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Messages - Herbrand

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.7.3)
« on: November 21, 2014, 12:19:14 PM »
It seems that you like to click a lot and don't care too much about aiming. I suggest playing Diablo instead.

Listen scrub, I play roguelikes since Rogue on my 286, I play this game since its beginning and beat it with all four classes.
If you cannot tell the difference between losing for game mechanics and losing because your smartphone touchscreen became too moist, you are the one who should be playing something else.

Bah, assholes on the internet...

Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.7.3)
« on: November 21, 2014, 11:43:03 AM »
Question: why can I kill myself with a Wand of Firebolt? I was fighting an Evil Eye with my trusty Firebolt Wand +10 and suddenly I just kill myself for having clicked too close to me. It really sucks to lose a game that I already pretty much won this way. Perhaps a "are you sure?" box would be in order, at least for stupid things like firing at a wall you are directly in front of.

Seriously, I started playing again after a few months but after this it was instant uninstall.

Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.6.1)
« on: January 14, 2014, 10:23:38 AM »
There's a unfair fact in the first 5 levels, you can die easily. i suggest a "one-shot" load game. Only works in the firts 4 levels, and only once.

If you die on floor 1-4, the game respawn you at the start of your death floor.
Result: You can die once, but only to prevent the "accidentally death" when you step a trap and find one or two monsters when you go poorly equipped yet, or something else, and giving the chance of keep playing, prevent a little the multiple die and restart. .. before face the goo

When you step the 5th depth, the Save is destroyed and you can't load the game.


This. Is. A roguelike!!

Permadeath. Take it or leave it.

Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.6.0)
« on: December 10, 2013, 12:00:48 PM »
I see - so there's only one chance to stock up on potions before going downstairs?
Good to know - in that case I won't buy them from the sellers until I really need them.

Those days I leave area 2 with around 15 Healing potions in my pack - but it may be a bit tight, as last day I only had 2 left when I beat the game.

Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.6.0)
« on: December 10, 2013, 10:01:23 AM »
Yesterday after getting the (win item) I came back around level 6-7 to farm more potions, and not only the flies, but every single enemy never dropped anything for me.

Is drop disabled or does it get progressively hard to obtain when your level is too high than the enemy you beat?

Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.6.0)
« on: December 09, 2013, 10:01:02 AM »
Beat it tonight! (1.6.0)

2nd time ever beating, but since the update it's somehow even more challenging. I died at the Dwarf King once two days ago, was he or his minions buffed recently? I had a hard time with him this time as well.

In the end I had a Longsword +6 and a Plate +5 - and indeed, damage-wise I was kinda light-weight, and yes perhaps I should have waited for a better weapon to start than a Vampiric Longsword +0.

Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.6.0)
« on: December 05, 2013, 04:55:25 PM »
Awesome job indeed!

Traditional Roguelikes (Turn Based) / Re: 0.5.4
« on: October 24, 2013, 02:56:22 PM »
Now it's less effective, but still possible. But actually I tried to reduce a number of casualties from successive triggering of toxic and paralytic traps  :).

Oh, I see. Never happened to me though - do you have logs of how many people died from such a combo?

You don't lose the bonus after using an armor kit, you just can't upgrade your armor anymore.

Really? So +4 only adds to the damage reduction interval, or also makes the hit roll harder?

Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v0.5.3)
« on: October 24, 2013, 02:14:09 PM »
On a side note, I manager to "win" the game the other day for the first time after the floor 25 patch.
It was hard, but the again at one point I opened a door and inside a found a Plate Armor and a War Hammer... and I knew I had won :)
War Hammer +8 / Plate Armor +4 > Pixel Dungeon.

That, and a load of healing potions, of course.
Those evil eyes were murder... in one instance I was trapped in a room with 3 of them - teleport scroll saved me.
Also, the class-specific armor is useless for a Warrior - I got the kit, but used on a spare armor I had laying around - not gonna give up that +4 bonus.

Traditional Roguelikes (Turn Based) / Re: 0.5.4
« on: October 24, 2013, 02:10:32 PM »
  • Changed: Toxic gas dispalces paralytic gas

So now I can no longer stunlock bosses to death with both potions? ;)

Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v0.5.3)
« on: October 11, 2013, 10:03:13 AM »
Thank you for the update, awesome job.

Just one thing - is it still possible to farm healing potions from the flies? Because now that the "reset level trick" with the Ankh is ruled out, if we can't even farm potions the only hopes of victory lie in finding a Plate Armor in the first 10 levels... did someone else had this impression?

Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: June 07, 2013, 09:06:50 AM »
Sounds like you have this all planned out! What about food though? Are the two overpriced rations in the store typically enough for each reset?

Every time the level is reset, at least a standard ration is spawned, so you eat that. Either way, you should be able to farm enough Healing Potions from the flies to keep you alive. After killing Goo, I spend most of the time perma-starving anyway.

Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: June 07, 2013, 08:03:29 AM »
Ah, nice little strategy there, Herbrand! I'll have to try it. Can you earn enough gold to cover the cost of a new ankh each reset though? I guess you must be able to or else this would not work.

Does the stuff you leave on the floor disappear after some time?

Yes, on average you do. And if you don't, just keep farming until skellies drop weapons, or backtrack to level 4 to fight gnolls who drop coins altogether. The first time I tried this strategy I was lucky enough to get a Ring of Haggling almost instantly, so the process was trivialized. If you get more stuff than you'd need, you can always add it to your hoard above to sell it on the next run - you lose all your money when you die, and you have no chance of dropping those.

No, the stuff you leave on a floor that is _not_ regenerated stays there forever.

Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: June 06, 2013, 02:29:01 PM »
By the way, I wonder if you might have the answer to a question that's been nagging at me: if you drop off some of your inventory (a) on the floor or (b) in a locked chest and then die on a different level, are you able to come back and pick up your stuff after you revive?

Yes, of course this is part of the strategy I use in order to amass equipment - I kill Goo, then I proceed to buy the Ankh at level 6, explore everything I can and then leave all my belongings in the last room of level 5, except the 4 items I am wearing and the Ankh. I then suicide on level 6 and lo and behold, the level is recreated for me to loot and I can buy another Ankh to feed the cycle again.

I wouldn't know how to leave stuff in a locked chest though - is it even possible?

Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: June 05, 2013, 08:04:55 AM »
On level 5  you get a message 'a mysterious force prvents you from teleporting' when you try to use the wand of teleportation on the Goo, or try to read a scroll of teleportation yourself.  I assume it is the same for the other boss rooms, but I haven't tested this.

I've never had the healing potions run out when farming flies.  What I have had 'run out' is strength potions when repeatedly recreating level 6 by suiciding there. How many potions did you have when you thought it ran out?  The other day, when I badly wanted a well of transformation to test a theory I had, I got up to 35 healing potions in my backpack before I was finally able to make a level that had one.  This doesn't count all the ones I used up along the way -- including having already gone down the complete depth of the dungeon and killed the Dwarf King --  so if the number of potions is llimited, the number seems to be quite large.

I too would like a direct button for the catalogus. seeing as we have 2 inventory buttons now.

Hi Grav, as other people have noticed - myself included - recreating a level will recreate potentially all sort of items, except for potions of strength and scrolls of upgrade - those seem to be predetermined for a zone, or a playthrough.
What happened to me was that I was able to recreate them on level 6, until I got like 2 strength potions and 3-4 scrolls of upgrade, then no more. Incidentally, I could not found more of those in the levels below until the boss, seemingly implying that you can only run out of those items for the current zone.

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