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Early Dev / Re: Demon: A monster collection roguelike
« on: May 09, 2015, 05:09:13 AM »
Actually raichoo haven't been giving me any problems of late, probably because I haven't been encountering many. I recall a large band at T:5, but by that time they posed little threat. I manged to recruit cursed + blessed raicho from earlier bands of 1-3 raicho, so my mid game became pretty easy. I just don't think raicho scale well to late game - they seem to be dishing significantly less damage than their opponents. Is this just me?
I don't play with a gandaya anymore, offense is the best defense . Fae supporters are still my most problematic opponents, I haven't figured out a good strategy for killing them first. But yeah at that particular instance I had a gandayah to protect me from raicho spamming envenom. By the way, I'm starting to rethink my initial buff/debuff character selection - currently leaning towards buff + mind/light/healing.
There was no Ludoc on T:6 my last game; instead I encountered an alternate hero (M??), the one with bull rush spamming guilt. Man, didn't realize how potent guilt could be; my raichos and haietlik were actually healing the hero (guilt > damage). Took me about 5+ attempts to find the right party combination to defeat this particular hero (didn't loose anyone though): hasted east saint + modified raicho (reshape + fade + souleater + flesheater) + blessed raicho.
Sorry, I threw that stealth/invisibility sentence in as an afterthought. I know you wrote quite a lengthy response. I don't think the game needs stealth, I just wanted to emphasize that AI chasing could be improved.
Wow I must be blind (hyper-focused on the actual demon icons). When I went to take the screenshot, behold, every ally has a blue box. I believe however there are some rare circumstances in which it is near invisible. I'll keep a lookout but for now here is a hypothetical:
New question: I'm confused about how body resistance works? Most body abilities are passive, how can body resistance affect passive abilities? Or does body resistance encompass slash+pierce+impact resistances, but provide less protection?
Training speed: I might recant my initial statements regarding the level of newer recruits relative to older allies. Possibly that was an unlucky game, though possibly the inverse could be said for the latest one. When I made those comments newer recruits constantly outclassed my older allies. The opposite was true for my latest game: newer recruits tended to be a level behind my older allies. Nonetheless, this should be something you keep an eye, just in case it is too variable between games.
I still think allies train too slowly. I've also noticed that my older allies don't generate training points as often, which is disappointing. I do keep using my older allies constantly, but I don't think that affects training points: isn't XP split equally among active and unactive party members? But by the time I obtain abilities I want to train into my monsters, those monsters become obsolete, replaced by monsters with more powerful abilities.
Easy Encounters: true some groups seem easier than others, but are you considering spawn distances? If an easy groups merges into a group of 15+ monsters via LOS, then it's no longer easy .
Previous Levels: Well, DCSS has a food clock whereas Demon has no constraint on scumming lower levels. True the food clock has been progressively loosened, but that's because DCSS has branch levels that are just more effective (and difficult) for farming.
I also want to emphasize what I've previously said regarding panic: the effectiveness of panic and sleep/stun are miles apart. Sleep is a gamechanger, I lost my latest game because of it. Out of the countless times my allies have been panicked, I've only been (if ever) been injured by them once or twice. Panicked allies never flee, or move erratically instead of attacking. Conversely, a panicked player remains able to move and use their abilities as per normal.
One more AI niggle: The diagram has only been *slightly* exaggerated. If the top raicho becomes sufficiently injured that I decide to swap it out, the East Saint immediately takes it place, so I have to summon the replacement behind the East Saint. This is bad because the Easg Saint has low health, is needed as a long-distance sniper (support character), and isn't particularly resistant to the opponents in question. By the time I summon a replacement brawler, the Easg Saint is already badly wounded, but the brawler won't take the Easg Saint's place until it is severly wounded. After which I have to dismiss the East Saint for fear of stray missiles, and so I lose my support ally.
I've also been having some problems casting that Easg Saint long-ranged smiting ability - the game keeps saying, "invalid target". IIRC with a layout something like the following, I was unable to target any of any opponent. I did have enough SP:
By the way, this just so happened to be the layout of my final 3053 run in which the Lilith ruined everything
I also wish there were ten (or more) of you. That said, I enjoy the game enough already to keep coming back
Just for reference: real-life raicho. So cute, not deadly at-all It's been great fun researching the more obscure references
I don't play with a gandaya anymore, offense is the best defense . Fae supporters are still my most problematic opponents, I haven't figured out a good strategy for killing them first. But yeah at that particular instance I had a gandayah to protect me from raicho spamming envenom. By the way, I'm starting to rethink my initial buff/debuff character selection - currently leaning towards buff + mind/light/healing.
