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Author Topic: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.  (Read 1682648 times)

tilkau

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12435 on: August 25, 2014, 10:12:13 pm »

That isn't true.  There is a global increase in how much XP you need for levels as you gain more, but it's not the only factor. e: actually your link explicitly says each new skill level requires more XP.
???

Oh, I was looking in the wrong column ( the first 'total' column instead of the second)

Quote
The standard soundbite is that getting a skill from level 1 -> level 20 takes less XP than getting a skill from 20 -> 27.
What I said doesn't contradict that, at least. I definitely agree with that statement.
« Last Edit: August 25, 2014, 10:17:25 pm by tilkau »
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tilkau

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Dr Feelgood

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12437 on: August 28, 2014, 08:52:28 am »

Crawl is already easy. Did they really need to dumb down everything outside of combat? At least Qazlal is fun.
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Antioch

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12438 on: August 28, 2014, 09:58:52 am »

Removing item destruction from the game removed a certain feeling of fear from the game every time you encounter a fire/ice monster. You simply have more scrolls now, because even with dropping them you lost them from time to time. The same with the corrosion change, now it is simply another debuff and does not require you to alter your strategy at all. Jellies for example went from being jellies to being just another weak creature.

 The game requires more situations that push you out of your comfort zone, not less. I want huge silence area's, invisible threats. Weapon stealing monkey's, seriously dangerous reflection monsters. I want area's where I can't use potions or scrolls at all. I want area's that force me to use ranged attacks and Area's that swarm enemies from all directions.

I want to be scared when I explore the dungeon.



Removing encumbarance however is something that should have been done 5 versions ago, we already have item slots to limit what someone can carry.
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Parsely

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12439 on: August 28, 2014, 10:53:17 am »

When should you wear/not wear a shield?
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Retropunch

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12440 on: August 28, 2014, 12:15:55 pm »

The game requires more situations that push you out of your comfort zone, not less. I want huge silence area's, invisible threats. Weapon stealing monkey's, seriously dangerous reflection monsters. I want area's where I can't use potions or scrolls at all. I want area's that force me to use ranged attacks and Area's that swarm enemies from all directions.

I want to be scared when I explore the dungeon.


Amen! Such a lot of tension has been removed on the pursuit of getting rid of 'tedium'. Consumables need to be toned down to the point where each one is precious, as at the moment you've got more than you can ever use. Although that always used to be the case, a bad sticky flame could eat through all the teleports you brought with you.


When should you wear/not wear a shield?
Tricky question. Generally bucklers are pretty rubbish, but you basically always want to wear a shield if you're not using a two handed weapon or unarmed combat. Getting a good art/randart buckler or one with reflection can really, really help most characters even if they're unable to use anything higher.
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Nistenf

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12441 on: August 28, 2014, 02:00:01 pm »

I've cleared the Lair, the Mines, the first two levels of the Elven Halls, and explored the 15 levels of the main dungeon. I'm clearing the second floor of the Shoals now, but I'm not sure I wanna keep going down. I'm a minotaur berserker (keeping it simple) with no poison resistance. Where should I go next?
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flame99

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12442 on: August 28, 2014, 02:09:07 pm »

I've cleared the Lair, the Mines, the first two levels of the Elven Halls, and explored the 15 levels of the main dungeon. I'm clearing the second floor of the Shoals now, but I'm not sure I wanna keep going down. I'm a minotaur berserker (keeping it simple) with no poison resistance. Where should I go next?
Might I ask what your level and equipment is, as well as any mutations, should you have any?

Assuming you're powerful enough for it, I'd probably head deeper in the dungeon, and try to find some source of poison resistance and/or flying.


EDIT: Might as well toss in my 2 cents on the difficulty argument. Personally, I think that going forward, the simplification in 0.15 will work for the game's benefit. While the game is certainly too easy as-is, and consumables definitely need to be toned down, I think it will provide a better base going forward. I'm willing to bet that the developers will try to increase the difficulty of the game greatly in 0.16, and have a simpler, more accessible, and less confusing system to use in order to do so.

