Mr.Person

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2990 on: July 14, 2010, 05:17:06 pm »

The Orb Guardians should turn friendly when you grab the Orb. After all, you're the new master of the damned thing, they should be doing what you say. Oh, and make it heavier so it's harder to apport. Or just make it un-apportable.

Yeah, it should give you some nice powers. Increased regeneration, increased mana regeneration, inVoke to summon friendly Orb Guardians, increased spell power and success rates, decreased exp gains (just like the robe of the archmagi), and for as long as you carry it, might, brilliance, and agility.

On the other hand, all monsters should be generated awake. Upon entering a level, all monsters that are asleep are awakened. This is better than constantly making noise since it doesn't kill stealth. Certain monsters get upgraded (Orcs turn into warlords, high priests, or sorcerers. Skeletons turn spectral. Hydras get 5 bonus starting heads. All ugly things turn into very ugly things. All slime monsters are titanic. All jellies/oozes are death oozes, azure jellies, or acid blobs. All crystal balls get turned into orbs of fire. All reptiles turn into dragons. All shapeshifters are glowing. All liches are ancient. All bats are vampires. All plants are oklob plants. There's more, this is just what comes to mind). Unintelligent monsters have a 1-in-HD chance of berserking every turn they see you with the orb. Intelligent monsters that do not cast spells should have a 5-in-HD chance per turn of choosing to cast berserk or not. Intelligent monsters that do cast spells have berserk and berserk other added to their spell list. The "in-HD" thing is so that weak monsters get turned into bigger threats by berserking rather than monsters with nasty powers not using them since they're berserked. Also, on D:1, the dungeon makes its final stand against allowing you to escape. D:1 with Orb, specifically near the entry vault you originally entered, should be the toughest challenge in the game, easily.

Pretty much just for flavor, but if the player's carrying the Orb and worships Beogh, ALL orcs should become followers. Who wouldn't join a guy carrying that kind of ancient artifact? I wonder how Nemelex would react if you sacrificed the Orb to him. I wonder how Lugonu would react if you carried the Orb into the Abyss and just dropped it. I wonder how Xom would react if you lost the Orb somehow. I wonder how Trog would react if you wielded the Orb and beat monsters to death with it. I wonder how Beogh and your orc followers would react if you gave the Orb to one of your followers. I wonder how Cheibriados would react if you tried to make the Orb ponderous. I wonder how Vehumet (once they change him) would react if you killed a monster by throwing the Orb at it. At the very least, all of these should give YAFMs.
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Hmm...I've never been a big fan of CCGs - I mean, I did and still do collect Pokemon cards, but I never got heavily into the battling and trading thing.

By definition that makes you a fan since you still buy them.

Soadreqm

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2991 on: July 14, 2010, 05:33:24 pm »

How about making the dungeon crumble apart? That's a pretty common scenario. You snatch the glowing power source, or kill the wizard, or something like that, and rocks start falling. In effect, there would be random, increasingly frequent and annoyingly damaging cave-ins, and the dungeon layout would change like crazy. And on the other hand, you have the Orb, which you can evoke for a shitton of useful abilities. Blasting enemies, blasting walls, maybe flight or something in case you've managed to get all the way down without it and get trapped by the flowing magma. That'd also explain WHY the monsters are so hot on the glowing ball.

I don't think it should be extraordinarily difficult. Just different from the rest of the game, to communicate the idea that you have almost completed the stated objective and Shit Just Got Real. Like Zelda: The Ocarina of Time did. You strike down Ganondorf, and get treated to a time-limited sequence where you scale down his burning and collapsing tower. You have a lot of health at this point, and the falling rocks aren't really all that dangerous, and there's no reason you couldn't complete it on your first try. Oh, and afterwards, Ganondorf goes all One Winged Angel and you fight him again in the smoldering ruins, but that's neither here nor there.
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Leafsnail

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2992 on: July 14, 2010, 05:34:15 pm »

Heh, that'd be funny... having a different god gives you a different aim for the orb.  So Xom wants you to throw it into lava :P.

