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Author Topic: Tome 4: Tales of Maj'Eyal  (Read 492578 times)

Graven

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1020 on: February 23, 2013, 06:00:51 am »

I unlocked uttercold on my Wyrmic, to my surprise. I hadn't really played anything else with great AoE cold damage, so that was surprising. Also isn't there an option to switch tiles with a friendly character? I could've sworn there was a while ago.
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"Hear me, exalted spirits. Hear me be you gods or devils, ye who hold dominion here. I am a wizard without a home. I am a wanderer seeking refuge."

Darkmere

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1021 on: February 23, 2013, 12:01:35 pm »

Alfred the holographic Sher'tul isn't a party member. It's a friendly NPC with a dialog screen when you talk to it, walk into it, click on it, etc. I tried everything I could think of, so I'll probably just screenshot it, submit it in Bug Reports, and start over.

Yeah, it sucks, but it's not like level 22 is a huge investment in anything but auto-exploring early dungeons.
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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.

DeKaFu

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1022 on: February 23, 2013, 03:46:24 pm »

I've been playing this game for quite a while, and it just now clicked that "Atamathon" = "automaton".

:|
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DeKaFu

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1023 on: March 01, 2013, 03:12:11 pm »

Sorry for the double-post, but guess who just won their first roguelike? Hint: It's me!

Spoiler (click to show/hide)

So...I'm still alive. What is there to do in the post-game? Farportals, Atamathon, anything else? Would I be totally crushed by Atamathon? (never tried)
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lemon10

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1024 on: March 01, 2013, 03:41:06 pm »

Yeah, that basically it. Atamathon, farportals, and the Infinite dungeon.

I'm not quite sure how tough you will find Atamathon (although I think he will kill you, since you don't appear to have enough resists and such to sheild through all the damage he can deal to for more then a 1 or 2 turns (at which point you start to take +1000 damage per turn)). Before you fight him you will want to get as much fire resist as possible, keeping in mind that he also has 50% damage return. If you can turn off his damage return he becomes quite a bit easier. Now, if you can get your fire resist up near 75%, I think that you will be able to kill him, although it might still be a little tough.

Once you beat Atamathon though, there isn't really much worth your time to do.

Doing the ID kind of sucks, since you can't level up past 50 even there (and eventually you will just be running into regular enemies that are OMGWTF strong without any real way of getting stronger), and farportals are basically annoying grinding till you find a boss that can beat you (eg. dreaming horror necromancer bulkward) without breaking a sweat.
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That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Eurynomos

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1025 on: March 03, 2013, 12:24:26 am »

Main problem is that I YASD too much in this game. I don't play TOME with the same level of care that I do with a game like say, Dungeon Crawl. Better adjust if I want to win, cause I've only been to the east I think, around 2 times out of countless times I've played.
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1026 on: March 13, 2013, 09:40:42 pm »

New version? New version.

Quote from: Release highlights
Improved UI, notably the chat, allowing you to join custom channels, read multiple channels at once, ...
New spell effects
The Oozemancer: a new class, inherently antimagic, dedicated to protect Nature against the assaults of arcane forces
New zone: the sludgenest
A huge list of improvements to many classes and features!

Spoiler: Expanded changelist (click to show/hide)

Current opinion: Slime spit is hilarious horseshit and I'm loving it. Will play more.
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Darkmere

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1027 on: March 13, 2013, 10:53:51 pm »

Lots of good stuff there. I might try a dreamforge solipsist again. And ignore for chat users was a godsend. Just sayin'.
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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.

Ukrainian Ranger

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1028 on: March 13, 2013, 11:28:18 pm »

Quote
Staff Mastery is trainable in Angolwen
Mindstar Mastery is trainable in Zigur

I hoped for that soooo long
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Max White

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1029 on: March 14, 2013, 02:15:02 am »

So I've been playing a bit... Is playing as an alchemist but directly controlling the golem while letting your main guy do his own thing actually the best way to play the class, or am I just doing it wrong?

Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1030 on: March 14, 2013, 02:55:56 am »

S'not a very safe way, heh. And it'll get chu killed eventually. Tac AI's not quite stupid, but it's pretty far from smart and quite terrible at managing sling/arse extraction methodologies appropriately. And it's what's controlling your alchie while you're running around as a golem. Which is to say eventually your arse will enter sling and the AI won't have any clue how to get it out, whereas you might be able to.

But hell. If it's working for you. Let it work for you, y'know?

Alchies... alchies still just bomb everything to hell and back, I think. 5/5/5/0 explosive admixtures, throw bombs, do whatever. Channel staff or fire alchemy or golems... whatever. LoS bomb of doom does not care. Everything goes boom.
« Last Edit: March 14, 2013, 02:58:30 am by Frumple »
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Max White

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1031 on: March 14, 2013, 03:08:25 am »

Eh, play as a Cornac, use that talent point to unlock heat from level 1, use all your skill points in fire alchemy and upgrading the golem... Letting the AI have a nuke isn't my idea of safe. You can have the alchemist sit by the stairs after clearing the initial area so you can send out the golem on its own like a sentry to sweep the area and just rebuild it every time it dies.

I don't normally play roguelikes in ways that are expected.

Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1032 on: March 14, 2013, 03:27:53 am »

Third tier boom talent makes the huge AoE nuke do absolutely nothing to allies when maxed :P

Plus some resistances, which isn't terrible. Mostly it's just so you can drop the eff off huge explosion right on your head and give no flips.

And golem bombing stuff around corners is pretty normal, yeah. Expected to a degree for higher danger stuff, though it used to be a bit abusive. I think the AI changes to mitigate the amount that screws with the AI has been implemented with the latest version, anyway.

But anyway... golem'll sweep good chunk of the early game, then later on (mid, late mid) the amount of damage it can do just starts dropping off. Still fairly tanky and it still lays on enough hurt to tilt some odds your way, but you need the doomdakka from the alchemist to really make things work at that point (and fine control of the alchemist itself to keep the alchie from going splat, to the degree that later in the game controlling the golem when something's in LoS of the alchie is basically suicide). Fire alchemy's not terrible, especially supplemented with channel staff and the golem, but if you really want to throughput the pain bombs are still where it's at. They're just entirely too sexy >_>

You want to do something unexpected, leave the ranged at the door and go full golem/staff melee. That would be delightfully ridiculous (you'd die horribly.).
« Last Edit: March 14, 2013, 03:32:34 am by Frumple »
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Max White

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1033 on: March 14, 2013, 03:33:09 am »

Eh, haven't been playing for that long, so over powered early game strategies are still what I'm having fun with.
Speaking of which, I recently unlocked the archmage. My god that glass cannon is fun, I hope its ability to kill anything with only a mean look doesn't drop off...

Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1034 on: March 14, 2013, 03:38:18 am »

More... diversifies. It does slump a little in the mid game, but then the crazy caster artifacts and suchlike start rolling in and you facemelt entire levels an'crap. Plus you're basically unkillable because of all the ridiculous utility and defensive measures magi get access to. They're a little insane, really.

Though yeah after a bit the triple beam combo will stop killing everything in one volley. Eventually you might even need more than two! At which point you've got other stuff you can use like layered AoE doom fields et al.
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