[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 120: preg_filter(): The /e modifier is no longer supported, use preg_replace_callback instead
QCF Design Community • View topic - Pactmaker version two!


Pactmaker version two!

All things Desktop Dungeons

Re: Pactmaker version two!

Postby The Avatar on Sat Dec 03, 2011 2:56 am

JJ removed madness, which upped dodge chance.

When are they going to bring in the tinker? Also, I could have sworn that the subdungeon monster dens would have the monster classes... I was sorely dissapointed
We made an expansion and it is awesome. Really, you should check it out, especially if you're looking for some extra challenge.

Download over at ddmod.weebly.com!
User avatar
The Avatar
 
Posts: 4720
Joined: Mon Sep 12, 2011 8:52 pm

Re: Pactmaker version two!

Postby q 3 on Sat Dec 03, 2011 3:01 am

Maybe the buried subdungeons are common just for now, so that we're more likely to encounter them? I've noticed that Earthmother and JJ are spawning a lot more frequently for me than the older deities, which is either the RNG screwing with me or a deliberate weighting of the odds so that the newer deities get more exposure.

Using a Transmutation Seal on a wall is kind of silly, but I suppose it's at least somewhat useful as a fallback preparation when the other Alchemist items aren't going to be helpful. Maybe it could also work on monsters, turning them into an equivalent level Gold Golem with inflated stats but a large gold reward upon defeat.

Now that the piety preparation is +25, Heretic is pretty redundant. The fact that one of the altars might be replaced with Pactmaker, leaving you with only one actual deity in the dungeon, makes it even worse. Not that it was ever a particularly useful preparation, unless you especially like scumming. I'd rather have Scout Boss (and/or Scout Shop) back.

The conversion Pact activates even with items that are worth zero conversion points (deity-spawned glyphs). Doesn't seem like a problem, but that's mostly because that Pact doesn't seem all that great.

With Blood Hunger being cheaper, it might be time for me to once again try (and fail) to beat the Tower with a lifesteal strategy.
q 3
 
Posts: 776
Joined: Fri Jun 24, 2011 5:36 pm

Re: Pactmaker version two!

Postby The Avatar on Sat Dec 03, 2011 3:06 am

BRING BACK SCOUT: BOSS!

Too many a monk has been ruined by the boss being in one of the last 10 or so tiles found!
We made an expansion and it is awesome. Really, you should check it out, especially if you're looking for some extra challenge.

Download over at ddmod.weebly.com!
User avatar
The Avatar
 
Posts: 4720
Joined: Mon Sep 12, 2011 8:52 pm

Re: Pactmaker version two!

Postby The Avatar on Sat Dec 03, 2011 3:30 am

Speaking of monks, The Slime pit with a monk may be possible! Have Taurog, and HALPMEH and you should be able to pull it off! If you can switch to TT, grab poison, and convert off this will help massively. I should have won with this strategy, but I failed to gain a viper ward or HALPMEH. (even though I found TT for poison)
We made an expansion and it is awesome. Really, you should check it out, especially if you're looking for some extra challenge.

Download over at ddmod.weebly.com!
User avatar
The Avatar
 
Posts: 4720
Joined: Mon Sep 12, 2011 8:52 pm

Re: Pactmaker version two!

Postby TigerKnee on Sat Dec 03, 2011 3:35 am

Earthmother has her Item Conversion boon removed.

I was kind of pushing for that since it was inferior to Vine Form but... uh, her corroded and slowed boons still aren't great. I still want some kind of super boon (enlightenment style) for Earthmother.

Edit: Binlor removed First Strike Boon? That was actually USEFUL, compared to the 50% instant resistance boon, arghhhh.

Edit Edit: Okay, good news, I THINK his +20% buff under stone skin doesn't require first strike now. Monks might like this.

Edit Edit Edit: False alarm, I was hitting a lower level enemy. Stone Form still sucks.
Last edited by TigerKnee on Sat Dec 03, 2011 3:59 am, edited 2 times in total.
TigerKnee
 
Posts: 563
Joined: Fri Jun 03, 2011 8:54 am

Re: Pactmaker version two!

Postby The Avatar on Sat Dec 03, 2011 3:41 am

How about a repeating super-boon? Like +2 regen for 50, then 75, then 100 piety?
We made an expansion and it is awesome. Really, you should check it out, especially if you're looking for some extra challenge.

Download over at ddmod.weebly.com!
User avatar
The Avatar
 
Posts: 4720
Joined: Mon Sep 12, 2011 8:52 pm

Re: Pactmaker version two!

Postby Darvin on Sat Dec 03, 2011 3:44 am

User avatar
Darvin
 
Posts: 4355
Joined: Thu Jun 02, 2011 1:44 am

Re: Pactmaker version two!

Postby The Avatar on Sat Dec 03, 2011 3:55 am

Blood Power was great, but they shouldn't have removed it. Nerf it to 10 increasing by 5 for 1 mana would be good. Remove... Blood Curse? Hunger? Swell? Shield? Right now the piercing wand is necessary for all spell casters that want a god to give them mana.
We made an expansion and it is awesome. Really, you should check it out, especially if you're looking for some extra challenge.

Download over at ddmod.weebly.com!
User avatar
The Avatar
 
Posts: 4720
Joined: Mon Sep 12, 2011 8:52 pm

Re: Pactmaker version two!

Postby TigerKnee on Sat Dec 03, 2011 4:10 am

Mystera removed Glyph Magnet and has absolutely no change to any of her other boons as far as I can tell... Why?
TigerKnee
 
Posts: 563
Joined: Fri Jun 03, 2011 8:54 am

Re: Pactmaker version two!

Postby The Avatar on Sat Dec 03, 2011 4:31 am

I dunno, now she REALLY sucks. Take the "double-edge" off all boons, and raise some piety costs, anthem she'd be around Drac and GG's level.
We made an expansion and it is awesome. Really, you should check it out, especially if you're looking for some extra challenge.

Download over at ddmod.weebly.com!
User avatar
The Avatar
 
Posts: 4720
Joined: Mon Sep 12, 2011 8:52 pm

PreviousNext

Return to Desktop Dungeons

Who is online

Users browsing this forum: Bing [Bot] and 40 guests