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Major_JF posted:It does. If you turn on the on-screen timer you can see it still counting. Is that something you can only do in 2 or do I have to go into a config file to turn it on in 1?
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# ? May 27, 2014 18:09 |
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# ? May 14, 2024 11:42 |
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Yeah the timer ticks on during the break waves. The timer doesn't start until you press G to start the first wave. So you can take as long as you want at the beginning of the map. As far as I'm aware you can only show the timer on in the second game. There may be a mod or some other way to get it displayed in the first game, but it's not available in the options menu. Anyway, Sorry for the lack of updates. I'm still dealing with personal poo poo. The other night I messed around a bit on the next level. So I have a question for you guys. Would you rather see an unusual but risky strategy or one that is more effective but sort of common? Because I've been messing around with steam traps and boom barrels a bit but it's sort of risky (though I've never failed it in my practice runs.) However there is a lot of new stuff introduced in the next level. A new enemy type, a completely new mechanic, and a cutscene so talking about all that and the steam traps/boom barrels might be a bit much for one video. Perhaps better for an Alt take and just do two videos. I thinking out loud now.
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# ? May 27, 2014 19:11 |
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BAILOUT MCQUACK! posted:Is that something you can only do in 2 or do I have to go into a config file to turn it on in 1? Yeah, sorry about that. It is only in 2.
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# ? May 27, 2014 19:18 |
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I'm in favour of anything NOT involving an alchemist's satchel. If you do have some utterly crazy method, then an alternate take could be fun.
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# ? May 27, 2014 19:42 |
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If it 5 skulls, the stranger the better. You're playing on (relatively) easy anyhow...
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# ? May 27, 2014 21:07 |
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I'd like to see more unique or quirky builds, as long as you 5 skull it!
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# ? May 27, 2014 21:12 |
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Unique solution it is. I recorded it. It wasn't my best run at the level at all, but it's fun. Personally I'm more excited for the next level. It's one of my favorites from this first game. I wish it was in the 2nd as an Endless level, but alas it only appears in the first game.
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# ? May 27, 2014 22:13 |
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I have to say that the musical direction in OMD is absolutely incredible. Power metal was a great choice to accentuate the tension and energy level of each stage.
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# ? May 28, 2014 00:09 |
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Level 11 - Chaos Chamber: https://www.youtube.com/watch?v=s6KW0wTr9qY More Coins, More Traps! This level we're introduced to the weavers which are basically just temporary passive skill trees. Their upgrades have to be bought each level. As of now we have two available to us. The steel and elemental weavers. Personally I almost always go with the steel weaver. She upgrades traps and guardians. The elemental weaver upgrades the warmage's abilities. We don't really have all the equipment for her to really shine yet. She has it's uses though, but will probably only make an appearance on a handful of levels. We're also introduced to the gnoll hunters. These enemies will attack the player and guardians until it's dead. They apply a slowing debuff when they attack. Fortunately they are susceptible to physics traps and the wind belt making them much easier to deal with. The strategy I went for with this level is dumb. Real dumb. Don't use this strategy. I wanted to use the steam traps and wanted to avoid using a similar killbox involving wall blades and barricades.
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# ? May 29, 2014 16:21 |
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Hate hate hate hate the gnoll hunters. I am terrible at dealing with them. The steam traps -> arrow trap -> lava combination was pretty awesome though. I would never have thought of something like that!
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# ? May 29, 2014 18:26 |
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I usually make that level Push Trap Central, which does give me trouble with kobolds. On the other hand, the sight of an entire wave of orcs being shoved off the balcony at once is hilarious. Gnolls are a joke until one of them hits you. Then they're suddenly not funny, not funny at all!
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# ? May 29, 2014 18:50 |
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Gnolls are assholes. Especially in the later levels where there's like 6 of them at once. Also I forgot to mention in the video, but gnolls run through barricades like they're nothing. This can sometimes be used to your advantage though. On this stage you can actually trick gnolls into walking into push traps by placing an archer near the far wall. The gnolls will path near the wall and get hit by the push traps. Hrmm I may have to experiment with that.
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# ? May 29, 2014 19:07 |
I never had problems with Gnoll Hunters. Whoever came up with Grenadiers, on the other hand, deserves to burn. Slowly. In acid. Kobolds look and sound harmless but they're really good at springing traps into empty air. They're also probably my number one reason of failing to fiveskull levels.
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# ? May 29, 2014 19:08 |
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Gnolls are easy to deal with if you see them coming. Any kinda of elemental attack knocks them out. If you're concentrating on something else though... Archers make great Gnolls bait. Drops a row of tar right in front of them, trap the area.
