• 3 Posts
  • 26 Comments
Joined 2 years ago
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Cake day: November 7th, 2023

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  • Chorby_ShorttoPixel Dungeon[DEV] New Badges Coming in v3.1
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    6 months ago

    But even if you burn all 15 scrolls of upgrade for stones, you have a 35% chance of not getting it, and you would have had to play the game without any upgrades to even get to that point. The only way to get it consistently is to find some way to farm weapons or enchantment stones, and that can take ages in a random run.


  • Chorby_ShorttoPixel Dungeon[DEV] New Badges Coming in v3.1
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    6 months ago

    Really the problem there is that the grim reaper badge is the worst badge in the entire game, becaus all it does is measure if you were lucky enough to find a specific enchantment. There is close to no actual skill involved, and that sets it apart from any other badge in the game.




  • Chorby_ShorttoPixel DungeonDisarming trap didn't disarm me
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    9 months ago

    The only thing that I know of that was changed with disarming logic is that it now fails to teleport a weapon if it can’t find a path to a tile in range, as might happen i.e. in the locked room beneath a broken floor room. It used to instead teleport the weapon to a random point of the level, but I pointed out that this could be used to lose the pickaxe in the mine as the result of a reclaimed trap spell. Evan had already prevented other ways to lose the pickaxe (i.e. dropping, transmuting) on that floor because you can’t leave the floor without it in your inventory, so he opted to prevent this case from arising by reworking trap slightly.

    Not sure if this is related to that or not though.




  • Chorby_ShorttoPixel Dungeon[DEV] Cleric Spells: Guiding Light
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    11 months ago

    Just wondering what this illumination would be like. Is it sort of like mind vision? One grievance I’ve had for a while is that mobs that have mind vision from talents don’t actually have a visible mind vision debuff from those talents, so you can’t very well track the effect as a player, which seems a bit odd to me.


  • My main mistake here was during a blast wave wand when I shouldn’t have, because I forgot about knockback paralysis (usually it’s not a big deal, but here it ran me into 3-4 other paralyzing attacks).

    That being said, the Rock density is a pretty frequent issue because there are twice as many attacks as normal. There have been times when the Sappers and Geomancer have attacked at the same time, so there literally is no safe square to move to even in completely open space. More commonly, they will attack within a turn or two of each other, before you get to clear your surroundings. This is the fundamental challenge with this fight.







  • A few notes. First, a shuriken is a thrown weapon (sometimes called missile weapons), not a melee weapon.

    Secondly, I have two runs on record where I used only only tier 1 gear, with additional stipulations. The first was a warden run where I finished with strength 6, having used no strength potions and equipped two cursed might rings, on in the caves and one in the halls. For that run, I ended with +10 armor to avoid encumbrance, but both my +3 gloves and my +5 bow were too heavy, though I used then anyways.

    The second run was a completely potionless/scrolless rogue run. I ended with the same gear I started with, and didn’t end up with any additional rings or artifacts either because I couldn’t confirm any were uncursed. Now, I have done potionless/scrolless with three classes total, but in the other cases I either had a lucky armor drop (leather +3 for Warden), or I found a great shield (for mage; I couldn’t attack with it, but melee combat wasn’t a good idea anyways so that wasn’t really an issue), so that rogue run was the only one of those that was all T1.