Idle thought: Something to let us see the estimated water worth of an item, while out in the field? Add it on to snake-oiler, maybe, or have it be a class-centered thing for water merchants (and true kin equivalents)? Could be very general (valuable, very valuable, junk, etc.). Possibly require actually seeing the item in a shop or trying to sell it before you get the info. Amazing would be a toggle option of some sort so you can change the display between absolute worth and worth per unit of weight.
Huh. Looks like butchery can produce modded items that have engravings/paintings/etc. that to all appearances has information the character doesn't have -- I got a quest off one, just recently. Not sure if that's desired behavior. On the other hand, the thought of chiseling giant crabs and living to tell the tale being some kind of Qud equivalent to cow tipping is an amusing thought indeed. Be great if a future encounter had a bunch of children equipped with boxes of crayons running from an angry hoard of crabs.
It... looks like you skip part of the get-to-grit-gate quest if you recoil straight to the gate? Think I got one of the earlier step of the quest
after getting the golgotha part, when I came up to the surface of grit gate for the first time. Kinda' weird, you'd think the arrival thing would peg if you jumped straight to the forcefield, too.
Possibly let you press a specialized fire button on non-marked enemies to take the two turns to mark+fire? Still have the same interrupt you have now, just... let you press one less button.
It begins again. Beguiled rimewyk now has a laser rifle. How does a frozen iguana handle, aim, and reload a laser rifle? It is a mystery to everyone.
Friggin' popsicle lizard may actually be a better shot than
I am. Character's agility is sitting at thirty-freaking two and something that probably doesn't even have thumbs is outshooting them. At least with a laser rifle. Not sure I want to risk giving it something that uses slug ammo, save maybe a (scoped, counterweighted, assuming I can find the mod specs) sniper rifle. Now if only I could get the thing to care about how close the junk it's occasionally freezing solid is to my critter we'd be golden. Well. We'd be cool :V
... wow, flamethrowers are even more dangerous to the user than I thought. Three or four blasts are apparently all it takes to start a self-perpetuating burn if the shots happen to hit or hit near a wall. Shale wall will convert into a full 2k deep pool of lava if it gets hot enough... which will then convert any surrounding walls into lava as well, after a few turns, which will then convert any surrounding walls into lava
again, and eventually the floor is literally lava and trees and you are igniting like a dozen tiles away from the encroaching crest of the blazing geological improbability wave. I... think I'm just going to pour out all this oil and disassemble the flamethrower, and then never use one ever again. I'unno if this is theme appropriate (though it
does fit a post-apocalyptic lostech-is-the-devil type thing) but I seem to be collecting a sizeable list of items what using will kill you >_> (See flamethrowers gone wild, below)
Terrifyingly, the brooding azurepuff I had
wanted to try burning down is still alive, even after two or three dozen nearby shale walls have melted into a pool of flaming death. Those things are really far tougher than they probably should be...
Huh. Slam has no cooldown when destroying walls?
*raps the inside of an ice block with knuckles* You know, in retrospect, bringing a pet rimewym into susa was perhaps not the best of ideas.
Kinda' wish there was like a... stable or somethin', I could dump beguiled/converted junk in when they're notably suboptimal for a particular area I'm intending to visit.
If there's a "cycle visible targets" button to press when you're trying to shoot something, I can't find it. It'd be pretty nice, heh. The lock/unlock thing is pretty fiddly with enemies particularly far from each other, as well as mixed hostile/non-hostile groups.
Actually, re: Slam not having CD when targeting walls, if that's actually intentional why not just have slam passively make cudgel attacks destroy applicable walls? Then you'd just have to ctrl+direction instead of hotkey->direction, and avoid the mild confusion of the CD free wall slamming entirely.
If possible, go ahead and make salvage rummage through all piles of trash in a tile rather than just one at a time? It's pretty minor, but it's still kinda' annoying to have to dance back and forth on top of a tile that's got three or four trash piles bundled up in it.
