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just play trunk, then you dont ever want to drop scrolls for a volcano
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If you join TSO, does he get mad for if you firestorm out of LOS mobs(like if they are sleeping)
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So i think i might have found the strongest crossbow in the history of crawl. +15, +15 crossbow "sniper" [velocity, Sinv]
Oh actually it was an unrand lol. Seems really strong though..
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Sniper is as not super amazing as you might think since it's not actually a crossbow, it's a special basetype with a higher delay. It's still good but I would not be too surprised if at 16 skill (where normal xbow reaches min delay in trunk) a well-enchanted xbow of velocity (or speed) beats it.
If you join TSO, does he get mad for if you firestorm out of LOS mobs(like if they are sleeping) I haven't tested this but I am pretty sure the answer is yes (unless they're demons/undead, since TSO doesn't care what you do to those).
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On June 12 2014 03:44 crate wrote: just play trunk, then you dont ever want to drop scrolls for a volcano Haven't caught on updates for a while, did they remove item destruction ? Or just some volcano related changes ?
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did they remove item destruction ? yes
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Entered the slime pits today for the first ever time, and was immediately annihilated still in sight of the stairs I came in on. That was brutal... way harder than any other lair offshoot I've tried before.
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United States10328 Posts
haven't been playing, but I looked at the 0.15 changelog...
... * Inventory weight limits have been removed. * Item destruction is no more, and corrosion has a more severe but temporary effect. ... * Inventory item weight and player burden states are no more. * Anti-training (for opposite elemental schools) has been removed. * Teleportitis cannot be controlled. * Kobolds, hill orcs, and ogres are no longer saprovorous. * Kobolds no longer have disease resistance. * Halflings have rebalanced stats and aptitudes, shifting them towards defense. * Ogres and centaurs no longer have a fast metabolism; halflings no longer have a slow metabolism. * Centaurs are no longer herbivorous. * Vampires: - always get the full effect of all potions; - can always mutate; and - always get the full effect of all mutations. ... * Monsters will no longer pick up items that the player has seen. Allies won't pick up items at all. * Corrosion affects all of your equipment, but only temporarily, and the chance to corrode equipment does not consider item enchantment. * Draining effects no longer permanently reduce monsters' stats ('hit dice'); instead, they apply a temporary status which reduces hit dice for the duration. * Monsters no longer fall asleep after long periods of time.
wow this is ridiculous
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Wow. I hope these changes will unexpectedly be good cause from my perspective it seems to take away some of the challenges I enjoyed overcoming. For example, the inventory weight limit was always a challenge for me when I was new since I didn't know what was good/necessary and so I got to make decisions that may impact the game. As I became a better player, I grew to instinctively know what was good to keep and what was good to drop, which gave me an enjoyable sense of improvin at the game.
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Weight limit isn't meaningful in a game where you can go back and pick up items you've dropped. Additionally, without removing inventory weight, item destruction would not have been removed.
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United States10328 Posts
on the other hand, there are certain builds which change; seems like Spriggans don't need to train Str anymore, for example
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You already didn't actually need str for most spriggans, it just made you not want to quit the game out of inventory management aggavation.
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United States10328 Posts
yeah it definitely makes the game less annoying
but that was part of the draw, in a sense
dunno
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I understand that you can always pick up things that you drop later, but there is still a weight limit, so you still have to make a decision as to what to drop for the things you want to pick up (assuming full weight capacity). Why does removing item destruction lead to weight limit? Why is weight limit an aggravation rather than another depth of strategic decision making? I think getting rid of the weight limit leads to bad play (hoard everything). It also leads to a bit more differentiation to different races.
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Why does removing item destruction lead to weight limit? It's the other way around.
If there's a weight limit and item destruction, then item destruction is the reason you don't carry every single potion you've found. If you remove item destruction, then suddenly you want to carry all of them. And since you will be constantly up against the weight limit (for many characters), you now have to do inventory management for every single item you find. This is unbearably obnoxious, far worse than the inventory management with item destruction, and quite probably actually more annoying than having items destroyed.
