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Author Topic: Cave Crawl, experimental. Good news, bad news: On hold  (Read 8543 times)

KineseN

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Re: Cave Crawl, experimental. Turn 3: Rattata
« Reply #90 on: February 16, 2010, 07:52:32 am »

Frederick forms an arcane fist with his mind and grab for the closest rat.

F: 30 -> 21
r: 5 -> 5
21 vs 5 = Hit
10%dmg +2 - 1 = 4dmg

The rat is nearly squeezed to death but hangs on barley. It is in a critical state. Frederick III gains 36 exp to Arcane Fist, totaling to lvl 2, 63 exp. He also gains 50 exp to Intellect, totaling to lvl 30, 50 exp.

Spoiler: Frederick III (click to show/hide)

Cheddarius see that Frederick fails to kill the rat and decides to help him.

C: 30 -> 1
r: 5 -> 2
1 vs 2 = Miss
(1-5dmg +2) - 15% + 1-3dmg= 5dmg

The first shot fails miserably. In his haste he let loose of the arrow too quick and shot himself on his left foot. Not one to give up easily he steadies himself and let loose another arrow.

C: 30 -> 16
r: 5 -> 3
16 vs 3 = Hit
(1-5dmg +2) - 15%= 4dmg

This kills the rat. Cheddarius gains 27 exp to Quick Shot, totaling to lvl 2, 36 exp. He also gains
50 exp to Dexterity, totaling to lvl 30, 50 exp.

Spoiler: Cheddarius (click to show/hide)

Sir Knightington III who doesn't want to be left out on the fun charges for the next rat, slamming down hard on it.

K: 20 -> 16
r: 5 -> 5
16 vs 5 = Hit
(2-4dmg +6) - 25% - 25%= 5dmg

The rat is instantly killed. Sir Knightington III gains 45 exp to Charge, totaling to lvl 0, 45 exp.

Spoiler: Sir Knightington III (click to show/hide)

Uh oh. It seems like we have ended up in a room filled with rats. There is also something on the wall to the north.

Before you can act the rat closest to Knightington lunges at him.

r: 5 -> 3
K: 20 -> 11
16 vs 5 = Miss
The rat misses Knightington. Sir Knightington III gains 27 exp to Dodge, totaling to lvl 0, 27 exp.

Spoiler: Rattata (click to show/hide)

The other rats knows of your presence but are wary of you for now.

Frederick feels a bit funny. His face shifts to a greener hue.
F: 20 -> 4
Needed poison resistance: 5
4 vs 5 = -1hp.

Frederick regains some mana.
F: 30*10%-> 3
F: 30*10%-> 3
Frederick regains 6 points of mana.

---
Images getting uploaded in a moment. Don't forget to point out any errors you might notice.
« Last Edit: February 16, 2010, 08:13:38 am by KineseN »
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Nirur Torir

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Re: Cave Crawl, experimental. Turn 3: Rattata
« Reply #91 on: February 16, 2010, 09:31:09 am »

How long will my light nausea last, if I do nothing to cure it?

I cast Arcane Fist on another rat.
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KineseN

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Re: Cave Crawl, experimental. Turn 3: Rattata
« Reply #92 on: February 16, 2010, 09:40:24 am »

Another 4 turns, that is 5 turns in total.
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Cheddarius

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Re: Cave Crawl, experimental. Turn 3: Rattata
« Reply #93 on: February 16, 2010, 11:01:10 am »

Er, I thought you said I could use 4 Quick Shots?
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KineseN

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Re: Cave Crawl, experimental. Turn 3: Rattata
« Reply #94 on: February 16, 2010, 11:12:33 am »

That's right. But on the other hand you didn't have a clear shot on the two others. One can argue that you should be able to hit at least the second rat, but in my mind I can't imagine someone able to shoot an arrow that close to the wall and then hit true. But then again, I've only been using training bows twice my life so I could be wrong.
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Cheddarius

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Re: Cave Crawl, experimental. Turn 3: Rattata
« Reply #95 on: February 16, 2010, 11:26:01 am »

Ah, I see.

