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Re: Welcome back!

Postby Darvin on Fri Jan 13, 2012 11:47 pm

I'm gonna destroy my current profile to make a new one even though getting gorgons are going to be a SERIOUS pain...

Hexx Ruins is pretty straightforward if you have the HALPMEH or IMAWAL glyph (negate Revenant poison, or just brick the Revenants; not worth XP anyways)

Wait, so how did they buff the tower? Adding wraiths? AA's?

Someone on the other page mentioned that preparations are not allowed. No RBS basically kills the standard approach...
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Re: Welcome back!

Postby Fran on Fri Jan 13, 2012 11:51 pm

The Avatar wrote:Wait, so how did they buff the tower? Adding wraiths? AA's?


Yep, they added both.
Seriously, this is ridiculous. You can't tell me that this is merely a "hard" dungeon. In the blogpost, it said:

Goatbot wrote:The challenge shouldn’t be the hardest in the game, but it should be something that requires skill, not resources – Essentially, this means that finishing the game needs to be something that happens mostly in the meta-game around the Kingdom, not in the random dungeons themselves. This is why the alpha didn’t have a finishing condition, it didn’t have the setting for it.


Don't tell me this is supposed to be "not the hardest challenge in the game". :|

Don't get me wrong, i wouldn't mind if it was just there, but making it mandatory to complete the game?
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Re: Welcome back!

Postby The Avatar on Fri Jan 13, 2012 11:55 pm

Wait, what? Hexx Ruins? I meant Gorgon Class by beating Naga City...

AA's... I quit. Their damage stat is already hyper inflated, and now they have a vicious stat modifier not to mention 3 death protections! No preps and AA's. What next, nagas? Anyways, maybe a monk (cause the wraiths won't matter). Oh wait, no preps; We don't get a conversion stone. Paladin; Wait, now you can't bring a dragon shield for any class! WTF this is impossible! (Though I bet someone's going to post a victory just to prove me wrong...)

Also, maybe AA's should have lev/2 rounded up protections.
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Re: Welcome back!

Postby Fran on Sat Jan 14, 2012 12:01 am

I've tried Orc Assassin, Paladin and Monk multiple times so far.
I died against AA twice, once against Wraiths and once against those resist lowering slimes from slime pit.
The AA's have 10 Death Protections so you have to kill them about 55 times in all to complete the stage.

By the way, does the announcement include that there is still a vicous mode AFTER completing the one that's impossible?

In fact, I'm beginning to think that the version that's available already is the vicous mode and the files have been mixed up. I have no other explanation for how impossible this is.
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Re: Welcome back!

Postby The Avatar on Sat Jan 14, 2012 12:14 am

RESIST REDUCING SLIMES! WHAT?! IS EVERY FREAKING MONSTER IN THE GAME IN THERE?!

But yeah, if there's a vicious version, the files got switched...
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Re: Welcome back!

Postby Darvin on Sat Jan 14, 2012 12:25 am

Wait, what? Hexx Ruins? I meant Gorgon Class by beating Naga City...

Sorry, though you meant the trophy.

Personally, so long as JJ gnomes remain around, I don't think Naga City is any more difficult than Dragon Isles to get your 3-class victory.

AA's... I quit

Agreed; five AA's = 50 layers of death protection. PISORF with rock heart is the only thing with a chance of breaking through that.

I died against AA twice, once against Wraiths and once against those resist lowering slimes from slime pit.

Okay, now there's lowers resist enemies as well!? Well, there goes any resistance strategy as a viable approach.

It seems to me that only remote possibility for victory is the Vampire. You'd somehow need to boost your damage abd lifesteal into the 90's though and also get the BLUDTUPOWA glyph to fuel spellcasting and probably would also need PISORF to deal with the AA's (knock them into each other; four mana to knock out two death protections).

Without preps, that's borderline impossible. Trisword/Keg of Health is the only combo that will raise your base attack enough to achieve this, and that will require an early gloves of midas find, and on top of this you need to conserve your monsters on the top level carefully. On top of this, without the RBS your ability to deal with physical resist enemies is thoroughly gimped, and you won't have enough spellcasting resources to deal with them all.

On the plus side, such a character would probably be impervious to Horatio's low damage output, so you wouldn't suffer too much from the loss of WHUPAZ.
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Re: Welcome back!

Postby Lujo on Sat Jan 14, 2012 12:31 am

Dang, there goes my fighter Gaan'Telet completion. I felt good and smug about that -.-

Also, why is Venture cave glowing with green fire?
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Re: Welcome back!

Postby The Avatar on Sat Jan 14, 2012 12:36 am

Oh gosh, I forgot about Whupaz. Now Vamps really are the only viable strategy, and they're the only class we DIDN'T beat the first version with.

What do you mean by green fire? (I haven't seen the new map?)
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Re: Welcome back!

Postby Fran on Sat Jan 14, 2012 12:57 am

I have no green light on venture cave, not on the map and not in the dungeon itself.

Another thing that changed is that the tower is randomly generated (I don't think that was before but i don't know it because i only played the old version once).
The enemies as well as the altars are (more or less, i've seen some correlation between enemies and gods) randomly generated (especially the order in which they appear), but it looks like they can choose monsters from all available ones.
So i guess you could just have alot of luck and only encounter enemies you're good against, but i'm not sure on this. Maybe they expanded the floors so you still encounter every enemy, but oh well.
The most far i got was with the orc paladin, stage 3 or so.
But as it's 2 am here i'm going to sleep now.
Last edited by Fran on Sat Jan 14, 2012 1:03 am, edited 2 times in total.
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Re: Welcome back!

Postby Abraxas on Sat Jan 14, 2012 12:58 am

Crybabies, the whole lot of you.
Image

This tower has a lot less floors, and Horatio is much, much weaker. It all comes down to luck on which enemies you get.
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