Not sure if it's actually happening, but it seems a lot like ultra fire isn't including staggering fire's effects. I can't recall a single time something's been suppressed after an ultra fire hit. Also might could stand to be clarified a bit, since it doesn't seem to automatically (or maybe at all, it's kinda' hard to tell at times) include the second-tier (flattening, etc.) fire effects and the description reads a fair bit like it's supposed to be doing all of it, not just the ones available. Don't know if it's supposed to be doing just the base three, or whatever current situation warrants, but it'd be nice to know.
Incidentally, a debug command to either toggle ability CDs or just bring all of yours off cooldown? Would be very nice for testing stuff like ultra fire.
Heh. Somehow cute. Just noticed salthopper mandibles are blue \s, presumably because they're (near?) identical to carbide long swords. Shouldn't they be green, like the name?
Huh. Just noticed the rimewyk likes to try to hit things with freezing hands that are outside of freezing hand's range, usually by a tile or so. Dunno if that's an artifact of the thing using a laser rifle as its primary mode of attack or not, but it seems like behavior that might be undesired.
'course, not that I'm saying the foohand using AI need a buff, of all the minor nightmares possible, but... still.Met an arcwyk for the first time!
A) They are goddamn terrifying, if not necessarily
dangerous (at the very least when you've got the scry and die clairvoyance/teleport combo).
B) How in the name of the unknown atomic gods do you dodge
that by bending over backwards? That is not an attack that has the appearance of being something you can yoga your way through. Unless we dhalsim now, anyway, in which case someone needs to pony up my yoga fire and yoga teleport. I don't know how they'd be different from flaming hands and regular teleport (well, okay, I kinda' do; short range line that ends with a 3x3 AoE instead of a longer straight line, low CD but low range teleport or a reflexive teleport that lets you choose to blink somewhere nearby intead of getting hit every few turns, short range mercurial style), but they would be.
Found: Somewhere in the underground near susa: 1 Frozen Mehmet. In a susa-style cryochamber. I, uh. Uh. Um. Yeeaaaahhh. I'm just... going to let you out, now, mehmet. Who is still in joppa. Thanks, ah. Other mehmet? For the vinewafers. I'll just... take those. And go away. Far, far away from whatever the blue hell
you are.
what the blazes did I just encounter, how did it happen, and how do I make it never happen again? (See mehmet gone improbable, below)
Idle thought: Let dismember work with non-axe serrated weapons?
Minor typo: When you slam a wall, there's no space between what the wall is and the "is" that comes after, so you get stuff like "The shaleis destroyed."
Jeez, I found another swarm rack.
This one is
1500 lbs. How did this thing even get here?
Would... would there happen to be some way to get the susa cybernetic stuff to put out for mutants? Someone or another I can murder and haul into the machine to spoof the genetics check?
Minor bug with eigenrifle, now that I really notice it. Looks like targeting defaults to the last thing the rifle's shot hits, even if you targeted something
else with the shot. Is kinda' annoying.
Doors you can't break flanked by walls you can use slam on will forever be amusing, ehehe.
Welp. That's a beguiled sky-bear, right there. Now let's give it some reinforced nanoweave and a serrated crysteel battleaxe and... hold off on the missile launcher. Let's just see how this plays out for a bit, ohoho.
Oh hey, one of the mental mutation critters brought in a space-time vortex. "A leering stalker climbs through the vortex!" Uh. Good, um. Good luck, skybear. I'm just going to... teleport a few rooms away.
Yeah, I'm still not quite sure what this thing is firing but good
gods is it a visual pain in the hindquarters.
Welp again. Decapitated the leering stalker. I... wasn't expecting that to happen. It still had more or less full health and I could barely penetrate its armor, even with a four stack of cleave. I'll take it. Anything to get that mess off my screen. Also
blast cannon, huh? Interesting.
I have given the skybear a gas mask as reward for surviving the stalker. No particular reason except the mental image of a giant doom bear with a jetpack and gas mask rocketing around everywhere with a huge serrated battleaxe is amusing. Now if only it would stop randomly rocket charging me. Doesn't do any damage, but still...
Also just noticed you can't seem to give the skybear attack orders? I look at it and press a and nothing happens.