EDIT: Does this game have free healing (just heal yourself), or do you need bandages and such? 2/3rds HP seems iffy...
« Last Edit: February 16, 2010, 11:29:54 am by Cheddarius »
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webadict

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Re: Cave Crawl, experimental. Turn 3: Rattata
« Reply #96 on: February 16, 2010, 11:31:28 am »

Start killing rats!
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Nirur Torir

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Re: Cave Crawl, experimental. Turn 3: Rattata
« Reply #97 on: February 16, 2010, 11:35:49 am »

Ah, I see.

EDIT: Does this game have free healing (just heal yourself), or do you need bandages and such? 2/3rds HP seems iffy...
Every three turns, we heal 10% of our endurance and willpower. We can also rest to heal faster.
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KineseN

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Re: Cave Crawl, experimental. Turn 3: Rattata
« Reply #98 on: February 16, 2010, 11:44:17 am »

Bandages (if you ever find any) wouldn't heal you, just stop bleedings.

Regen works only three turns after you've been hurt/used a spell, which means that someone who got hurt at turn 1 and someone who got hurt turn 2 will regen at turn 4 respectively turn 5. Also, if you cast a spell on turn 1 and get hurt turn 2 you gain mana at turn 4 and health at turn 5, not on turn 4 as one might think.
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Cheddarius

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Re: Cave Crawl, experimental. Turn 3: Rattata
« Reply #99 on: February 16, 2010, 11:52:14 am »

So is there some skill to speed that up? Or to make it stronger when it does happen?
If not, > quickshot moar rats
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KineseN

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Re: Cave Crawl, experimental. Turn 3: Rattata
« Reply #100 on: February 16, 2010, 12:08:03 pm »

Well, natural regeneration is as strong as your endurance, intellect and spirit. That means that if you get something that boost those stats, either by items, spells or whatever you can imagine, it would be boosted. But because regeneration also is a sub stat for end, int and spr you can get items/spells that only boost that part.

Example on hard stats:
30 end = 3 hp/3turn
40 end = 4 hp/3turn

Example on soft stats:
35 end + 5 end = 4 hp/3turn
35 end + 10 end = 4 hp/3turn once and then 5hp/3turn next.

Example on sub stats:
30 end + Ring of Regeneration = 3 hp/2turn
30 end + Amulet of Lifegiving = 4 hp/3turn
30 end + encumbered = 3 hp/4turn

So a powerful character might end up with:
100 end + 2 Ring of Regeneration + Amulet of Lifegiving = 11 hp/turn
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Cheddarius

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Re: Cave Crawl, experimental. Turn 3: Rattata
« Reply #101 on: February 16, 2010, 12:54:34 pm »

Drat. No healing skill, then?
> quick shooooot
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KineseN

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Re: Cave Crawl, experimental. Turn 3: Rattata
« Reply #102 on: February 16, 2010, 03:33:06 pm »

Well, while the meditation isn't a real skill, I could turn it into one. Then it might look something like:

Meditation (Active, lvl 0, 0 exp)
Must be the only action done for the turn
Cost: All your ap
Regenerate health and mana by 10% of your endurance and intellect, and additionally 10% of your spirit. Useable in combat.

Then again I can make the two others as a skill too.

Rest (Active, lvl 0, 0 exp)
Must be the only action done for the turn
Cost: All your ap
Regenerate health and mana by 20% of your endurance and intellect, and additionally 20% of your spirit. Can not be used in combat. Can not be used if enimies are close.

Sleep (Active, lvl 0, 0 exp)
Must be the only action done for the turn
Cost: All your ap
Regenerate health and mana by 25% of your endurance and intellect, and additionally 25% of your spirit. Can not be used in combat. Can not be used if enimies are close. Will be put to sleep for atleast two turns.
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Cheddarius

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Re: Cave Crawl, experimental. Turn 3: Rattata
« Reply #103 on: February 16, 2010, 03:36:18 pm »

Awesome! So do we learn these or does everyone have them?
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KineseN

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Re: Cave Crawl, experimental. Turn 3: Rattata
« Reply #104 on: February 16, 2010, 03:46:57 pm »

Actually you all have access to all the skills and abilities in the game, the only thing you have to do is to activate them.

To activate one you have to clear a (several) condition(s). Like Webadict, while he didn't start with Throwing mastery he did gain some experience when he threw the wooden dagger. The only thing to stop you from activating one is if I don't understand what you want to do.

But with the regen skills shown you are free to use them without having to learn them. Just say that you want to meditate/rest/sleep and you will do that.
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