Search found 63 matches

by Varil
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?
by Varil
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.
by Varil
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...
by Varil
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.
by Varil
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."
by Varil
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 ...
by Varil
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...
by Varil
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...
by Varil
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 ...
by Varil
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...
by Varil
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...
by Varil
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.
by Varil
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...
by Varil
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.
by Varil
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.