[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 - Here be goats!


Here be goats!

All things Desktop Dungeons

Here be goats!

Postby GoatBot on Fri Jan 20, 2012 2:13 pm

Discussion - Here be goats!
User avatar
GoatBot
 
Posts: 0
Joined: Wed Jun 01, 2011 4:01 pm

Re: Here be goats!

Postby Sidestepper on Fri Jan 20, 2012 6:25 pm

Sidestepper
 
Posts: 849
Joined: Mon Oct 03, 2011 12:36 am

Re: Here be goats!

Postby Gorgon on Fri Jan 20, 2012 6:28 pm

Did they really buff the bloodmage? Seriously?

Otherwise, nice update. I hadn't seen so big an update for a long time.
User avatar
Gorgon
 
Posts: 281
Joined: Wed Aug 24, 2011 1:32 pm

Re: Here be goats!

Postby Sidestepper on Fri Jan 20, 2012 6:33 pm

Eh, the Bloodmage stomps normal and hard dungeons but is helpless against viscous levels. We'll just have to try it and see.
Sidestepper
 
Posts: 849
Joined: Mon Oct 03, 2011 12:36 am

Re: Here be goats!

Postby gjaustin on Fri Jan 20, 2012 7:06 pm

Ouch on the Monk losing his magic resist. I'm curious if he still has the 75% max resist for that.

I'm also really excited to see the new Mystera.
gjaustin
 
Posts: 1113
Joined: Mon Aug 29, 2011 1:29 am

Re: Here be goats!

Postby Darvin on Fri Jan 20, 2012 7:08 pm

Dear god... Gnomish Bloodmage of Jehora Jeheyu...

The Bloodmage's only "weakness" is that all his class features deplete resources, be they potions or blood pools or exploration tiles. Once your resources are exhausted, you've got no class features which is why Bloodmages fizzle out in vicious levels that either cut you off from your blood pools or force you to conserve resources (essentially forgoing all class features). When it comes to just damage spiking a boss, though, bloodmages are scary and they just got scarier.

Seriously, with this change I think the Slime Pit and the Magma Mines are the only non-vicious levels that should even remotely challenge a bloodmage.


Looking forward to seeing new Mystera.
User avatar
Darvin
 
Posts: 4355
Joined: Thu Jun 02, 2011 1:44 am

Re: Here be goats!

Postby xspeedballx on Fri Jan 20, 2012 7:09 pm

Resolution or something seems different all of a sudden. I was playing on the same laptop yesterday and text was clear, and now it is all very small and seems to have lost resolution. Textures almost seem "blurry".
xspeedballx
 
Posts: 260
Joined: Thu Dec 01, 2011 9:04 pm

Re: Here be goats!

Postby Sidestepper on Fri Jan 20, 2012 7:16 pm

Can someone spoil the new Mystera please? It's going to be a while before I can run the game and I am more curious about this change than anything else.
Sidestepper
 
Posts: 849
Joined: Mon Oct 03, 2011 12:36 am

Re: Here be goats!

Postby xspeedballx on Fri Jan 20, 2012 7:16 pm

New God Info!

Mystera:
Magic - 5(5) cost, +1 Mp, +5% physical resistance to all monsters
Refreshment - 50 cost - Makes all glyph conversions give 50% mana recovery.
Flames - 40 cost - +1 fireball damage, -50% attack bonus
Weakening - 30(10) cost - -10% magic resistance for players and monster on same level.
Mana Leak - 50 cost - All glyphs cost 1 mana less, all monsters gain 30% magic resist.

Tikki Tooki:
Tribute - 15g to gain 10 piety.
xspeedballx
 
Posts: 260
Joined: Thu Dec 01, 2011 9:04 pm

Re: Here be goats!

Postby Darvin on Fri Jan 20, 2012 7:20 pm

Mana Leak Wizard with HALPMEH :o

Abuse it while it still works!

Magic is pretty much only good for burning heart bloodmages and half-dragons, and Refreshment looks like a paradise for elves or Jehora converts. Flames is still mediocre, and weakening is still perplexedly weak compared to Binlor's Stone Heart.
User avatar
Darvin
 
Posts: 4355
Joined: Thu Jun 02, 2011 1:44 am

Next

Return to Desktop Dungeons

Who is online

Users browsing this forum: No registered users and 24 guests