Fascinated with stuff related to free software, modularity/decentralization, gaming, pixel art, sci-fi, cooking, anti-car-dependency, hardcore techno and breakcore

Mastodon: @basxto@chaos.social

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Joined 1 year ago
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Cake day: July 22nd, 2023

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  • It’s my favorite wand as staff. Aside from Primatic Lights and Living Earth all other wands are worth for staff due to side effects. But in contrast to these other two wands it has Magic Charge which can make other wands a lot stronger. Shooting a +15 lightning, disintegration, frost, fireblast, corrosion, regrowth, warding or transfusion is great when you need it, but useless when it’s your main ranged attack due to them waking other enemies, hitting yourself, doing less or no damage at the second shot, doing no damage at all or destroying items.






  • Play style:

    My currently preferred keybindings are: numpad movement with quickslots on Num Lock, Num /, Num *, Num -; attack on Num 0 ; examine on Num . ;special action on Num +; next target on Num Enter.

    Most of the time (>90%) I play Wild Magic Warlock with focus on farming. Because of Necromancer’s Minions I’ll have quite a few wraiths on any floor and I sometimes use ally warp to jump around (especially with ghost) “for free”. Part of my defense is handled by Shield Battery. I try to use Blacksmith to get Plate Armor +3 and spend the rest on rings etc if I found upgraded Plate Armor. I always have Staff of Magic Missile, which I usually get to +15+1 with Desperate Power +1. If choose Desperate Power +3, find and imbue a Wand of Magic Missile +2 before I find my second upgrade scroll, I theoretically could get to +2+15+3 on my last charge.

    Soul Eater +3 is what makes using Scroll of Foresight on all floors and farming possible. I solve all puzzles, quests and sacrifices. I kill all statues, piranhas and mimics. Trigger all Summoning/Guardian Traps. Magical Energy is mostly from dropped (and at the end bought) seeds, stones, potions and scrolls. I do starve at some point, it certainly isn’t unlimited.

    I rarely use potions (aside from Strength, Experience and Healing), runestones (aside from Augmentation, Enchantment and Intuition) and missiles. Tengu and thieves are pretty much the only cases where where I use missiles when I have no wand charges left. I’ll use quest potions if there is no other way, but in many cases there is enough time to wait for another solution and come back.

    I always get wand > artifact > ring because of wild magic. At most I use armor abilities against scorpions. During Yog-Dzewa and ascension I kinda forget that I have them. Having a lot of weak wands is also nice when used with Magic Charge, but Wild Magic can’t make use of that afaik.

    I drop potions and scrolls at the entrance/exit of floors until I have the containers that guard them from freezing/burning. I can guess Potion of Strength, safe drops and often quest potions. For the rest I use Scroll of Divination. Go back and forth between shops and alchemy pots a lot. I’ll double key rooms untouched until I identified Scroll of Transmutation and Potion of Experience (enough time to come back). I’ll replace Scholar’s Intuition, Wand Preservation and Inscribed Power with Scroll of Metamorphosis.

    With four Potions of Divine Inspiration I’ll get to max talent points. I will keep two Potions of Experience or go for two starfruits if I find enough for them (that potion gives a lot of energy). The last Potion of Strength will be turned into Elixir of Might.

    I always level until I don’t get any XP anymore and then go to the boss. To keep starvation low and drop chances high.

    Only when I go down to Yog-Dzewa I’ll go from level 28 to 30 (charge and use artifacts) and then go to 20 strength. Strength doesn’t matter much. I’ll usually go for whip and glaive, which only needs 18. Enchanted staff is also a good backup weapon with low requirement.

    There is enough food to get to the Tengu and get Soul Eater. I’d say my food consumption is rather high until then and I try to consume big food first. I’ll get Elixir of Honeyed Healing (never really use them), Frozen Carpaccio (hence piranha killing) and all Rations of food. Since I have satiation already covered, I use them pretty much to trigger on-eat effects during boss fights.

    I haven’t played around with it much yet, but Salt Cube should benefit this play style vastly. Regeneration doesn’t matter since Warlock heals anyways.