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# ? May 29, 2014 19:20 |
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Errr... watching that video, I don't think that the "arrow trap pushes floating orcs into lava" trick worked even once! I've had problems where Archers couldn't shoot orcs floating in the air or after they dropped prone on the ground; it's just a terrible non-synergistic trap. On another subject, Elemental Weaver deserves a try (at least, after you've gained all your rings and trinkets). Going full BuffMage is a lot easier and rewarding now than it is in the sequel: the sequel allows you to restart your trap specs but there's just SO MUCH SKULLS involved that it becomes a genuine chore. And you really need many upgrades before traps and especially trinkets become effective. So enjoy it now and go Elemental Weaver sometimes if you can.
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# ? May 29, 2014 19:21 |
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Neige posted:Errr... watching that video, I don't think that the "arrow trap pushes floating orcs into lava" trick worked even once! I've had problems where Archers couldn't shoot orcs floating in the air or after they dropped prone on the ground; it's just a terrible non-synergistic trap. Naw it happens a few times, but mostly it just doesn't work out all that well. This is not a good strategy and the steam trap is not a good trap. This strategy probably works fine in the second game though I haven't tested it out. The Steam trap is actually a lot better in the game and is a staple trap for the high score folks. I'll probably show of why when we get to that game. I'll be using the elemental weaver every now and again so she won't be left out. Basically I choose her for any level that I don't bring archer's along. You can expect to her on these stages most likely: The Tower, Killing Fields, Reverse Tower, The Pit, and Triple Down. But I'll look into other stages as well.
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# ? May 30, 2014 08:32 |
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That's not what I expected out of the weavers (I was expecting skulls for permanent upgrades) but it's an interesting wrinkle and certainly more customizable in the long run.
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# ? Jun 5, 2014 17:55 |
Glazius posted:That's not what I expected out of the weavers (I was expecting skulls for permanent upgrades) but it's an interesting wrinkle and certainly more customizable in the long run. That's in game too. I guess having two systems doing more or less the same thing was the main reason why they removed the weavers from the second one.
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# ? Jun 5, 2014 17:57 |
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I never liked the Weavers anyway. Admittedly I do just suck at the game, but I always felt like they were useful in the long term, but I could never afford to spend that money on anything except traps. I'd spend a little bit for a Weaver upgrade and then the next wave all my poo poo would get overrun.
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# ? Jun 6, 2014 00:25 |
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The personal-combat Weaver was pretty much essential if you were going for a Bladestaff run. Now you've got the satchel I guess you don't need upgrades to be a deadly hand-to-hand combatant. The trap Weaver is more generally useful and some of the upgrades can greatly boost a few trap types. The "physics traps now work on ogres" one can be a lifesaver against some of the late-game enemy types we have yet to meet. The quicker-reset upgrade is very useful for slow-but-damaging traps like the wall blades, ceiling mace, and particularly the wall grinder.
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# ? Jun 6, 2014 03:27 |
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Well don't worry we won't be seeing the Alchemist's satchel for a while now because... Level 12 - Chokepoint https://www.youtube.com/watch?v=IyQBH66qer0 We now have the Flame Bracers. These are great for dealing with most enemies. Their alt-fire is probably my favorite in the game. Unfortunately they don't work on fire-immune enemies, but it'll be awhile before we encounter any of them and they are quite rare. No new enemies or other mechanics. This level is just simple dumb fun. Especially with the strategy I use. You could play most of the rest of the game using a variant of the solution I used for this level and get by just fine. We won't be doing that of course.
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# ? Jun 6, 2014 06:25 |
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Took you long enough to actually hit the Guardian limit I love to just mess around in that level, i came back after having Magma Floor Traps unlocked and it make things so much more fun. There is also another level later on that's almost exactly like this one but it's vertical and you have a bunch of cool stuff to play around with that i'm also looking forward too.
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# ? Jun 6, 2014 07:34 |
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This level is why I love Orcs Must Die. Pure anarchy. By the way, I'd gladly participate when you'll reach OMD2, so yeah, count me in ! My Steam
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# ? Jun 6, 2014 14:47 |
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Yeah, arrow walls pierce. Good upgrade to take with arrow walls and spike traps, even though this is the archer and flame bracer level.
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# ? Jun 6, 2014 15:37 |
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Chokepoint is a lot of fun. It's a shame it doesn't appear in OMD2's classic mode as it's certainly one that I consider a classic. I got a lot of recording done today. Videos up to the Tower (15) are recorded. Plus an extra variant of chokepoint that doesn't use any guardians. I just need to do commentary for them. So they'll trickle in over the next week or so. I'm still getting some life stuff sorted out and don't know when I'll find the time. Hopefully that'll all be taken care of shortly.
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# ? Jun 6, 2014 23:13 |
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There are like 3 things I wanted to see in the workshop for OMD2, and apparently not a single one of them is possible: 1. More OMD1 levels in classic mode. 2. More regular levels in endless mode. 3. A way to hold down the mouse button to auto-attack.
