Search found 63 matches
- Mon Feb 27, 2012 2:24 pm
- Forum: Bugs Archive
- Topic: [b38] corridors into nowhere
- Replies: 1
- Views: 820
Re: [b38] corridors into nowhere
This usually happens in very large dungeons...maybe the solution is to take a page from *bands and have a surrounding "permanent" wall to terminate the edge of the level?
- Thu Feb 16, 2012 10:30 am
- Forum: Bugs Archive
- Topic: Redundant item suffixes
- Replies: 1
- Views: 875
Re: Redundant item suffixes
Wait until you find some of annihilation of annihilation. Those were some nasty arrows.
- Mon Feb 06, 2012 1:44 pm
- Forum: Character Reports
- Topic: Shaloren Alchemist (b37)
- Replies: 5
- Views: 2790
Re: Shaloren Archmage (b37)
That...doesn't link to an archmage? :) Unfortunately, you've gotten about as far as I ever have as an alchemist, so any advice I have is mostly theoretical. I remember I had an alchemist who focused on fire alchemy who was pretty powerful. Firestorm was pretty awesome, so points there might be handy...
- Wed Feb 01, 2012 9:56 pm
- Forum: Ideas
- Topic: Special Paradox Mage event for Daikara 4
- Replies: 12
- Views: 5563
Re: Special Paradox Mage event for Daikara 4
What if, instead of straight reducing paradox, it gave you "temporary" paradox? IE you repair 120 paradox, but 10 turns later you get 120 back, and a chance of random anomalies just as if you'd cast a 120 paradox spell. Using the rune to temporarily "patch" the timeline, basically.
- Wed Feb 01, 2012 3:34 pm
- Forum: Bugs Archive
- Topic: Removing Cloak of Deception makes bandit your friend again
- Replies: 1
- Views: 798
Re: Removing Cloak of Deception makes bandit your friend aga
"CRIMINY, ye knocked 'is bloomin' skin off! We're bandits, but that's just harsh."
- Wed Feb 01, 2012 12:53 am
- Forum: Ideas
- Topic: Special Paradox Mage event for Daikara 4
- Replies: 12
- Views: 5563
Re: Special Paradox Mage event for Daikara 4
Huh. I haven't played a lot of Paradox Mages, so I never even played the TR with one. It hadn't occured to me how rough that might be. Hmm. It feels weird to me, that an event revolving around time might be a particularly difficult quest for a master of time manipulation. I don't have an opinion on ...
- Mon Jan 30, 2012 4:41 pm
- Forum: Ideas
- Topic: Change the Marauder unlock
- Replies: 23
- Views: 7706
Re: Change the Marauder unlock
I agree that class-specific unlocks are bad...or at least unpleasant. I'd like to unlock the Marauder, but I seriously hate Rogues. Maybe it could be changed to something like "Deal X amount of damage from stealth or invisibility"? That'd give every class *some* chance of unlocking it, whi...
- Fri Jan 27, 2012 1:14 am
- Forum: Development
- Topic: Adding Replayability Especially Early Game
- Replies: 67
- Views: 21304
Re: Adding Replayability Especially Early Game
Oh, there's a neat idea. Close racially inappropriate zones, but after you complete "your" zones open special quests for the other starter towns that involve fighting both of their bosses(and a number of mooks) simultaneously. The "story" here is that since there was nobody aroun...
- Thu Jan 26, 2012 11:54 pm
- Forum: Development
- Topic: Adding Replayability Especially Early Game
- Replies: 67
- Views: 21304
Re: Adding Replayability Especially Early Game
To be fair, holding up examples of classes which "need" or "very badly could use" the extra dungeons for powering up(re: Dwarf Cursed) is more a show case of "this should be fixed" than anything to do with the dungeons themselves. As for "I don't think the starter ...
- Wed Jan 25, 2012 10:08 pm
- Forum: Development
- Topic: Adding Replayability Especially Early Game
- Replies: 67
- Views: 21304
Re: Adding Replayability Especially Early Game
I think it'd be good to give every starter zone a "Kill-Bill" style quest, and close off non-appropriate classes. If the opportunity for artifacts/loot is a problem...maybe a race-neutral tier-1 dungeon could show up somewhere? It could be a 3-4 level dungeon with 1-2 bosses. That'd give e...
- Wed Jan 25, 2012 4:54 pm
- Forum: Spoilers
- Topic: Need advice - L32 Archmage - Insane/Roguelike
- Replies: 9
- Views: 3821
Re: Need advice - L32 Archmage - Insane/Roguelike
I recommend more points into teleport, if you can spare it. Controlled teleport is a beautiful thing, especially against powerful enemies. If nothing else, 1 point into each of the earth tree's talents means you have a 4-5 turn safety net in stonewall, and the ability to make your own protection ver...
- Wed Jan 25, 2012 1:41 pm
- Forum: Bugs
- Topic: Auto-explore likes looking at items
- Replies: 3
- Views: 2417
Re: Auto-explore likes looking at items
I prefer it as-is. Usually I'll walk all over stuff while I'm fighting or leading an escort, and I'd prefer auto-explore do the backtracking for me.
- Wed Jan 25, 2012 1:40 pm
- Forum: Ideas
- Topic: Remove locked Combat Training from Alchemists
- Replies: 2
- Views: 9955
Re: Remove locked Combat Training from Alchemists
Huh. That makes sense, actually. Thick Skin + Armor Survival + some sort of dual trap find/trap disarm(doesn't really need to be two talents anyway...having the first is only useful if you have the second, and vice-versa) + something? Those are the only skills I can think where everyone wants at lea...
- Wed Jan 25, 2012 12:16 pm
- Forum: Bugs Archive
- Topic: Precognition
- Replies: 2
- Views: 1428
Re: Precognition
I'm not sure I could resist the urge to strangle the escort with my own hands if I managed to get a second copy.
- Tue Jan 24, 2012 2:56 pm
- Forum: General Discussion
- Topic: Death as learning (quest difficulty?)
- Replies: 9
- Views: 3046
Re: Death as learning (quest difficulty?)
Adventurer is a weird mode for me. If I die from something I *should* have survived(playing careless/stupid...), I usually start from scratch anyway. I generally only let myself cheat death when it's one of those "WHOA WHAT" moments.