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A little encouragement

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Re: A little encouragement

Postby q 3 on Sat Aug 18, 2012 7:53 pm

The new Tower could be the basis for a cool twist on the alpha's Gauntlet mode - instead of repeating the same dungeon over and over at a higher difficulty level, you go down (up?) an endless series of floors, each getting progressively harder, with the goal being to reach as low (high?) a floor as you can. Possibly disable the ability to return to previous floors for that authentic roguelike "iron man" experience. The game could track record your best performance by class - e.g., "You've reached floor 58 as a Rogue! You've reached floor 41 as a Sorcerer! You've reached floor 13 as a Berserker!"

EDIT: Forgot what I even meant to write this post about in the first place. This is how fast regen and poison appear to be interacting now: fast regen causes a monster to heal 2x their level in HP per tile; when poisoned, a monster with fast regen heals 1x their level, which is exactly what they would recover if they had neither fast regen nor poison. Is that how it's supposed to work? In that case, you may as well disable poison altogether on those monsters, because it's pointless to do so in 95% of circumstances. (And the 5% where poison would still be useful is so niche and counterintuitive - e.g., purely to get piety from TT - that it's not worth retaining, IMO.)
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Re: A little encouragement

Postby Lujo on Sat Aug 18, 2012 8:38 pm

Leave my TT piety gaining poison alone :D

Also, the new tower IS a cool twist on the Roguelike Genre. It's a really small one. And really, really nasty one as well, unless you get very lucky. I don't think there'll be any "did it w every class" series about this one, at least no without scumming for gods.

Too many different threats at the same time, and when an unlucky spawn couples with an unfortunate floor, you're dead.

Need second opinion on this, and if it involves Rogues, then a third opinion. If That one invloves GG somehow, then a fourth one :D Although the damned place seems to have a cure for everything (GG's is inventory space). Either that, or I'm usting stuff I'm not expirienced with in Gaan'Telet (EM, GG, Binlor, CYDSTEP etc.)
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Re: A little encouragement

Postby Lujo on Sun Aug 19, 2012 10:46 am

A huge deal about the new tower I just noticed (and forgot to add to the writeup I sen to Avatar, but I bet he'll see it here), is the lack of a subdungeon.

With the way the inital level is designed there isn't any room for one to spawn naturaly, but finding any of the walled in subdungeons was a huuuuuge and necessary part of doing the original GT. I took it for granted for a long time, and now that it's gone, I'm really noticing it.
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Re: A little encouragement

Postby Blovski on Sun Aug 19, 2012 11:01 am

New encouragements entertaining btw
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Re: A little encouragement

Postby Fran on Sun Aug 19, 2012 12:02 pm

How exactly does the encouragement happen?
Whether I win, run away or die in a run, I don't get any message.
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Re: A little encouragement

Postby TigerKnee on Mon Aug 20, 2012 4:05 am

Whoa, has Binlor always hated Imawall?
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Re: A little encouragement

Postby Darvin on Mon Aug 20, 2012 5:02 am

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Re: A little encouragement

Postby JonahHollow on Wed Aug 22, 2012 3:11 am

Why would you want to cast immawall on an empty space if it doesn't give you the extra experience.?
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Re: A little encouragement

Postby Darvin on Wed Aug 22, 2012 3:20 am

Well, with Binlor in particular the number of walls remaining on the level is a resource, and spamming IMAWAL repeatedly on monsters doesn't stack. Other than that, it can be used to create walls to hit monsters into with knockback. However, with the Binlor combo disabled by his punishment I don't see much use for it. Still, I like the additional freedom with the glyph.
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Re: A little encouragement

Postby TigerKnee on Wed Aug 22, 2012 3:28 am

By the way, speaking of Imawal, I find the "statue" forms of monsters VERY distracting especially if you're trying to keep track of how many walls you have and how best to use them for knockback.
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