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Author Topic: Tome 4: Tales of Maj'Eyal  (Read 493077 times)

beorn080

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Re: Tome 4: Tales of Maj'Eyal
« Reply #210 on: September 14, 2011, 10:36:20 pm »

How do you choose to equip your golem (as an alchemist) instead of simply healing it? I was able to do it once, but I've not been able to do it again.
Click on you're golems portrait below the map, that should let you take control, then just pick up the gear and equip it.
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Ustxu Iceraped the Frigid Crystal of Slaughter was a glacier titan. It was the only one of its kind. A gigantic feathered carp composed of crystal glass. It has five mouths full of treacherous teeth, enormous clear wings, and ferocious blue eyes. Beware its icy breath! Ustxu was associated with oceans, glaciers, boats, and murder.

Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #211 on: September 14, 2011, 10:36:52 pm »

It does halls-and-rooms in, uh. Kor'Pul, OF, N-whatever's Lair. Lake of Nur, yeek starting zones. Dreadfell, rhaloren camp, High Peak. It sorta' does it in Daikara and Tempest peak. Dark Crypt (but not shadow!). Lower bits of the halfling ruins. The rest of them use something else.

Sandworm Lair (It's what finally taught me to either read the te4_log.txt for artifacts or just not try to fully explore everything!), Trollmire (and by extension, the S-whatever Fens), and Maze are probably the worst of it for full exploration. Reknor (either version) is not terribly pleasant, either, nor is the Elven Ruins (Shadow crypt, trapped! quest). I guess the abashed expanse might be kinda' annoying to full explore, mostly due to the things attacking you.

Most everything else is quite easy to navigate and fully explore if you actually want to, especially the latter bit of that, as they tend to be pretty open.

I'm definitely glad T4 is experimenting with non-standard level generation, though. Halls and rooms gets bloody boring when you've done it nth million (okay, so maybe I've only buggered about halls-and-rooms a few hundred thousand times playing roguelikes. Point stands!) times. Plus different battlefields force you to think and use new and non-standard tactics. I'd say that's a pretty good thing, all around.

Plus some of them are kinda' pretty. I really like the aesthetics of the heart of the gloom, actually. Makes me feel like I'm in a tree.

Edit: Fuller explanation of how-to-choose-golem:
Or hit F2 (F3, or higher, if you've got other allies), or click on its box in the party members area (on the left), or hit ctrl+tab. In windows, anyway, by default. You can change the keybindings, of course -- the list's under 'party'.

You can then equip it as you would yourself. This is also necessary to allocate the golem's stat and talent points.

The thing that was being noticed was refit golem. It pulls up a dialogue when your golem is at full health, among which is options to change equipment. This function is mentioned in the description of the talent. It's also how you, once/if you get gem golem, insert gems into your golem's eyesockets. Last -- but not least! -- there's also an option to rename your golem. I always name mine, "The Loneliest Number."
« Last Edit: September 14, 2011, 10:41:04 pm by Frumple »
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Lmaoboat

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Re: Tome 4: Tales of Maj'Eyal
« Reply #212 on: September 15, 2011, 12:30:15 am »

Man, Equalizer seems like it piles up much faster than Paradox.
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #213 on: September 15, 2011, 12:43:06 am »

Equilibrium :P

From what I've seen, it seems like it does because paradox is a lot easier to get rid of, especially in the early game. A paradox mage can rock their paradox score into the heavens just as fast, or faster, than a summoner can jack their EQ up, but the PM can drop their paradox back down a helluva' lot quicker.

Time wardens vs wyrmics are a different story, though. TWs have massively more powerful sustains (especially celerity and weapon folding), so they can largely get by with very limited active paradox use. A wyrmic only has one decent sustain -- well, two, now that elemental harmony's in -- and generally has to be much more proactive with equilibrium usage than a TW. Between that and the fact that swallow doesn't give genuinely good EQ returns until later in the game, they definitely rack up EQ faster than your average TW build is going to rack up paradox.

Wyrmics, arguably, get a better offensive stamina-using tree than TWs (re: Shield Offense, which can dole out tremendous damage), but they generally have to lean much more heavily on EQ use to maintain quo than TWs have utilize paradox.