    When I manage to ascend I often still have 2 blessed ankhs, food, unused ranged weapons, lots of health potions, full Scroll Holder and full Potion Holder. Usually at least 2 artifacts on +10. Yellow Progression, Treasure and Quests is guaranteed. Grandmaster Treasure Hunter, Grandmaster Monster Hunter, Grandmaster Bodybuilder and Grandmaster Adventurer are guaranteed. My highest score so far had Game Duration 32,289; Mobs Killed 1,018; Gold Collected 30,394; Food Eaten 43; Items Crafted 97 on v2.3.2

    I describe it that detailed also because that possibility is maybe not intended, even though I enjoy this play style. It certainly has it’s down sides as I often die with Level 28, Strength 19 and Maximum Depth 24.


    I never get yellow Bosses because of DM-300 and King of Dwarves I guess. It’s not entirely clear to me which bosses reduced the score. It’s likely King of Dwarves, which I fight with Scroll of Chellange, and DM-300, which always gets me with rock drop when I hide in tunnels.

    I don’t understand why I don’t get yellow Exploration. I’ve certainly discovered all rooms and looted whatever I could find.


  • I successfully procrastinated away to respond to this.

    • The new log is great
    • Had to play a bit more around with allies and pay attention, but it still looks like it has issues. (see below)
    • I was indeed just blind in regard to the clickable count indicator

    • It could be optional and that way show up in settings
    • Okay, I myself use a mix of keys and pathfinding. Since it’s possible to move the camera with right click and zoom with mouse wheel it shouldn’t be an issue.
    • It could appear on tap down and shoot on release.

    • The new notes with tooltip integration are great.

    I guess a few points were strongly related to my rather narrow play style, so it’s probably best to give that as a context. But that’ll be long so I’ll post that as a reply to this.


    Source of rare misclicks due to actions that use left mouse button just like walking:

    • Shielding myself with wands I rarely use:
      • Wand of Corrosion/Fireblast/Blast Wave, for which it’s inconvenient to cast them next to myself
      • Wand of Disintegration when I want to keep the grass intact etc
      • Wand of Regrowth when I want to conserve it
    • Ally Warp since pathfinder doesn’t warp:
      • Click next to them and walk there, which can lead to a detour due to them blocking the direct path
      • Click on an ally out of range and accidentially walk there, since it’s not always clear to me what is in range

    That’s a big reason why auto pathing stops when an enemy pops into view, as otherwise suddenly changing directions would be quite common

    Maybe the issue is that it stops only for enemies? When an ally pops into view, path finder changes direction because it can’t warp. With more Wraiths that can lead to the hero going back and forth. I usually interrupt it with a click/touch. Wasted steps aren’t a big issue with my play style.

    I could be wrong on this one: It feels like Ally Warp, directional keys and Hold To Move Sensitivity don’t go well together. With the ghost to my right: Even on level 2 it happens occasionally that I swap places with the ghost and then move right by one.

    I usually play on level 4 and there I had it happen that I had 3 Wraiths to my right and instead of just swapping with the first one I accidentally swapped with all three and moved right by one.

    I love Hold to Move for mining in the blacksmith quest, but maybe it should stop when the action would change? (move,warp,dig…) For Ally Warp it should maybe be completely disabled, it doesn’t even happen often to do two warps in a row. At least not with allies next to you.


  • Understandable, but sad. Though deterministic RNG is indeed extreme in some way. But that means levelgen related items are deterministic?

    On the other hand it could allow recording and replaying run with minimal data needed (the inputs)

    I’d say the risk is low, since seeded runs are unranked and excluded from achievements. Such instruction would only work for a specific version. General “tips & tricks” tutorials already have issues with not being up-to-date and “the wiki” to keep up with new and changing content.

    It would allow something similar to speedrunning (more about amount of inputs than time), which is always a very different way of playing games. Especially tool assisted speedruns would circumvent permadeath and unidentified items. But there are already speedruns happening, they just have to depend on the fixed items. Though the UI already does a good job in distinguishing game modes. It’s pretty clear in any screenshot or screen recording which version was used and if it’s a custom seed (stairs colors).

