Author Topic: Zorbus  (Read 1614 times)

getter77

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Re: Zorbus
« Reply #30 on: June 22, 2019, 12:17:13 PM »
I like the Ascension mechanic's direction---probably the first project that comes to mind in ages that is trying to leverage such in an interesting way since Triangle Wizard and whatever madness Wouter has cooking on the sequel now.   8)
Brian Emre Jeffears
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Joonas

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Re: Zorbus
« Reply #31 on: June 29, 2019, 03:24:53 PM »


Release 17
  • Pressing F now targets/cycles creatures that are not yet at hostility level high enough to attack the player but not friendly either.
  • Option not to render the screen on every step when continuously walking / autopiloting / autoexploring. The default option is not to render. The game feels a lot snappier this way.
  • Pathfind / autoexplore shows dots marking the path that the player took. Green dots if the target was reached and red dots if the autopilot was interrupted (hostile creature seen, trap / secret door detected).
  • Option to exit lists (inventory etc.) with movement key up when the selector is at top position (not shown). Might be more convenient to browse containers, especially if there's nothing you want to get from the container.
  • Settings-menu now has descriptions of the options.
  • Obituary is more detailed. Shows the commands used count, creatures you damaged but someone else killed (damaged to 50% or lower of their health), latest log messages etc.
  • New ingame art by Tony Forsman showing an adventurer standing before the portal to Zorbus.

Troubler

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Re: Zorbus
« Reply #32 on: July 04, 2019, 05:48:27 AM »
Quote
You mean this should be something like "tries to bash you with the hammer but misses"?
Yeah, something like that.

I came back after a break and played a character with a randomized ability start. I managed to get them pretty inflated.
It was considerably easier than the usual game, though the final-final boss and the secret final boss still held up to a degree.
With this character I was able to beat everyone in the end all on my own. I used a few clones on the secret bosses but they didn't matter much.
I had forgotten to try out poison weapons. I guess it just slipped my mind. Webs are a lot less annoying now that you can struggle out of them.

The new victory idea is interesting. I'll try leaving some guys down there next time.
The final-final boss and the secret final boss were harder in this version, though this character was a bit cheesy and managed them both.
I could still tell that they would be more difficult with a weaker character, particularly the secret final boss.
I was also lucky on top of everything else, finding two rings of resistances and a cloak of protection.

I didn't notice much this time around to take notes on, just one thing:
In the victory file the L is capitalized in cloning: "Cloned himself by drinking a Potion of CLoning"

(Release 17)
https://pastebin.com/raw/dBpdeQ8P

Troubler

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Re: Zorbus
« Reply #33 on: Today at 03:18:01 AM »
Now here is something interesting.

I was playing again recently when I was stricken with a certain thought. Could the game be completed without killing anything at all?
Obviously it was not designed for it, but I could see it being theoretically possible. There are no necessary boss fights throughout the game.
The biggest problem is that enemies are fast and so you will quickly be overwhelmed and killed in no time at all with a low level character.
But there is one race which has an advantage here: Centaurs. These guys are incredibly fast and can keep pace with even endgame foes.
Further, the current stealth mechanics can be synergized with a fast character to make a lot of progress through the dungeon mostly unseen.
Centaurs start with a substantial stealth penalty at the start of the game, but a decent mind can bring the penalty back to zero.
With some phenomenal rolls during character creation and the lone wolf feat, this plan is made even more viable.

The only consistent issue is the gate at the end of the dungeon. You need knock to get in, and there is no viable build with a knock spell.
However, there is the possibility of finding a wand of knock in the store. So if you get lucky there, you can pull through the rest of the dungeon.
The second problem are the guardians to the teleporter after you enter the gates. I couldn't find a good solution to these, and was killed by them once.
A wand of summoning might give you a distraction, and a potion of holiness might save you from a blast, but really all you can do is cross your fingers and run for it.
I drank what few buffing potions I had and managed to slip past them and get into the teleporter, luckily avoiding the traps nearby.
And so after several attempts I pulled it off, the lowest level victory possible in Zorbus.

(Notes)
1.If you drink an elixir at level 1, and then die, it wont make a note of it in the abilities section of the obituary.
   It will make it out like you started with that extra point. Though it will still appear in the device uses.
2.The devices used section in the victory screen does not take into account how many times you used a wand of knock (probably because it's through a menu).

(Release 17)
https://pastebin.com/raw/3uJmMTvV

Joonas

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Re: Zorbus
« Reply #34 on: Today at 06:14:43 AM »
That's just amazing.

Level 1 character, 15 health points and in 32 minutes to demigod ending. Bravo!