There's also the simple fact that paradox still functions well enough with a considerably higher raw number than EQ does. EQ starts at 0, and more EQ is strictly worse -- paradox isn't really intended to be regularly used below 150-200, and more paradox isn't necessarily bad (just risky).

So the answer is: Depends on how you're playing :P
« Last Edit: September 15, 2011, 12:45:40 am by Frumple »
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Lmaoboat

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Re: Tome 4: Tales of Maj'Eyal
« Reply #214 on: September 15, 2011, 01:35:13 am »

Part of me just wants to stick with plain fighter. Much less stuff to keep track of.
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Virroken

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Re: Tome 4: Tales of Maj'Eyal
« Reply #215 on: September 15, 2011, 01:38:16 am »

Roguelike difficulty for this game is ridiculously frustrating. It's not a HARD game, necessarily. It's just that the difficulty jumps from steamrolling everything in the dungeon to getting one-shoted / unavoidable stun chained to death.
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Seriyu

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Re: Tome 4: Tales of Maj'Eyal
« Reply #216 on: September 15, 2011, 01:48:03 am »

I dunno I've felt like it's a pretty nice curve with a fair amount of warning usually but it's pretty easy to get oneshotted on particular events (For instance, your first runthrough of the thundercloud will usually get you killed, at least as far as I've seen.) and with poor class combos.

I mostly play adventurer because I want to see more lore frankly. :P

Lmaoboat

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Re: Tome 4: Tales of Maj'Eyal
« Reply #217 on: September 15, 2011, 01:50:34 am »

Is it better just to DW two daggers to so I don't have to put points in both weapon masteries?
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Seriyu

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Re: Tome 4: Tales of Maj'Eyal
« Reply #218 on: September 15, 2011, 02:07:37 am »

WAHAHAH, well that was pleasent.

I go into the heart of the gloom and there's an escort on the first floor. It doesn't look good already because well we're surrounded on all sides by animals and rats and plants as is typical in the center of the heart of the gloom. I ignored him because pfff yeah right, I can't defend him in a situation like this, he's already in the open.

And he actually made it. Ran straight at the portal without stopping to fight the rats that were chasing him. Was a warrior when I already had everything he had to offer but still, nice for it to just work for once.  :D

Lmaoboat

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Re: Tome 4: Tales of Maj'Eyal
« Reply #219 on: September 15, 2011, 02:12:04 am »

You what needs to be nerfed? The goddamn bird in Derth. Every time the game is perfectly quit except for the occasional deafening  SKAWWWW.
Edit:
HATE SKELETON ARCHERS. HATE HATE HATE.
« Last Edit: September 15, 2011, 02:16:34 am by Lmaoboat »
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beorn080

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Re: Tome 4: Tales of Maj'Eyal
« Reply #220 on: September 15, 2011, 03:08:53 am »

Equilibrium is CRIMINALLY easy to get rid of in most places as a summoner. Find a corridor, drop a slime. Granted, up until you get Slime, it's somewhat annoying, but afterwards, just spam fire drakes, hydras, and ritchspitters. In big boss fights I might go through 200 equilibrium.

Do note, that if you're building a summoner, you typically won't ever have more then three summons out, even if you have the cunning to have 4-5. The only times I ever send out more is against adventurer parties and bosses, so it is useful. Against normal mobs though, after a point with enough will and resilience, fire drakes and hydras are your best bets.
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Ustxu Iceraped the Frigid Crystal of Slaughter was a glacier titan. It was the only one of its kind. A gigantic feathered carp composed of crystal glass. It has five mouths full of treacherous teeth, enormous clear wings, and ferocious blue eyes. Beware its icy breath! Ustxu was associated with oceans, glaciers, boats, and murder.

Dr.Feelgood

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Re: Tome 4: Tales of Maj'Eyal
« Reply #221 on: September 15, 2011, 07:46:51 am »

It does halls-and-rooms in, uh. Kor'Pul, OF, N-whatever's Lair. Lake of Nur, yeek starting zones. Dreadfell, rhaloren camp, High Peak. It sorta' does it in Daikara and Tempest peak. Dark Crypt (but not shadow!). Lower bits of the halfling ruins. The rest of them use something else.