    If the enemies don’t move in the same way, that would make TASing (basically botting) impossible. But there are always ways to automate inputs, since any device can pretend to be a USB keyboard/mouse/gamepad




  • I mostly play mage, but it should also work when you find a wand or have another ranged class: I just run in circles (entrance room - goo room) and hit goo all the time. When it pumps I run and do ranged attacks until it has caught up or go through a door to surprise attack. This arguably easier with mage because the ranged attack gives 1-2dmg for the next physical attack and 5 shielding. I try to guide it around water if possible.

    My only on-floor preparation is to discover both paths to the goo room. I generally don’t go there before I’ve reached 6 talent points (Empowering Meal +2, Lingering Magic +1, Backup Barrier +2, Arcane Vision +1) and dump all my upgrades into the staff, which makes for a strong ranged and melee weapon.

    Going through doors probably only works with some kind of mind vision, since you don’t want goo to wander off and heal.

    All goo does is: pump slowly (strong attack, but gives enough time to escape), heal on water and give ooze debuff occasionally, but that can be washed away.

    Generally don’t get hit by special boss attacks with countdowns (goo pumping; tengu bombs and moving firewall; endboss lasers)




  • This is one of the puzzle rooms that will always cause a specific item to spawn an that floor. And that’s the invisibility potion like others said. That is kinda the intended way to solve it. But there are more ways:

    • piranhas die on land if you move them there (blast wave, stone of blast, bombs, phase shift, curse of displacing, curse of displacement, fadeleaf, teleportatoin trap, warping trap)
    • timekeeper’s hourglass (might also require swiftthistle or potion of haste if it’s not leveled high enough)
    • ethereal chains (if the wall is thin and level high enough)
    • teleporting there and back (stone of blink)
    • blinding them (wand of prismatic light, flashbang, blindweed)
    • charming them (wand of transfusion)
    • terror (scroll of terror)
    • amok (stone of aggression, scroll of rage)
    • make them allies (wand of corruption, scroll of siren song)
    • make them fall into magical sleep (scroll of lullaby, stone of deep sleep)
    • not waking them to begin with
    • maybe stormvine
    • maybe scroll of dread to despawn them

    Weeds don’t work on water. I mostly play mage and just throw an item onto the door and kill them with wands. Only things I really used was invisible potion and hourglass. Some strategies would depend on their position and how close they are to each other.

    Curse of displacing especially on long range weapons like whip.

    Using seeds with sandals of nature should work. Same for traps and reclaim trap.

    For the original piranhas wiki says they are immune to freezing, paralyzed, rooted and gas in general. Further says that they are always twice as fast as you. But I dunno how much that would apply to ShPD.


  • If I remember correcty and that “bug” is still there, then you can that against the sentry. The sentry doesn’t target you because you are too close to it. It targets you because you are above the tiles. Water does replace them.

    The vents in the toxic gas room probably also can be replaced with water, but I’m not sure.

    But the main benefit of aqua brews is equipment that interacts with water like ice and lightning effects or armor that lets you walk faster on water or the goo-potion that only heals you on water.

    Though I wasn’t aware that it can actually damage fire enemies. First thought this is only about countering burning debuff.




  • Das Problem haben letztendlich allle Schilder. Das Schild gibt es inzwischen seit 3 Jahren. Zeitgleich wurden auch Radschnellweg (reines Hinweisschild), Fahrradzone, Haifischzähnle (Wartelinie bei der Radverkehr Vorfahrt hat), Grünpfeilschild für Radverkehr (Ampel zum Rechtsabbiegen ignorieren, aber anhalten und Behinderung/Gefährdung ausschließen), Piktogram für Lastenrad Piktogram für Elektrokleinstfahrzeuge, Piktogram für merfachbesetzte Personenkraftwagen (Fahrgemeinschaftsspur), Piktogram für Carsharing, Hinweisschild für LNG-Tanstellen, Vorwegweiser für Kreisverkehr, Umleitungsschilder für Kreisverkehr und Verkehrsleittafeln eingeführt.