Oh hey, one of the megapaladin dudes apparently infected my face with fickle gill. I. I don't know what to think about this turn of events. Any of it.
I now have the mechanimist high priest's face. Welp.
Oh, neat. I didn't even notice mental mutations could level past 10. My teleport CD is now down to... 1. With twoheaded and willpower factored in, anyway. Shame the physical ones don't have an equivalent progression...
Heeeey. Six day stilt pit thing. Be really nice if we could throw in stack of stuff. When you've got a forty stack of HE missiles you'll never use because they'll kill you, being able to chunk the lot in one go would be... nice. Much nicer than having to do it one by one.
... also, because doing it one by one like that can theoretically cause you to do stuff you don't want to (like, say, when the last option is the same key as throwing), when you get into a rhythm and then... miss. Incidentally, so long as you don't actually hit any
one, the machanimists are apparently perfectly fine with you blowing up their sacred well with a grenade.
Whoops.Oh, wow. Yeah, okay. Okay. Alright. Let it be known I just savescummed. I knew this fickle gill thing was going to cause problems, but what I didn't know was that it would effectively deep-six the porcupine bear quest line when you came back from the spindle.
Idle thought: Water is currently the best waterskin based trade good just because it let you
keep the waterskin. It'd be nice if that was equalized one way or another. Traders taking the liquid out same as water, or water requiring the skin, too. Much preferably the former, heh. Third thought would be some kind of extra container option, something with either significant size or zero weight, that can be tinkered up but
can't hold water. Specialized non-water trade container, basically.
Huh. Albino ape dude is... hated by the consortium of phyta. Who have a shopkeeper chilling a couple buildings away. For burning down one of their villages. Kiiiinda' odd. Half wonder what would happen if I knocked down the walls between the two. Definitely starting to wonder if some adjustments to the randomized faction thing could be called for. Something in the town generation that makes sure no one inside it is hated by anyone else's faction?
Oooh,
interesting. It seems if your beguiled minion deals the killing blow to a legendary creature
you don't take the faction relation change. Not sure if the minion does or not, since it's not terribly easy to check.
Idle thought: Let navigation related effects worn by party members/minions add on to whatever you have, if they already don't? If a compass bracelet helps you, a wingbear with a spare might help out, too.
... AI is... not very good at handling that skybear jetpack thing. Just kinda' throwing that out there. Hopefully so that at some point in the future my screen won't be filled up with flaming lines of asterisks and huge plumes of smoke from a bear apparently high on exhaust fumes.
Oh ho. Apparently leering stalkers come from the pink deathlands! Good to know.
... also, I've apparently encountered one of the things that tote those several-hundred/over-thousand lbs swarm racks. Hello pyramid. I'm. Going to leave you alone, I think.
Learned: Apparently if you aggro something and then teleport into an inaccessible (to them) part of the map, they will ignore your allies while said allies wail on them. Completely unreleated to that, it takes a long time for a sky bear to kill a leering stalker. Ah, wait, no, no. I think the stalker just ran out of ammo on the blast cannon. Wait wait, no no no. Think I actually pegged it, this time. Skybear with the serrated axe managed to chop off whatever limb was holding the blast cannon, which led to a more-or-less defenseless leering stalker. Huzzah!
I... idle thought. Can the stunned popup box be somewhere that's
not centered? Because I swear, every time that thing shows up I have a short moment of mild terror thinking something just one-shot me and my poor heart don't need this.
Apparently decapitation is the best way to handle leering stalkers. That plus low-CD teleportation, anyway. Another way in which axe appears to just be kinda' better than everything else where it matters.
corollary note, I really should have thought about using EMP on these things waaay earlier than I havehuh. so that's what swarm racks do. oh god, that is what swarm racks do
why did a quarter of the map's walls just disappear DXIncidentally, taking a full round of point blank swarm rack to the face? Not healthy! Ahahaha! What exactly does it take to kill a chrome pyramid, anyway?
Bright side of being basically unable to kill stalkers except through decapitation: It's a steady income of 7 bits, ehehe.