Sandworm Lair (It's what finally taught me to either read the te4_log.txt for artifacts or just not try to fully explore everything!), Trollmire (and by extension, the S-whatever Fens), and Maze are probably the worst of it for full exploration. Reknor (either version) is not terribly pleasant, either, nor is the Elven Ruins (Shadow crypt, trapped! quest). I guess the abashed expanse might be kinda' annoying to full explore, mostly due to the things attacking you.

Most everything else is quite easy to navigate and fully explore if you actually want to, especially the latter bit of that, as they tend to be pretty open.

I'm definitely glad T4 is experimenting with non-standard level generation, though. Halls and rooms gets bloody boring when you've done it nth million (okay, so maybe I've only buggered about halls-and-rooms a few hundred thousand times playing roguelikes. Point stands!) times. Plus different battlefields force you to think and use new and non-standard tactics. I'd say that's a pretty good thing, all around.

Plus some of them are kinda' pretty. I really like the aesthetics of the heart of the gloom, actually. Makes me feel like I'm in a tree.

SWL can be fully explored once you return from
Spoiler (click to show/hide)
The only places I don't fully explore is the maze and assassin's lair. I like fighting Bill early, so I reluctantly search for notes. I'm too impatient to use the library. I wished this game had auto-explore, but most of the players seem to dislike the idea. And, unsurprisingly, a lot of the players seem to dislike Crawl as well.  :(

You what needs to be nerfed? The goddamn bird in Derth. Every time the game is perfectly quit except for the occasional deafening  SKAWWWW.
Edit:
HATE SKELETON ARCHERS. HATE HATE HATE.

I LOVE playing as skeleton archers. Pinning, stunning, and crippling enemies from afar is fun. The best class for killing archers is PM. Making archers kill themselves with their own arrows is hilarious.  :D
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #222 on: September 15, 2011, 09:09:55 am »

I wished this game had auto-explore, but most of the players seem to dislike the idea. And, unsurprisingly, a lot of the players seem to dislike Crawl as well.  :(

It actually comes up pretty often on the IRC channel, et al, usually with fairly positive responses. If someone was to code it, I'm pretty sure auto-explore would be patched in without complaint. S'just not very high on the dev's priority list, nor most of the other primary code contributors.

A lot of the T4 players play crawl, from what I've seen, but aren't terribly fond of some of its design decisions. T4's a very different game, so that's fair enough, I suppose.

Re: Skeleton Archers: Bows can get hilariously overpowered (I've found randart ones with 40% attack speed :-\). Enemy skeleton archers can get these bows. Hilarity often ensues (and then you die).
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #223 on: September 15, 2011, 09:57:34 am »

The amount of time i pressed the " O " key in one of the uninteresting locations (Trollmire/Maze...) is impressive due to my Crawl reflexes , it's in case like this you can understand how brillant this function can be to break the navigation annoyance of those kind of boring dungeons :D

In dungeons that are more interesting, i never found myself wanting to press the "O" key.

Maybe lowering the size of the particularly annoying dungeons like Trollmire and Maze could help then, as i think those 2 have floors that are way too big for something that is such a pain to navigate.

Personnally, i actually enjoy the sandworm dungeon, i never felt any need of pressing O on them, it's really an original design for it and the size of each floor feels just right, not too big not too small.
« Last Edit: September 15, 2011, 09:59:31 am by Robsoie »
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Seriyu

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Re: Tome 4: Tales of Maj'Eyal
« Reply #224 on: September 15, 2011, 05:10:13 pm »

Wooo, got a decent brawler going. Just now getting done with the tier 1 dungeons. I usually die either immediately after this or near the end of the tier 2 dungeons, usually because I get cocky and forget how easily it is to suddenly die. Luckily I still have all my lives from leveling up too.

I would post a charecter dump for advice but it happens to output in a huge block that looks terrifying to format in a readable way :o

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