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Brogues Before Ho's

 
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Broco



Joined: 05 Dec 2006
Location: Headquarters

PostPosted: Fri Apr 06, 2012 6:03 pm        Reply with quote

I was doing really well yesterday and got to Floor 19 (the first time I've gone deep enough to see the "chaotic embers"). Then I got greedy and decided to grab a key even though I probably didn't need any better equipment to ascend (I was feeling confident and how bad could the trap be?).

Three Golems, a Naga and a Troll popped out of statues. I had never even seen a Golem before; looking at their stats I saw that three of them was way more than I could handle. They are vulnerable to Negation but I had none of that; and I had a pixie ally who can sometimes cast Negation but she just cast a lot of Slowness and Discord until she died. I tried to manuever into a doorjam but stepped on a paralysis trap; miraculously I survived until the end of paralysis thanks to my pixie's spells making them not attack me as much. I used an unidentified scroll; it was a teleport scroll so I got out of there (not that lucky; odds were pretty good that that was it). But I still didn't have a path to the down staircase so in my final mistake, I tried to kill the golems using the old hide-behind-door-and-warhammer trick, but it wasn't enough and they killed me. I should've tried harder to avoid fighting them at this point, since I had Telepathy and could be smarter about it.
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Broco



Joined: 05 Dec 2006
Location: Headquarters

PostPosted: Tue Apr 17, 2012 7:34 am        Reply with quote

I ascended too! I got most everything I wanted (except my armor was a somewhat lame runic scale mail), and I kept a troll ally from floor 12 who by the end could cast haste and firebolt (the latter was hazardous around gas, but he was able to kill like 4 tentacle horrors from a distance). Still wasn't easy though, I had to use my items very aggressively in the deeper floors, and as you can see my disposables were mostly depleted by the end.



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Broco



Joined: 05 Dec 2006
Location: Headquarters

PostPosted: Thu Jun 07, 2012 9:22 pm        Reply with quote

Looks like nice improvements, it addresses a lot of problems I had. For me this is the biggest deal:

Code:
Paralysis trap pressure plates are now physically separate from the locations that emit the paralytic gas, which means there are more hidden tiles that can be discovered to reveal the existence of a paralysis trap, and paralysis gas will generally take a turn or two to reach the player after stepping on the plate.


as I've lost plenty of very strong characters to paralysis traps, and had come to view a ring of awareness as the single most important item you need for ascension. In combination with the searching change, this should no longer be the case.
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Broco



Joined: 05 Dec 2006
Location: Headquarters

PostPosted: Mon Jun 11, 2012 6:04 pm        Reply with quote

Dark Age Iron Savior wrote:
1.6.4 bugfix release:

Code:
-   Fixed a bug that caused allies’ damage to increase dramatically over time.


Yeah I actually ascended on my second game on 1.6.3, in part because I had a bug-powered troll ally that I was duplicating with a wand of plenty (gradually, so I only had two allies at a time -- I've learned that having a ton of allies doesn't work out so well if you hit a confusion trap). They were killing each other (when discordant) and tentacle horrors really quickly, although I didn't realize it was a bug. Now that ascension feels cheapened.

Quote:
Quote:
paralysis traps


It's probably because I've never gotten down terribly deep, but I never had a single death to paralysis traps in 1.6.2. Poison gas traps, definitely (especially set off by allies). I seem to run into paralysis traps more frequently now, though, since I often forget to search for the switch when I find a vent.


Traps start showing up in large quantities past depth 15-ish. But they aren't nearly as big a threat post 1.6.3.
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Broco



Joined: 05 Dec 2006
Location: Headquarters

PostPosted: Mon Jun 11, 2012 7:40 pm        Reply with quote

I'm fine with the over-nerfing of paralysis traps. An interesting side effect of it is that they're more usable as a tool you can use to paralyze enemies now (though I haven't dared try that so far). But certainly the searching change nerfed all other traps, none of which were truly abusive.

Overall, the trap nerfing and the greater treasure room spawn rate make 1.6.4 significantly easier than 1.6.2. But within reasonable limits.
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Broco



Joined: 05 Dec 2006
Location: Headquarters

PostPosted: Sat Jun 16, 2012 4:50 am        Reply with quote

I've ascended characters with regeneration and transference but not wisdom, so I don't necessarily agree it's so much better. For a long time transference was my favorite because I also liked war axes, and that combo lets you stomp right over tough enemy groups.