Outside of three cases (Nemelex, ranged combat, large rocks) there was never a meaningful limit on the items you could carry, honestly. There are so many things in crawl that are convenient to carry but not necessary (identify scrolls, remove curse scrolls, multiples of certain potions (you can go get your spares after you use the first one), multiples of wands, more than 1 or 2 food items, etc.) that the main effect by far of weight limit is it just increased annoyance without actually making you make meaningful decisions.
I had personally not once online run out of !hw on my character but not also run out of !hw in the entire game, except for some cases where I very definitely could have gone and picked up the ones I'd dropped but chose not to do so because it was too bothersome. Same for !haste, !curing, etc. The limit didn't do anything except punish bad players (crawl has plenty of other, better ways to do this) and frustrate everyone.
Anyway every single change in the part of the changelog 343 posted is a good one in my opinion. Actually the best one by far is that monsters don't pick up seen items any more--this means you don't need to pick up every branded weapon in the game, you don't need to zap wands at nothing before you drop them, etc. No one actually did these things but they were still actions that ideally you would take since the cost was almost zero and the benefit was noticeable (but of course the annoyance of doing so prevented players from bothering).
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Started playing a little yesterday for the first time.
-Did tutorial -Started new game as KoBe -Starved to death as a kobold. -Went and read some info on the game -Realised starving to death as a Kobold is next to impossible -Laughed my ass off.
This game is super complicated and the controls are whackjob but im going to have fun.
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Fiiiiinally rolling a Spriggan of Nemelex won't make me want to kill myself.
These changes appear to be geared towards making the game more user-friendly. I don't think it impacts the overall challenge of the game, just makes it less frustrating to play certain combos by removing a few artificial restrictions. And we no longer have to worry about stupid things like using a backup weapon or throwing rocks at jellies for 100 turns, or getting our first Scroll of Acquirement burned up by Sticky Flame.
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so i finally got a really promising char again. havent played much since 0.13 other then a few tries inbetween but didnt win in ages now. killed a really promising fofi of qazlal by dicking around with rods in a half cleared v:5 and then beeing unable to reequip my "leech" ( -_-' ), lost a 2 rune hewz by getting cocky , a 2 rune ddfi of gozag (which is shit btw) by getting flanked in a one tile passage by asterion after tabbing through some rnd shit etc...
+ Show Spoiler + BMP the Sorcerer (High Elf Air Elementalist) Turns: 92958, Time: 01:51:53
HP 135/135 (137) AC 38 Str 12 XL: 24 Next: 26% MP 49/49 EV 34 Int 29 God: Vehumet [******] Gold 4714 SH 6 Dex 22 Spells: 14 memorised, 6 levels left
rFire + . . SeeInvis . L - +18 lance "Wyrmbane" {slay drac, +Rage rPois rF+ AC+5} rCold + + . Clarity . V - +2 robe {Archmagi} rNeg . . . rCorr . O - +0 buckler {AC+3} rPois + rRot . m - +1 hat rElec + Spirit . U - +4 cloak of Dim Light {rC+ Str+3} SustAb . Warding . s - +2 pair of fencer's gloves {EV+3 Dex+6 Slay+2} rMut . Stasis . T - +1 pair of boots {+Jump} Gourm . W - amulet of the Air {Inacc +Fly rElec EV+5 RMsl} MR ++... C - ring of wizardry j - ring of Rogaugux {rC+ AC+4 Stlth+}
@: icy armour, repel missiles, very resistant to hostile enchantments, fairly stealthy A: horns 1, clumsy 1, frail 1, regeneration 1 a: Renounce Religion, Evoke Berserk Rage, Evoke Flight, Evoke Jump Attack }: 4/15 runes: decaying, slimy, silver, gossamer
You are on level 1 of the Vaults. You worship Vehumet. Vehumet is exalted by your worship. You are not hungry.
You have visited 10 branches of the dungeon, and seen 55 of its levels. You have also visited: Ossuary and Ice Cave.
