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Author Topic: Dungeon Keeper: The Q&A  (Read 50340 times)

Hastur

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Re: Dungeon Keeper: The Q&A
« Reply #1050 on: May 20, 2013, 07:41:45 pm »

screw it forget i said anything
« Last Edit: May 20, 2013, 07:47:00 pm by Hastur »
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Hastur

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Re: Dungeon Keeper: The Q&A
« Reply #1051 on: May 21, 2013, 05:04:58 pm »

Mad science: how it works is that you find creatures in your area and you take their traits to make killing machines, they will rebel if they feel like it, they are not domesticated animals, although interacting with them pleasantly or having animal handling and charisma will help.

when i say TRAITS of a creature lets say you take a bear and a beetle, you can combine them to make a bear with the carpace of a beetle, or mandibles. some thing will not work, such as giving the bear insect wings, but you can try... for SCIENCE! Another example, cross a man and a bear and a pig, you could have it hunt truffles like a pig, have the intelligance and opposable thumbs of a man and have the strength and size of a bear. More powerful things will take more time to bring about. a workshop helps as always, and tools and furniture.
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Fr0stByt3

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Re: Dungeon Keeper: The Q&A
« Reply #1052 on: May 21, 2013, 05:20:37 pm »

So no Frankenstien's Monsters here?
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Funding rebels because seriously, fuck those guys.
((They're basically the new Mongols.  I gotta say, I have a newfound respect for the Jamaican police force after playing this game.))

Hastur

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Re: Dungeon Keeper: The Q&A
« Reply #1053 on: May 21, 2013, 05:22:59 pm »

hmm i would let you make a frankenstain monster, but it would roll with both mad science skill and surgery skill, so it would be harder.
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cheesemcmuffin88

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Re: Dungeon Keeper: The Q&A
« Reply #1054 on: May 21, 2013, 05:24:06 pm »

Surgeon right here
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Ochita

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Re: Dungeon Keeper: The Q&A
« Reply #1055 on: May 21, 2013, 05:25:40 pm »

So uh fellow surface survivors what should we do? Dig a hole and hide until night, then run away to some not demon infested place or what?
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Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

Hastur

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Re: Dungeon Keeper: The Q&A
« Reply #1056 on: May 21, 2013, 05:27:41 pm »

Oy ya dumb ork! there is no frog around anymore, and it never walked like a man it crawled like a frog or toad...I think everyone imagined a frogman that was human sized eh?
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cheesemcmuffin88

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Re: Dungeon Keeper: The Q&A
« Reply #1057 on: May 21, 2013, 05:31:08 pm »

Ya you git i go change me post.
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Rask

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Re: Dungeon Keeper: The Q&A
« Reply #1058 on: May 22, 2013, 01:12:42 am »

So uh fellow surface survivors what should we do? Dig a hole and hide until night, then run away to some not demon infested place or what?

Well, we are human, dwarf, and vampire (human-looking) I think, so we could conceivably pretend to be surface people? At least if we managed to steal proper outfits. The general idea is waiting for the demons to leave, then double back to the dungeon.

Though that also depends on how Miran is affected by sunlight. Hastur, what's the effect of sunlight on vampires?
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Hastur

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Re: Dungeon Keeper: The Q&A
« Reply #1059 on: May 22, 2013, 11:24:22 am »

you would take burning damage every second to the exposed area, and if you look at the sun you make an health roll or go blind untill you heal.
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Rask

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Re: Dungeon Keeper: The Q&A
« Reply #1060 on: May 22, 2013, 11:32:45 am »

Hmm, so I better find some shadowy spot if we need to stay above ground for a while.
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Hastur

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Re: Dungeon Keeper: The Q&A
« Reply #1061 on: June 09, 2013, 03:17:51 pm »

So several peoples died... they are welcome to play again. Tip: if you have a weapon, skill in it, and all attack at once you guys can win. armor will mean you probably dont even die doing it! what im trying to say is that the battles are fair, i dont want anybody to feel frustrated or cheated.

To encourage new joiners i will make more races and classes! if anybody has ideas they can throw them in.

Mirran: you are tying to develop bat-powers. flight is a uber ability to that will be 400-hours and it helps sneakiness and will survive the daylight +200 hours. 600 hours is quite an investment so i will throw in shapeshift to a wolf in for free. if you'd rather shapeshift wolf then that will only be a 200-hour of reasearch ability.

EDIT: 3 new races, 2 new skills, 2 new classes.
« Last Edit: June 09, 2013, 07:14:54 pm by Hastur »
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sjm9876

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Re: Dungeon Keeper: The Q&A
« Reply #1062 on: June 09, 2013, 03:57:32 pm »

I may join back eventually. Running an RPG atm, so yeah :D
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My dreams are not unlike yours - they long for the safety, and break like a glass chandelier.
But there's laughter and oh there is love, just past the edge of our fears.
And there's chaos when push comes to shove, but it's music to my ears.

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Rask

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Re: Dungeon Keeper: The Q&A
« Reply #1063 on: June 09, 2013, 11:51:43 pm »

So several peoples died... they are welcome to play again. Tip: if you have a weapon, skill in it, and all attack at once you guys can win. armor will mean you probably dont even die doing it! what im trying to say is that the battles are fair, i dont want anybody to feel frustrated or cheated.

To encourage new joiners i will make more races and classes! if anybody has ideas they can throw them in.

Mirran: you are tying to develop bat-powers. flight is a uber ability to that will be 400-hours and it helps sneakiness and will survive the daylight +200 hours. 600 hours is quite an investment so i will throw in shapeshift to a wolf in for free. if you'd rather shapeshift wolf then that will only be a 200-hour of reasearch ability.

EDIT: 3 new races, 2 new skills, 2 new classes.

Huh, 600 hours. That's 75 shifts. Or 25 turns without sleep, provided that nobody needs potions (yeah right). That's more turns than the game has been running, I think? Quite some time to effectively not contribute to the dungeon. I may have to reconsider.
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Hastur

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Re: Dungeon Keeper: The Q&A
« Reply #1064 on: June 10, 2013, 12:04:09 am »

if you beat your research roll by 5 you get a 50% bonus, if you beat it by 10 its a 100% bonus, but yes flying will be expensive.

I have new potions im working on for you
Lye 2$ does 1 point acid
Oil 2$ 1point fire
Molotov must be lit
Bladeblack 8$ 1hp poison, goes on a weapon tip
Demons Breath- slowly fills room with vision blocking smoke/gas
Stinking Cloud- Slowly fills room with nauseating KO gas
Cloudkill- Slowly fills room with Lethal gas 1hp/second
Strength Potion +2str for 1 hour
Glowstick lasts 8hours illuminates area
Healingpowder 1-6 healing if snorted. A trained alchemist can guarantee 6hp over time if they take their time.
Alchemists fire Ignites on contact with air. very dangerous to carry
Magic Resistance

I need to price some still, cant really decide to name stuff flufflike or to name stuff descriptively. Blarg
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