Dungeon crumbling is also cool.
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Robsoie

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2993 on: July 14, 2010, 05:39:26 pm »

something fun in 0.7.0 is the Arena, some similarities to the Dwarf Fortress arena.

I typed
Code: [Select]
6 daeva v 6 pandemonium lordand watched the battle, the daeva managed to kill 4 pandemonium lords before dying from the amount of summon the demons got with them.

I wish it was more worked and there was more control for this promising mode, at least some way to select the monsters without knowing their name first and writing them, or some kind of detailled log of the battle that occured (the battle.result file just list the name of both side and 1 for the winning side and 0 for the losing one).
Additionally instead of exiting automatically few seconds after the battle end, it could let you examine the survivors, or allowing to set more than just 1 round to decide of the battle result would be another good thing.
Adding an option to have the player being able to control one of the monster present at the start of the battle would make this even more fun.

Always wondered if Sigmund was stonger than his brother, just type
Code: [Select]
Sigmund v EdmundI made 5 battles, Edmund won 4 times, Sigmund only once.

Anyways, with more work, this game mode has a lot of fun potential. I hope the dev will give it some more love in 0.8.0 as apparently 0.7.0 is very close to a release.

monster name list if you need.
« Last Edit: July 14, 2010, 05:41:37 pm by Robsoie »
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Mr.Person

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2994 on: July 14, 2010, 05:48:34 pm »

Find something that can beat the Royal Jelly. Any map, any monster, any items, whatever, just find something that can go head-to-head with the Royal Jelly one-on-one and win.
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Hmm...I've never been a big fan of CCGs - I mean, I did and still do collect Pokemon cards, but I never got heavily into the battling and trading thing.

By definition that makes you a fan since you still buy them.

Leafsnail

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2995 on: July 14, 2010, 05:52:23 pm »

How do you use the arena in 0.6 again?  It says to use the "command line", but I'm not sure what it means by that.
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quinnr

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2996 on: July 14, 2010, 06:00:14 pm »

In windows, right click the shortcut to run it, and add the -arena to the end of it.
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Dr.Feelgood

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2997 on: July 14, 2010, 06:08:55 pm »

Find something that can beat the Royal Jelly. Any map, any monster, any items, whatever, just find something that can go head-to-head with the Royal Jelly one-on-one and win.

I tried that last week. Cerebov can beat the Royal Jelly if he summons his demons early in the fight. Otherwise, he's screwed. Only Cerebov and the Royal Jelly are a decent match for each other, everything else dies too fast.

How do you use the arena in 0.6 again?  It says to use the "command line", but I'm not sure what it means by that.

Download 0.7 trunk. Arena and Sprint are selectable on the main menu.
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Leafsnail

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2998 on: July 14, 2010, 06:35:48 pm »

Nah, got it working now anyway.

Antaeus kills The Royal Jelly easily, but generally gets mobbed by all the crap that got generated afterwards.

And the Test Spawner owns it!

On a more serious note, Lom Lobon can kill it too.

So can Mara.  He just clones the Royal Jelly a couple of times, and hey, whaddya know...
« Last Edit: July 14, 2010, 07:01:32 pm by Leafsnail »
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Dr.Feelgood

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #2999 on: July 14, 2010, 07:03:48 pm »

If a monster dies after winning, the game considers it a tie. The Royal Jelly will beat Antaeus if it runs away and let all those jellies kill him. After testing it 3 times the score is:

antaeus v the royal jelly
0-1

The test spawner was designed to be unbeatable.  :P The game doesn't consider it to be a legit match:

test spawner v the royal jelly
0-0

edit:

Mara never clones the Royal Jelly when I do it.

mara v the royal jelly (tested 5 times)
0-5

lom lobon v the royal jelly (tested 3 times)
0-2
« Last Edit: July 14, 2010, 07:15:32 pm by Dr.Feelgood »
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