You have collected 7660 gold pieces. You have spent 2946 gold pieces at shops.
Inventory:
Hand weapons L - the +18 lance "Wyrmbane" (weapon) {slay drac, +Rage rPois rF+ AC+5} (You took it off a human on level 14 of the Dungeon) It affects your AC (+5). It protects you from fire. It protects you from poison. It lets you go berserk. Armour m - a +1 hat (worn) s - the +2 pair of fencer's gloves (worn) {EV+3 Dex+6 Slay+2} (You found it on level 6 of the Pits of Slime) It affects your evasion (+3). It affects your dexterity (+6). It affects your accuracy and damage with ranged weapons and melee attacks (+2). B - the +3 pair of gauntlets of War {Slay+5} (You acquired it on level 4 of the Swamp) It affects your accuracy and damage with ranged weapons and melee attacks (+5). O - a +0 buckler of protection (worn) T - a +1 pair of boots of jumping (worn) U - the +4 cloak of Dim Light (worn) {rC+ Str+3} (You acquired it on level 1 of the Swamp) It affects your strength (+3). It protects you from cold. V - a +2 robe of the Archmagi (worn) Magical devices k - a wand of heal wounds {zapped: 1} x - a wand of digging {zapped: 3} N - a wand of teleportation {zapped: 1} X - a wand of invisibility {zapped: 1} Comestibles d - 27 meat rations w - a bread ration Q - 6 fruits Scrolls c - a scroll of acquirement e - 2 scrolls of magic mapping g - 6 scrolls of fog h - 11 scrolls of teleportation p - a scroll of enchant armour q - a scroll of summoning y - 19 scrolls of remove curse D - 7 scrolls of fear H - a scroll of blinking P - 7 scrolls of recharging Y - a scroll of identify Jewellery i - the ring of Elitism {+Inv rN+ MP+9} (You found it on level 6 of the Pits of Slime) [ring of magical power] It protects you from negative energy. It affects your magic capacity (+9). It lets you turn invisible. j - the ring of Rogaugux (left hand) {rC+ AC+4 Stlth+} (You took it off an ogre mage on level 5 of the Vaults) [ring of protection] It affects your AC (+4). It protects you from cold. It makes you more stealthy. v - an uncursed amulet of stasis C - a ring of wizardry (right hand) E - the amulet of Untruth {rCorr rElec Str-3} (You took it off a vault warden on level 5 of the Vaults) [amulet of resist corrosion] It protects you from acid and corrosion. It affects your strength (-3). It insulates you from electricity. F - an uncursed ring of see invisible J - an uncursed amulet of resist mutation R - an uncursed ring of poison resistance W - the amulet of the Air (around neck) {Inacc +Fly rElec EV+5 RMsl} (You bought it in a shop on level 4 of the Orcish Mines) [amulet of inaccuracy] It reduces the accuracy of all your attacks. It affects your evasion (+5). It insulates you from electricity. It lets you fly. It protects you from missiles. Potions f - 7 potions of brilliance n - 8 potions of might o - 6 potions of heal wounds r - 8 potions of restore abilities z - 16 potions of curing A - 6 potions of agility G - 5 potions of haste K - 7 potions of resistance S - a potion of magic Books t - a book of Beasts Spells Type Level *Summon Butterflies Summoning 1 Call Canine Familiar Summoning 3 Summon Ice Beast Ice/Summoning 4 Summon Mana Viper Hexes/Summoning 5 Monstrous Menagerie Summoning 6 Summon Hydra Summoning 7 u - a book of the Warp Spells Type Level *Control Teleport Charms/Translocation 4 Phase Shift Translocation 5 Warp Weapon Charms/Translocation 5 Dispersal Translocation 6 Controlled Blink Translocation 7 Disjunction Translocation 