Dwarf Fortress

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Re: Dwarf Fortress

Postby Darvin on Tue Feb 07, 2012 7:16 pm

All I will say is that I'm very glad I already have my three Dragon Isles wins.
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Re: Dwarf Fortress

Postby The Avatar on Tue Feb 07, 2012 8:07 pm

Heck yeah! Actually, with the symbol and JJ nerf, I don't know.
We made an expansion and it is awesome. Really, you should check it out, especially if you're looking for some extra challenge.

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Re: Dwarf Fortress

Postby q 3 on Thu Feb 09, 2012 2:24 am

Submitted for the approval of the Midnight Society:

Image

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Re: Dwarf Fortress

Postby Darvin on Thu Feb 09, 2012 2:54 am

Purist with seven potions remaining and no conversion antics? Okay, I really want to see the video of you doing that.
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Re: Dwarf Fortress

Postby Abraxas on Thu Feb 09, 2012 3:22 am

Oh wow. That's something else, alright. Did you use Apheelsik in the arena itself?
That which is not dead may eternal lie, and with strange aeons even death may die.
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Re: Dwarf Fortress

Postby q 3 on Thu Feb 09, 2012 3:58 am

Honestly the hardest part of this was setting up the limited profile - just Mystera, Assassin and Bloodmage, and Crystal Ball (and Midas Gloves, but they didn't spawn here). Even with that it took way more scumming than it should until I got both BLUDTOPOWA and the Crystal Ball. This run was actually the first time I found both of them - that combination, with a Mystera Assassin, is just way too strong. Helpful but probably not necessary was getting Iron Man, Bleaty, and Gobb all on the same wave - allowing me to use three shots of Weakening on all three of them, while saving two shots of it for Prince Whatsisface (who also has 50% mag resist, can't remember if that's new or not). And yeah, I kept APHEELSIK up through Tower of Goo, which helped a lot since you get a bunch of unexplored tiles with each wave.

With an Elf and more optimal play (I keep forgetting about the Crystal Ball until I realize I've saved up like 50 charges) it shouldn't be too hard to nab Feeling Parched as well (and Specialist, since I didn't really need to use two burning-enhanced physical attacks to finish off the Prince, if I'd just converted BLUDTOPOWA for the extra refresh), but I'm done for now. By the last wave there was so much lag (from fireball + piety particle effects, I think) that I was worried I was going to lose to a browser crash.
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Re: Dwarf Fortress

Postby The Avatar on Thu Feb 09, 2012 4:21 am

Wow. Unbelievable. Not possible.

On another note, now the prince has 50% magic resist? Are they just gonna hand out magic resists to every boss on the face of the earth now?
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!
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Re: Dwarf Fortress

Postby q 3 on Thu Feb 09, 2012 5:48 am

I figure I may as well offer some suggestions on how to improve the situation. I don't want to be the "this is too easy, nerf everything" guy, so here is my attempt at changing Mystera's boons so that they are (1) powerful enough to generally be worthwhile, (2) double-edged enough that you still need to think about whether to take each of them in any given dungeon, and (3) tilted somewhat in favor of fireball strategies, but not to the point that she's useless for anything else.

Magic: +2 max MP, increases max HP of all monsters by 5x their level (level 1s get +5 max HP, level 10s get +50) (monsters are not healed, but will of course regenerate to their new maximums). 10+15 piety cost.

Refreshment: Conversion also cures mana burn. (Also, either the effect should be permanent, or allow it to be repeated if you convert from Mystera and back again.)

Flames: +1 fireball damage per level, -3 max MP. Costs 40+30 piety (allows for up to three uses if you can somehow amass 210 piety, for a total of +3 damage/level and -9 max MP).

Weakening: Every time you attack or fireball a monster, both of its resistances are reduced by 3%. The effect stacks with BICEPS and the Piercing Wand. All monsters gain Fast Regen. (Does Fast Regen grant poison immunity? Maybe it should.)

Mana Leak: -1 MP cost to all spells, increases all monsters' phys AND magic resist by 30%. (You still have the problem of Wizards getting free LEMMISI and BICEPS, which can be solved via my earlier suggestion of increasing their respective costs: LEMMISI goes back to 3 MP and maybe gets some secondary bonus, like restoring HP/MP even if you're poisoned/mana burned; BICEPS goes to 3 MP and how provides ~45% bonus damage.)

~

I also think the fireball-related items could use some tweaking:

Piercing Wand: Reduces phys resist, too. Now it's a much better generalist item, akin to the Witchalok Pendant. Alternatively, for a solid specialist item, remove the resist reduction effect; instead, for +2 MP cost your fireball ignores half of the monster's magic resist (i.e. divide their resist by two; 50% resist only blocks 25% of your fireball damage, 75% resist blocks 37.5%) and ignores Counter Fireball.

Battlemage Ring: Adds +2 damage per level to fireballs, and increases cost of BURNDAYRAZ by +1 MP.

Crystal Ball: Each use increases the amount of XP you need to level up by +5 with each use - I think that's an interesting but not unworkable penalty, and fits with the flavor of the item (looking into the future too often takes its toll). Alternatively, make it less efficient, e.g. require 5 charges just to use it (6 charges restores +1 MP, 20 charges restores +15).
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Re: Dwarf Fortress

Postby The Avatar on Thu Feb 09, 2012 12:38 pm

Yeah, the exp is probably not the best penalty, cause once you're sure you're done leveling, then you'd go crazy on it. In contrast, I think the requires X charges to use would work well.
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!
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Re: Dwarf Fortress

Postby valcamo on Thu Feb 09, 2012 3:06 pm

I don't understand.
You proved that Naga City is too easy if played with a "strategic unlock" only to suggest to nerf some useful items?
The right choice would be to block access to Vicious levels until all gods / classes / items are unlocked.

Devs should find a way to make "strategic unlocks" as useless as possible.

Part of the fun of the game consists in unlocking things.

There should be more incentives in unlocking, for example: the bank preparation is increased by 1 gold for each 4 classes that completes a level (I just made up the number, it could be 1 per 10 classes).
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