That said, I still don't like the complete removal of item destruction, nor the massive nerfing of corrosion. Item destruction, in my opinion, certainly needed to be toned down, but I think the jellies were great as they were; if anything, they needed to corrode more often.
« Last Edit: August 28, 2014, 02:15:04 pm by flameboy99 »
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Vactor

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12443 on: August 28, 2014, 02:20:17 pm »

So I'm just getting back into this for the first time in like 5 years, Can anyone break down the new races for me, some of them just seem like challenge races/gimmicks at first glance:

Octopede
Felid
Vinestalker
Formicide
Gargoyle
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Robsoie

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12444 on: August 28, 2014, 03:04:00 pm »

the octopode can't use any body armor but can wear 8 rings
the felid can't any use armors or weapons but gain extra lives with levels
the vinestalker can't heal with potion/wand but they gain mana by biting opponent and they have basically what the guardian spirit amulet does (split damage between health and mana)
the formicide have stasis effect permanently (no teleport/no berserk etc...) but can wield 1 handed every 2 handed things and can dig holes in walls
the gargoyle get a nasty health hit but, they gets extra AC, can get permanent flight etc.. of the new species they're probably the strongest chances for a win (won a berserker one some months ago it was really strong)

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Antioch

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12445 on: August 28, 2014, 03:17:51 pm »

Gargoyle's are easy mode, the rest are gimmicks.
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freeformschooler

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12446 on: August 28, 2014, 03:21:11 pm »

Speaking of gimmicks: Felid Berserker for a good time.
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miauw62

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12447 on: August 28, 2014, 03:23:44 pm »

Felids are basically just cats.
In addition to what Rob said, vinestalkers also get increased regeneration
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flame99

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12448 on: August 28, 2014, 03:30:57 pm »

So I'm just getting back into this for the first time in like 5 years, Can anyone break down the new races for me, some of them just seem like challenge races/gimmicks at first glance:

Octopede
Felid
Vinestalker
Formicide
Gargoyle
Octopodes, felids, and formicids are very much challenge races, by my understanding (I've not played them myself).

Octopodes can wear 8 rings, constrict enemies, can swim in water and gain bonuses while doing so, and has a passive bonus to stealth, in addition to a very high stealth aptitude. However, they can't wear any armour at all, have unimpressive aptitudes, and have lackluster base stats. While an octopode can be very powerful once you've got eight powerful rings under your belt, you probably won't get their before becoming calamari.

Felids have extra lives (One life per 3 levels), are fast, have claws I and fangs III, great aptitudes for an enchanter, slow metabolism, carnivore III, a jump attack, and passive see invisible. However, they cannot wield weapons, throw items, or evoke rods and staffs, have bad aptitudes in several things, and cannot wear any form of armour, though they still have jewelry, . I suppose if you're cautious, use hexes like mad, and get lucky enough to increase your claws level via mutations, then you could get a decent felid going. They don't have a horrible transmutations aptitude, but since they're quadrupeds, using blade hands gives them a massive reduction to stealth.

Formicids have antenna III, can treat pretty much any weapon as one handed due to having four arms (No large rocks or giant clubs, though), can use shields with a reduced penalty, can dig through walls, and make shafts under themselves to escape danger. However, they also have permanent stasis, which means no teleportation or blinking, no haste, no finesse, no berserk, but also no paralysis or slowing. Note that Lugonu's Bend Space ability and Passage of Golubria still work. Their aptitudes aren't terrible, but it does mean you'll probably be playing an earth mage or an enchanter.

Vinestalkers are good casters, particularly enchanters, since they have fangs II, and whenever they deal damage with their fangs, they regain MP, in addition to working as if the fangs had antimagic. Also, they get fangs III at level 8. They also have a spirit shield, making them surprisingly hardy once their MP pool gets larger. They start with regeneration I, which goes to II at level 6 and III at level 12. Finally, they have rotting resistance, which while not major, is still nice to have. However, they can't gain HP from potions nor wands (Though potions of curing can still remove status effects), which isn't as major as it sounds, between regeneration, large MP pools, and innate spirit shield.  Additionally, their aptitudes are pretty bad for everything save magic, with their only positive skill being stealth.

Gargoyles are one of my personal favorites, since they have natural AC that increases with levels, have poison immunity, petrification and rot resistance, electricity resistance, permanent flying at level 14, unbreathing, innate rN+, and increased GDR. However, they're vulnerable to shatter and LRD, get less AC from Statue Form, and have lackluster aptitudes for everything except earth magic and maces/flails.

You can find more info on Crawl Wiki.
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frostshotgg

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12449 on: August 28, 2014, 03:41:58 pm »

Correction: Octopodes can wear hats.
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