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# ? Jun 6, 2014 23:27 |
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Xander77 posted:3. A way to hold down the mouse button to auto-attack. There's one for the stone staff. Also, the crossbow gets this in the vanilla game. Ledgy fucked around with this message at 01:40 on Jun 7, 2014 |
# ? Jun 7, 2014 01:03 |
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I think the real problem with OMD2 is how it takes about twenty skulls to fully level-up a single trap. No really. You can reset, but imaging respecting for all those traps. There's also a ton more unimportant weapons and trinkets... I miss the Elemental Weaver.
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# ? Jun 7, 2014 01:28 |
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It doesn't take long to respec. Only about a minute. You only need about 450 skulls for a fully upgraded ten pieces of equipment. There's no reason to upgrade something if you're not going to be using it. It's actually not that bad. You can five skull every single main campaign stage without grinding.
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# ? Jun 7, 2014 01:37 |
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I don't think there are even enough skulls to upgrade everything without DLC in the main game of this game! At least not till you go through Nightmare or something.
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# ? Jun 7, 2014 01:39 |
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In 2? There are infinite skulls as you get skulls from completing a level every time you complete it. Endless mode is the best way to get skulls though. In the first game, you're right. You can't upgrade everything without going through nightmare mode. We're not going to do that. Nightmare mode isn't really all that fun to me past the first couple of levels. The upgrades in the first game are mostly boring though. Many of them just make the traps cheaper or more damage or something. In 2 most of the equipment gets at least something that changes the way it works to some extent.
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# ? Jun 7, 2014 01:45 |
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D_W posted:In 2? There are infinite skulls as you get skulls from completing a level every time you complete it. Endless mode is the best way to get skulls though.
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# ? Jun 7, 2014 01:59 |
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Ah yes! I forgot about that trick. Before they patched it you could exploit the first stage of endless mode to get even more skulls (like 20 or something) by just letting the first wave walk through the gate. That was patched out pretty quickly though.
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# ? Jun 7, 2014 02:19 |
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D_W posted:Well don't worry we won't be seeing the Alchemist's satchel for a while now because... The minimap looks like an Orc face.
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# ? Jun 7, 2014 03:11 |
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What is the guardian limit, anyway? About twenty? Does it increase with later maps or is it static?
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# ? Jun 16, 2014 17:39 |
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Sorry for the lack of updates. I've just moved and haven't had time to record any commentary. I should be all settled in and unpacked by the end of the week. So I'm going to try to get multiple updates then. Anyway: Glazius posted:What is the guardian limit, anyway? About twenty? Does it increase with later maps or is it static? This is a good question. It's a static 25. Which is a bit odd since you often want to put guardians in equal mirrored configurations. I"m pretty sure that it's the same amount for the second game.
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# ? Jun 18, 2014 07:33 |
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Good luck with your new place. You did check the basement for rifts, right? I swear they left the guardian limit at an uneven number just to troll people.
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# ? Jun 18, 2014 14:11 |
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OK! This is probably too late for an update but I want to make it before I forget. Two videos this time since I've been so bad about updates. Level 13 - The Arena https://www.youtube.com/watch?v=G4NXgsPJvqc In this video we are given the Pounder. This would be the first ceiling trap if we didn't have the DLC. The Pounder is pretty great but is largely outshined by another trap we'll be getting fairly shortly. Personally I never really used it much. Still it's pretty effective and fairly cheap. It's upgrade adds a 3 second stun effect which is really great. We're also introduced to new enemy type. The Shielded Orcs. These guys are just regular orcs that carry shields. They take two headshots and can be a bit annoying, but are generally dealt with just like normal orcs. Level 14 - The Balcony https://www.youtube.com/watch?v=Zh3ses6f_64 This is one of my favorite levels of the first game. It's basically just a long straight hallway. In it we are given one of the best weapons of the game, the Ice Amulet. Predictable it freezes enemies. Which is a great way to deal with Gnolls and Ogres. Especially in this first game. There are a handful of enemies that are immune to freezing, but they're pretty uncommon. In the video I came across a way to use the Ice Amulet's alt against a new flying enemy type, the fire baby. These guys are swarming flying guys. They're killed in one shot by every weapon, but can pack quite a punch if you let them gang up on you. D_W fucked around with this message at 20:10 on Jun 22, 2014 |
# ? Jun 22, 2014 08:26 |
I think the boom barrels really come into their own in the second game, where they get a considerable buff and an enemy weak to explosives. They're one of my favorite trap there. Same with pounders - while they don't get that much better, they get cheaper and become a really efficient way to dish out damage.
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# ? Jun 22, 2014 08:47 |
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# ? May 14, 2024 11:42 |
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It might help hearing the conversations that happen between the War Mage and the villain if you turned down the music. It really drowns out anything she says.
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# ? Jun 22, 2014 10:14 |