Interesting. Apparently the combat log knows what something is even if you can't see it at the moment. Shooting something outside your light coverage appears to report the damage and target as normal. Seems a bit undesired? You'd expect a "something" rather than the actual name, and maybe an obfuscated damage report, too. Just a "you hit something" without any indication of what or how hard.
Ooh, nice. Just thought of seeing how effective pistols are against the seekers. That disarm is pretty much perfect, much more reliable than dismemberment for disabling the blast cannon one way or another. Once that cannon's on the ground the seeker itself is just a harmless blob of HP. Only problem is the best pistols I have at th'mo (overloaded laser) are light based, and we've talked about light weapons already
Though now that I re-read disarming shot's description, it kinda' looks like chain pistols will be significantly more effective for disarming.
Oh hey, another apparent exception to the extra slot stacking... thing. Seems the ego boosts from faces can work for each face. Also have learned that mental mutations, while able to go higher than physical ones, still can't go over level 13. Easy to see when you've got a couple leering stalker faces to swap out, and can effectively toggle a six point ego shift.
So... what exactly are disarmed turrets
doing when they attempt to melee you? Maybe a turret that doesn't have weapons anymore should just keel over dead? Or self-destruct or somethin' if anything gets near it, something like that.
Huh. EMP seems to unstack grenades, and they don't restack when the EMP wears off. It is somewhat spectacularly annoying. Dropping and picking the back up works, at least.
Weird. At the absolute least in dueling stance, you can use swipe while phased out and it'll hit unphased enemies. 'Bout to check and see how viable it is to ghost disarm a chrome pyramid, I think.
... it is entirely too viable. Way,
way too viable. Also it's kinda' odd you can step into forcefields while phased, but you can't teleport onto them. Also that said, the pyramid's tendency to teleport on top of you after you teleport, and the fact that apparently explosions ignore phase state, doesn't make it as viable as it could be. If you're going to scry and die, make sure the retreat lands you in a fairly open area, so the swarm doesn't hit walls and explode you.
Incidentally, explosions ignore phase state. Seems odd. I could see it for certain kinds (EMP, maybe electrical, definitely resonance/disintegration, for examples), but bog standard kaboom feels kinda' off.
Heeeyyy, chrome pyramids can't teleport on top of you if you're sitting in a 1-tile hole somewhere buried in the walls. Also apparently slam can destroy walls while phased, too, which hey. Portable buried wall hole.
sweet mother of fornication clonelings can clone chrome pyramids
Fortunately doesn't clone the weapons, too, but the map I'm testing swipe murder on a pyramid now has two
new chrome pyramids running around harassing quillipedes.
welp. Took three goes, since swipe likes to knock off the missiles, first, but I have now stripped a chrome pyramid of its swarm rack. Ah ha ha ha.
turns out the pyramids are hilariously bad melee combatants, similar to the leering stalkers The pyramids apparently have vital heads. I just decapitated one. Make that three.
So, summation. Teleport+clairvoyance+phase (preferably the mutation, but I guess injectors would work in a pinch), sufficient willpower (and maybe two-headed) to get teleport down to a sub-10 cd, long sword+swipe+high-ish agility, probably axe+decapitation, too. Make sure you very emphatically
don't put yourself between the pyramid and a nearby wall. Phase, teleport in, step into the forcefield, swipe, teleport out, ideally into some cubbyhole too small for the pyramid to follow you into. Wait for CDs to finish up, then repeat until you hit the swarm rack and the pyramid is now a giant floating punching bag. Hit until you lop off its head. Congratulations, you have now killed a chrome pyramid ostensibly in melee. Enjoy picking up that hundred stack of HE missiles.
Uh. Huh. So apparently when a cloneling clones a chrome pyramid, it spawns two HE Missiles on the floor. You can pick these missiles up! However, doing so does not remove them from the floor. Which means you can pick them up again. And again. And again. Infinite missiles. S'actually even more buggy than that, tooling around with a bit more. Not really sure how to describe it, but it definitely is something wonky code side.
Oh jeez, autoexplore/autoget even recognizes how helpless a disarmed turret is. They basically don't count as enemies unless you're in melee range, if you boop their weapon out of their hands.