It really depends on other equipment you have. For wisdom, you obviously need staves and for transference you need a high-damage weapon. For regeneration you don't need anything else but it's slightly less good because even at high levels the regen is more for between fights than in the middle of one.
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Broco



Joined: 05 Dec 2006
Location: Headquarters

PostPosted: Tue Aug 07, 2012 5:30 am        Reply with quote

Still playing this. Found a Dar Priestess in a treasure room on Depth 8, end result:





With 5 high-level Dar Priestess clones surrounding me, I was unstoppable. I could fight multiple dragons at a time. I probably could've gotten 12 or 15 lumenstones, but I didn't want to press my luck in my first post-game run. The confusion runic helped a lot too, obviously.
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Broco



Joined: 05 Dec 2006
Location: Headquarters

PostPosted: Mon Nov 12, 2012 6:04 pm        Reply with quote

Maybe you're confused by the double negative, but the point is to allow escape-artist builds that weren't feasible before.

Pender wrote on the official forums:

Pender wrote:
I actually wouldn't read too much into the experience thing. The biggest net change is that health potions now grant additional max HP (and have been renamed). Otherwise, I think it has remarkably little effect on player ability progression. Experience was always a fairly defunct system, since pretty much all characters leveled up at pretty much the same rate.


I haven't tried the new release yet but no one who's played it seems unhappy with that change. It came as part of a wider rebalancing that made the game significantly harder overall (needed since 1.6.4 was easy to the point of being boring).
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Broco



Joined: 05 Dec 2006
Location: Headquarters

PostPosted: Sat Feb 08, 2014 6:57 am        Reply with quote

mauve wrote:
One death from running out of food; I explored thoroughly but got nothing for 6 floors. I am pretty mad about this one. (honest answer is that I'm suspecting an explosion in a swampy area burned at least one of them up?)


No, explosions only burn scrolls. It's likely in a secret room you missed. Food generation is spread out evenly so it shouldn't happen by bad luck.

mauve wrote:
An issue I have with this game is that everything is essentially single purpose. Want food? Only way to get it is if it drops. Get an item but it's of no use for you? Too bad throw it out, nothing else you can do with it. I get that the treasure rooms are meant to be a buffer against this, but they're pretty specific.


I'm not sure what these "no use" items to be thrown out are. You probably mean weak weapons and armor since every other item has some kind of use. Have you noticed that runic properties are more common the weaker a piece of equipment is? You run into runic weapons/armor more often than you might realize, since they often have low triggering rates at low enchantment levels, so you can use them a little while without seeing the ability. So that useless-looking dagger may be a Dagger of Paralysis that will win the game for you. I also had the feeling that I was too dependent on certain drops before I realized this.

Pouring all your enchantments into a particular staff or ring can also get you a game-winning character. For that reason most seeds are winnable, as you can see from the results of the contests on the Brogue forums, so I don't particularly agree about the game being "prone to disaster" (tactically it is of course like every roguelike, but not strategically). Brogue is still a game about improvising the best strategy from whatever stuff the game gives you and maybe you prefer greater control over your destiny, but I find the mandatory variety in build decisions stretches my playstyle in a fun way (I also like Super Crate Box for analogous reasons) and don't find it unfair.
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Broco



Joined: 05 Dec 2006
Location: Headquarters

PostPosted: Tue Feb 11, 2014 1:16 am        Reply with quote

Yeah, Dar Priestess can dominate everything if it lives long enough. My best run (9 lumenstones), I rescued a rare floor 10 Dar Priestess -- so it couldn't die soon after I got it and had a huge ramp to acquire levels -- and eventually cloned it four times. So I had five Dar Priestesses with around 7 skills running around healing, hasting and protecting each other every turn and with enough health to absorb a single blow from a dragon without dying. I probably could've done a 25-lumenstone sweep since nothing could touch me and I didn't need any other items, but I stopped at 9 since it was already a personal best and I didn't want to push my luck.

In 1.7.3 the ally XP system was replaced with a weaker one to avoid this kind of steamrolling, so that game couldn't happen anymore though.

But certainly Dar Battlemages can make you lose the game almost regardless of your situation. I always try to take them out as soon as I spot them without giving them any turns to mess with me.
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Broco



Joined: 05 Dec 2006
Location: Headquarters

PostPosted: Fri Feb 14, 2014 10:09 pm        Reply with quote

The manual seed is auto-populated with the last one you played so that's another way to retry seeds.
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