There was no Ludoc on T:6 my last game; instead I encountered an alternate hero (M??), the one with bull rush spamming guilt. Man, didn't realize how potent guilt could be; my raichos and haietlik were actually healing the hero (guilt > damage). Took me about 5+ attempts to find the right party combination to defeat this particular hero (didn't loose anyone though): hasted east saint + modified raicho (reshape + fade + souleater + flesheater) + blessed raicho.
Sorry, I threw that stealth/invisibility sentence in as an afterthought. I know you wrote quite a lengthy response. I don't think the game needs stealth, I just wanted to emphasize that AI chasing could be improved.
Wow I must be blind (hyper-focused on the actual demon icons). When I went to take the screenshot, behold, every ally has a blue box. I believe however there are some rare circumstances in which it is near invisible. I'll keep a lookout but for now here is a hypothetical:
Code: [Select]
WA
WOA
WA
W: Wall
O: Opponent
A: Ally
New question: I'm confused about how body resistance works? Most body abilities are passive, how can body resistance affect passive abilities? Or does body resistance encompass slash+pierce+impact resistances, but provide less protection?
Training speed: I might recant my initial statements regarding the level of newer recruits relative to older allies. Possibly that was an unlucky game, though possibly the inverse could be said for the latest one. When I made those comments newer recruits constantly outclassed my older allies. The opposite was true for my latest game: newer recruits tended to be a level behind my older allies. Nonetheless, this should be something you keep an eye, just in case it is too variable between games.
I still think allies train too slowly. I've also noticed that my older allies don't generate training points as often, which is disappointing. I do keep using my older allies constantly, but I don't think that affects training points: isn't XP split equally among active and unactive party members? But by the time I obtain abilities I want to train into my monsters, those monsters become obsolete, replaced by monsters with more powerful abilities.
Easy Encounters: true some groups seem easier than others, but are you considering spawn distances? If an easy groups merges into a group of 15+ monsters via LOS, then it's no longer easy .
Previous Levels: Well, DCSS has a food clock whereas Demon has no constraint on scumming lower levels. True the food clock has been progressively loosened, but that's because DCSS has branch levels that are just more effective (and difficult) for farming.
I also want to emphasize what I've previously said regarding panic: the effectiveness of panic and sleep/stun are miles apart. Sleep is a gamechanger, I lost my latest game because of it. Out of the countless times my allies have been panicked, I've only been (if ever) been injured by them once or twice. Panicked allies never flee, or move erratically instead of attacking. Conversely, a panicked player remains able to move and use their abilities as per normal.
One more AI niggle: The diagram has only been *slightly* exaggerated. If the top raicho becomes sufficiently injured that I decide to swap it out, the East Saint immediately takes it place, so I have to summon the replacement behind the East Saint. This is bad because the Easg Saint has low health, is needed as a long-distance sniper (support character), and isn't particularly resistant to the opponents in question. By the time I summon a replacement brawler, the Easg Saint is already badly wounded, but the brawler won't take the Easg Saint's place until it is severly wounded. After which I have to dismiss the East Saint for fear of stray missiles, and so I lose my support ally.
Code: [Select]
W W
W W
W WWWWWWWWWWWWWWWW
W ERMMMMMMMMMMMMMMM
W @RMMMMMMMMMMMMMMM
WWWWWWWWWWWMMMMMMMMM
WMMMMMMMM
WMMMMM
W
W = Wall
E = Easg Saint Ally
R = Raicho Ally
@ = Player
M = Opponents (lots and lots )
I've also been having some problems casting that Easg Saint long-ranged smiting ability - the game keeps saying, "invalid target". IIRC with a layout something like the following, I was unable to target any of any opponent. I did have enough SP:
Code: [Select]
F
LWWWWWW
C @W
C AWWWWW
AAMMM
@ = Me, on stairs
W = Wall
C = Cynocephalus opponent
F = Fae opponent
L = Lilith opponent
A = ally
M = random opponent
By the way, this just so happened to be the layout of my final 3053 run in which the Lilith ruined everything
I also wish there were ten (or more) of you. That said, I enjoy the game enough already to keep coming back
Just for reference: real-life raicho. So cute, not deadly at-all It's been great fun researching the more obscure references