Turtles

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Nizidra
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Re: Turtles

#136 Post by Nizidra »

Thanks for the update, but

MOSS TURTLES! MOAR TURTLES! MOSS TURTLES! MOAR TURTLES! MOSS TURTLES!

Edit:
1. you forgot to update earth turtle's description.
2. for some reason i started new game with -1 stat for distribution as Earth Turtle/Mindslayer, those 4 points seem to be automagically put into STR without any way to recover them (i had 11 (15) str). Starting as Solip seems ok.

Edit2:
2. Seems to affect any class with bonus to str and/or dex. I got -2 starting stat point on temporal warden. Shadow Blade ended up with -3. Other turtles are fine.
Last edited by Nizidra on Thu Feb 27, 2014 2:33 am, edited 1 time in total.
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StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Turtles

#137 Post by StarKeep »

Ah right, the birth description.

As for the stat thing, that is intended, and commonly happens on low base strength races, to get the required minimum stat for items they spawn with.
Alchemist golems will commonly have this happen, in order to get enough strength for their starting armor.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

Nizidra
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Joined: Sat Jan 11, 2014 1:59 pm

Re: Turtles

#138 Post by Nizidra »

StarKeep wrote:Ah right, the birth description.

As for the stat thing, that is intended, and commonly happens on low base strength races, to get the required minimum stat for items they spawn with.
Alchemist golems will commonly have this happen, in order to get enough strength for their starting armor.
Maybe reduce str malus on earth turtle a bit then?
Opinions are like assholes. Everybody's got one and everyone thinks everyone else's stinks.

Talow
Cornac
Posts: 44
Joined: Wed Feb 26, 2014 6:26 pm

Re: Turtles

#139 Post by Talow »

Image

-3 Statpoints? That's a new one. (I started as a MegaTurtle Archmage for shits and giggles.)

I'm guessing that's do to the game's coding plus -10 Magic megaturtles get, but it's still silly.

HousePet
Perspiring Physicist
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Re: Turtles

#140 Post by HousePet »

Its because the game had to assign 6 points into magic to let you equip your staff.
My feedback meter decays into coding. Give me feedback and I make mods.

Talow
Cornac
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Re: Turtles

#141 Post by Talow »

That's what I figured, but it was still silly.

Nizidra
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Re: Turtles

#142 Post by Nizidra »

Talow wrote:That's what I figured, but it was still silly.
that'll be twice as silly if you had "Auto-assign talents at birth" = disabled.
Opinions are like assholes. Everybody's got one and everyone thinks everyone else's stinks.

Calodine
Cornac
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Joined: Fri Dec 30, 2011 4:21 am

Re: Turtles

#143 Post by Calodine »

So I made a megaturtle, and it was odd. Just a berserker - Though that wound up being terrible since berserker's stuff really, really doesn't work well when you take 5 turns to do something. Struggled to kill anything that could heal, up to and including a regular warg in trollmire. Went to turtlemire at level 12. All the way through to the ancient cave. Killed everything in there 'cept Rex, who I couldn't hurt because 106% resist all. By the end I just set stunning blow, death dance and homeguard to autocast, stood next to a boss, then went to get a drink or something for the five minutes it took to actually kill them. Was level 20 by the time I got to Rex.

Struggling to kill a level 5 warg, then going and killing level 80-90 bosses via autocasting two skills and leaving it feels really weird. Especially given all I really used was the combat technique passives.

Absolutely no idea how hard that cave is for non-megaturtles, but (Exception of Rex) it's definitely kinda simple to just walk in, grab some of those tier 5 randarts and walk out.
20:23 DarkGod: googina .. hum

Talow
Cornac
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Joined: Wed Feb 26, 2014 6:26 pm

Re: Turtles

#144 Post by Talow »

Nizidra wrote:
Talow wrote:That's what I figured, but it was still silly.
that'll be twice as silly if you had "Auto-assign talents at birth" = disabled.
that's just magical.

StarKeep
Uruivellas
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Location: Turtlemire

Re: Turtles

#145 Post by StarKeep »

Never take Mega Turtle seriously, ever.

Your journey being a prime example.


Attaching a minimum level of 45 to Turtle Cave I suppose, to stop stuff like that from being done.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

Crim, The Red Thunder
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Location: Nahgharash

Re: Turtles

#146 Post by Crim, The Red Thunder »

Maybe make it 35? Some of my characters haven't been 45 when they headed for high peak. 35 would be high enough to stop shenanigans, but let you hit it up when you come back to the west for backup guardians. And that way, you don't have to win or risk farportals to get in.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

Calodine
Cornac
Posts: 40
Joined: Fri Dec 30, 2011 4:21 am

Re: Turtles

#147 Post by Calodine »

Insidious poison would fix it, too. The issue was the 70-80 hp regen per turn - So 350-400 per one of my turns. If that was halved I'd have been screwed. I was taking a ton of damage - It's just that regen and homeguard messed it up. Few poison traps or maybe an on hit effect for the bosses would do it. The idea of going into somewhere really dangerous to grab some items that MIGHT be great for you early isn't awful. It's just the risk isn't there. It's not like turtlemire itself isn't dangerous - I've had trouble there with guys ten levels above the turtle.

Side note? I actually made the megaturtle after oneshotting myself to snap via flurry, because of his rank 5 megaturtleshield reflecting 63% of all damage. I checked the stuff in the cave and nothing came close to Snap - Even Rex only had rank 3 IIRC, and most of the bosses had rank 1. Snap for turtlegod 2014?
20:23 DarkGod: googina .. hum

loimprevisto
Thalore
Posts: 131
Joined: Sun Apr 21, 2013 8:27 am

Re: Turtles

#148 Post by loimprevisto »

I've frequently cleared the turtle caves between level 20 and 30... sometimes I have to come back later to finish off Rex, but the rest of it can be done. Locking it out until level 45 seems rather harsh.

StarKeep
Uruivellas
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Location: Turtlemire

Re: Turtles

#149 Post by StarKeep »

As I gazed into the eyes of my leader, I asked one simple question: "Why?"

His answer was quite simple.

"You smell."

And thus I fell, back into the pit.
Last edited by StarKeep on Wed Apr 02, 2014 3:26 am, edited 1 time in total.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

loimprevisto
Thalore
Posts: 131
Joined: Sun Apr 21, 2013 8:27 am

Re: Turtles

#150 Post by loimprevisto »

Ghourtle is great :D A few thoughts...

Is it possible to make autoexplore a little friendlier for ghourtles? It keeps failing with the 'didn't move' notice...

Any plans for an alternate melinda/volcano quest for ghourtles?

While a ghourtle oozemancer is hilarious, wilder classes should probably be disallowed...

Could ghourtles get turtle/ghourtle escorts, to have at least a chance of success?

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