Playthrough notes

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Re: Playthrough notes

Postby Lujo on Thu Jan 17, 2013 6:59 pm

FDru wrote:
Lujo wrote:It has no subdungeon! I don't know if it has a walled off one, either, but it has no subdungeon, and that's huge on it's own.


I've done excessive amounts of CO runs lately (it is the burning dungeon way too often) and I can safely say it never has a walled off subdungeon. Sometimes the wall can spawn connected to the unbreakable walls in the middle and give the appearance of a possible subdungeon, but every time I've bothered to reveal it there was just more unbreakable walls.


Well I've posted this all over the place, I hope it changes in the next update. Atles now we know we can convert ENDISWAL on sight...

PQI Win - Vampire HOARDER in HHoS - That is all. But seeing how I entered with a Dragonshield, and HHoS guarantees an orb of Lusory, it wasn't too hard. Invenotry was 4 potions + compressed D Shield, Bear Mace, Patches, HALPMEH, BURNDAYRAZ, Orb (smashed it to pick something up in the end, not sure what)
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Re: Playthrough notes

Postby Sidestepper on Thu Jan 17, 2013 8:23 pm

I'm reasonably certain that any given dungeon either always has a subdungeon or never has one. I don't think the distribution is random.

Cursed Oasis has a surprisingly large amount of exploration space blocked off and the blinking, life stealing monsters force you to use what you have much earlier than you'd like. A subdungeon would be a welcome addition.
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Re: Playthrough notes

Postby FDru on Thu Jan 17, 2013 8:27 pm

Lujo wrote:Well I've posted this all over the place, I hope it changes in the next update. Atles now we know we can convert ENDISWAL on sight...


Yeah, it is pretty bad but I wouldn't write it off completely, since Magic Resist can still be useful (despite the curse-heavy nature of the map) I am thinking that there is probably a way to make Binlor worthwhile, even if it's just a handful of MR and the knockback to prevent blinks. One of my simplest runs was with the Berserker, and I didn't even kill the Curse Shade (alternating between normal and cursed maps between every hit on the boss was probably not optimal but it worked).
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Re: Playthrough notes

Postby The Avatar on Thu Jan 17, 2013 8:28 pm

Every dungeon has a subdungeon (except CO, but that's a bug). As for secret subdungeons, the dungeon either always has one or never does.
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Re: Playthrough notes

Postby Lujo on Fri Jan 18, 2013 1:44 pm

Interface gripe - in order to check out what the monster classes actually do, you have to go into the tavern, start up a run, and then look. It's a bit pointlessly inelegant, even for a compromise solution. I'm sure it's being worked on, I just noticed it was getting annyoing.

Interface Gripe - Ditto for the Explorers guild classes.

Whish - there was a way to know your metrics in-game, most played for example would mean a lot to me for testing purposes and assesments. Most used item, would also be nice.

Props to Blovski PQI Labyrinth Parched I just used Blovski's patented Dwarf GG Paladin Healthmonster with a Dragonshield and a picked up fire heart. It's such a cool, fun and different strat ^^ I still think the fire heart needs a buff, because as is it's useable with a CP crazy dwarf who also went mono GG for 3 rows of beads. The only other use for it would be to stack charges so you can get one more CYDSTEPP in a pinch, but that would mean 20 glyph casts with it sitting in your inventory doing mostly nothing. It's a good concept, just needs something to make it as good as it deserves to be.

Like - GG can be used as a chokepoint clearer on maps with moderately few undead. Well in some cases anyway ^^

Noticed - PQI is setting me up with Dvarves a whole lot.

<3 The Healthmonster - Anyone looking to easily clear a flaming Hex Ruins, this is a really relaxing, different and fun way to do it. It also upps your dwarf count of the PQI. :)

<3 <3 The Healthmonster He can even clear Ick Swamp. No Fire Heart either.

Ditto: And Magma Mines, as well...

