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Author Topic: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.  (Read 1683008 times)

zchris13

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #3240 on: July 23, 2010, 06:53:22 pm »

They can walk, you know.  The dungeon has a life of its own.
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Mr.Person

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #3241 on: July 23, 2010, 07:03:24 pm »

I've died from running too late and from running too soon. Nothing's more frustrating then running into shit that's more dangerous than what you were fleeing from in the first place.
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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.

Frumple

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #3242 on: July 23, 2010, 07:05:54 pm »

They can walk, you know.  The dungeon has a life of its own.

Oh aye, but when you genocide a level and take a few more laps around it to to make sure everything's dead, then head toward the stairs down and get 'Fwooshed', they're either coming in from other levels, through the walls, or out of thin air. The last amuses me more :P
Of course, critter movement is more of an issue before you clean house, but there's definitely some generation going on from time to time.

But yeah. Moral of the story: Running's only a good idea when you can't kill it (or doing so would cause bigger problems later, such as needing to burn resources to kill it), because if it's dead, it's not going to jump you in the alley when you're running from something even more dangerous. Something like that, anyway.

Corollary moral: If it doesn't resist confusion (or poison, I guess), mephetic cloud will kill it or enable you to kill it. I still haven't found any exceptions to that rule (but if there are some, someone please warn me before I run into it). Even though I hope to whatever's listening they devs don't nerf that spell, I can't but help think it's overpowered for its level, to an extent. It's ridiculously useful for the first dozen or so dungeon levels, to the point of making them almost trivial...
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quinnr

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #3243 on: July 23, 2010, 07:10:13 pm »

..
sorry, but what's the setting for non-# walls?
I just cannot get used to them :)
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zchris13

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #3244 on: July 23, 2010, 07:14:12 pm »

I've seen a hobgoblin come down the stairs on D:1 before.
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quinnr

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #3245 on: July 23, 2010, 07:16:15 pm »

Less spell levels in 0.6?
Craaapppp.
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Frumple

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #3246 on: July 23, 2010, 07:16:48 pm »

..
sorry, but what's the setting for non-# walls?
I just cannot get used to them :)

I'm not sure myself, but the options guide file suggests this (I think):
Spoiler (click to show/hide)

More than what it says, I can't help yeh. It's beyond me, heh.
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Mr.Person

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #3247 on: July 23, 2010, 07:17:45 pm »

Monsters generate and can "come down stairs". Even branch stairs, so don't put your stash on the same floor as the Slime stairs!

Mephitic Cloud's been nerfed in that high-HD monsters are much, much harder to confuse and break out of confusion much faster.
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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.

zchris13

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #3248 on: July 23, 2010, 07:21:02 pm »

Yes, the elephants came out of confusion extremely quickly.
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quinnr

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #3249 on: July 23, 2010, 07:31:06 pm »

char_set = IBM
and some putty settings.

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Leafsnail

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #3250 on: July 23, 2010, 07:36:56 pm »

Lair :2 is generally best to start off with, since it won't get slimed/ picked up by merfolk.
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Dakk

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #3251 on: July 23, 2010, 11:22:37 pm »

Meanwhile...



KOBOLDS, KOBOLDS EVERYWHERE.
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ლ(ಠ益ಠლ)  ┻━┻

Table flipping, singed style.

ChairmanPoo

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #3252 on: July 24, 2010, 12:44:24 am »

-z
-d (mephitic cloud)

problem solved
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Kagus

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #3253 on: July 24, 2010, 01:19:25 am »

Damn...  Super Orc Jesus, you shall be missed.  I shall fondly remember the time when Bogric turned to you and said,
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Your orc says, "Super Orc Jesus, you are my only friend"
Tried out a ghoul ice elementalist.  Worked out fairly well, actually.  I wasn't alive long, but I was ripping it up through the first couple levels with hardly a spot of trouble.

Then I ran into Crazy Yiuf and got cocky.  First whack was paralysis, second hit was electrocution.  Bzzap.


Now I need to find another oddball combination...

ChairmanPoo

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #3254 on: July 24, 2010, 02:36:29 am »

Damn...  Super Orc Jesus, you shall be missed.  I shall fondly remember the time when Bogric turned to you and said,
Code: [Select]
Your orc says, "Super Orc Jesus, you are my only friend".


ROTFLMAO
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