8 I - the Collected Works on Good Luck (You found it on level 4 of the Depths) Spells Type Level Repel Missiles Charms/Air 2 Regeneration Charms/Necromancy 3 *Ozocubu's Armour Charms/Ice 3 Ring of Flames Charms/Fire 7 Z - a book of Annihilations Spells Type Level Poison Arrow Conjuration/Poison 6 *Chain Lightning Conjuration/Air 8 Lehudib's Crystal Spear Conjuration/Earth 8 Glaciate Conjuration/Ice 9 *Fire Storm Conjuration/Fire 9 Magical staves a - an uncursed staff of fire Miscellaneous M - a crystal ball of energy Rods b - a cursed +0 rod of clouds (13/13) (You found it on level 2 of the Depths) l - a rod of inaccuracy (You took it off an ironbrand convoker on level 5 of the Vaults)
Skills: * Level 9,4 Fighting + Level 4,6 Polearms - Level 4,0 Armour - Level 14,3 Dodging - Level 2,1 Stealth - Level 3,6 Shields + Level 26,1 Spellcasting - Level 19,0 Conjurations - Level 6,1 Charms * Level 15,9 Fire Magic + Level 22,2 Air Magic
You have 6 spell levels left. You know the following spells:
Your Spells Type Power Failure Level Hunger a - Chain Lightning Conj/Air ########.. 1% 8 ###.... b - Swiftness Chrm/Air ######## 0% 2 None c - Fire Storm Conj/Fire ########.. 4% 9 #####.. d - Stoneskin Trmt/Erth ######.. 1% 2 None e - Blink Tloc N/A 1% 2 None f - Mephitic Cloud Conj/Pois/Air ######## 0% 3 None g - Control Teleport Chrm/Tloc ######.... 1% 4 None h - Orb of Destruction Conj ########.. 1% 7 None i - Bolt of Fire Conj/Fire ########.. 1% 6 None j - Summon Butterflies Summ ######.. 1% 1 None k - Haste Chrm #######. 4% 6 None l - Ozocubu's Armour Chrm/Ice ######.. 1% 3 None m - Tornado Air ########.. 1% 9 #####.. n - Spellforged Servitor Conj/Summ #######... 1% 7 None
Dungeon Overview and Level Annotations
Branches: Dungeon (15/15) Temple (1/1) D:7 Orc (4/4) D:12 Elf (1/3) Orc:3 Lair (8/8) D:9 Swamp (5/5) Lair:4 Spider (5/5) Lair:6 Slime (6/6) Lair:6 Vaults (5/5) D:14 Crypt (0/3) Vaults:2 Depths (5/5) D:15 Zot (0/5) Depths:5
Altars: Ashenzari Cheibriados Dithmenos Elyvilon Fedhas Kikubaaqudgha Makhleb Nemelex Xobeh Okawaru Qazlal Sif Muna Trog Vehumet Xom Yredelemnul Zin The Shining One Jiyva Lugonu
Shops: D:4 !=: D:6 =:!* D:8 * D:10 } Orc:1 ( Orc:4 [!}= Elf:1 ( Vaults:2 [ Depths:3 (
Portals: Hell: Depths:1 Depths:2 Depths:3 Depths:4 Depths:5 Abyss: Depths:2 Depths:4 Depths:5 Pandemonium: Depths:3 Depths:5 Ziggurat: Depths:2
Annotations: D:14 exclusion: orange crystal statue Orc:3 1 exclusion
Innate Abilities, Weirdness & Mutations
You have a pair of small horns on your head. You are clumsy. (Dex -2) You are frail (-10% HP). Your natural rate of healing is unusually fast.
dont think i ever had that sick defense stats as a full on caster before. lacking resistances but when needed i have some rings stashed away atleast. wyrmbane is damn awesome and i have access to all spells i need. def trying to get another 15 rune win with this.
also spellforged servitor is like the most awesome summon ever.this dude has to have the best destruction/mana value of all spells and does tons for mana management.
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United States10328 Posts
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0.16 tournament is coming up: <Sequell> tournament[1/4]: The 0.16 tournament will run from 20:00 UTC Mar 13 to 20:00 UTC Mar 29. Rules: http://dobrazupa.org/tournament/0.16/ I probably won't be playing, but figured I'd let people know.
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