PQI nonsense - I just did 4 runs in a row as a dwarven paladin, 2 of them PQI, 2 just flaming dungeons, and the PQI still sets me up with a dwarven paladin. Weird.
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Re: Playthrough notes

Postby Lujo on Sat Jan 19, 2013 9:47 pm

Image

Prepped CB and drac (didn't use anything else, pretty much).

Now this picture doesn't fully illustrate why I'm ranting about the Crystall Ball and B2P being too good. Medusa's a weak-sauce lvl 10, right?

Well, I just killed a lvl 10 and I'm lvl 5. Before I did it I was lvl 3. And quite a bit of this exploration happened at through B2P, and the fact is I didn't drink a single potion. CB, B2P, Bloodswell, and there you have it. And if you open the picture in a separate tab, you can see I have 25 gold, which means I only bought the boots, and had enough gold for maybe one use out of crystall ball.

PQI quest was DING! max, I just stepped over to the other boss, burned him down next, and picked up an easy lvl 10.

Ok, so the other guy took one 2 more bloodswells, the level boost from Drac, and a mid fight ding, but he does have 50% magic resistance, and I went specialist (no dodge or whoopaz or anything). I also went parched, so I could've probably gone hoarder as well, seeing how I didn't convert or use any health potions. If I used all my resources, I could've probably killed all the bosses in Naga City and then some... (that is if I actally optimized in any way, so many of the few steps this has taken were suboptimal/unnecessary)

And as for why I'm bored to tears with Binlor by this point:

Image

No, vicious reward preps either, and I admit it would make a fine gold challenge...
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Re: Playthrough notes

Postby Lujo on Mon Jan 21, 2013 6:17 pm

Slime Pits - Bloodmage Hoarder and Faithess. I'm really milking this CB-B2P thing here.

Labyrinht - a purist rogue attempting this was very, very difficult. It's fun to see the little bastard have trouble, though ^^
Last edited by Lujo on Mon Jan 21, 2013 10:06 pm, edited 1 time in total.
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Re: Playthrough notes

Postby gjaustin on Mon Jan 21, 2013 8:06 pm

Yeah, Labyrinth and Shifting Passages are probably the two hardest Rogue dungeons if you go Purist. They frequently don't have the health to get past random monsters blocking passages.
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Re: Playthrough notes

Postby Lujo on Mon Jan 21, 2013 8:54 pm

Very true, if what just happened to me is any indicator. It's really strange when you use a lot of absolutions and still can't survive a hit from the boss. Not to mention that seeing a prepless rogue so helpless and powerless got me thinking about what it would be like to introduce prep money limitations.

I'd love to test it out, and since I'm thinking about making a short series of DD vids (a sort of warmup is in the making ATM), maybe I'll try my hand at that particular self imposed challenge and see how it goes?

Warmonger Monk on Shifting Passages - was quite challenging. The penultimate directionals are actually pretty tough (well, except Ick Swamp) unless you're prepped for it, if you have specifics challenges in mind...

Dragonkin Boss Seems a fair bit tougher than other regular bosses, and I can't tell why this is.
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Re: Playthrough notes

Postby Lujo on Sat Jan 26, 2013 7:40 pm

Ick Swamp - Is doable with a purist miser orc fighter, apparently. WONNAFYT is great on this map ^^

PQI - Is setting me up with monks, apparently. This is odd ^^ Should be Priests...

PQI - Isn't telling me when I've failed a run.

Hope - the kingdom and adventuring screen changes the devs were talking about include some way to keep track for badges you're eligible for :)

APHEELSICK - I have no idea what the other guys who want it frontloaded are talking about. I've just had great fun with a Dwarven assasin in 2 places.

Lol I've been doing so many Taurog Monk runs that I just thought I thought I had a bug when I hit a monster and it didn't run away because of cowardly. :D

Purist Goblin Monk in Labyrinth - Was not easy. Mysterea + EM against Bleaty and Rex, skipped Binlor, wouldn't you know it...
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