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Floodkiller
May 31, 2011

Unarmed combat should be a thing, but don't add a skill tree for it...just let every single weapon related skill that you can purchase also apply to your fists. Dismembering, shanking, flurrying, parrying, shield bashing, dual wielded fists :getin:

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Big Mackson
Sep 26, 2009

Floodkiller posted:

Unarmed combat should be a thing, but don't add a skill tree for it...just let every single weapon related skill that you can purchase also apply to your fists. Dismembering, shanking, flurrying, parrying, shield bashing, dual wielded fists :getin:

Please add Fist of the North Star since i want to be a wandering martial arts expert killing people before they are already dead.

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!
Fun Shoe

TooMuchAbstraction posted:

Make it only effective against the last enemy you attacked in melee, maybe? So it'd be similar to a marked target when using rifles, except automatic.

I think the cleanest implementation is one of:

Rejoinder 1/2/3 a turn (or whatever). or Rejoinder only your current target or Rejoinder only if you have a single enemy adjacent to you. I think probably current target is the most interesting and clean, but we've got to think about it a bit.

_jink
Jan 14, 2006

I'd offer the alternate idea to keep it in its current state, but add some kind of scaling - a la mutations - to give it a more gradual power curve. You spend most of the game bumping, and while the skill is probably too good in its current state, being able to wade into your hundredth pack of chaff worms/pygmies/etc and kill them quickly is an enormous saver on tedium.

maybe give it a reverse swarmer effect that scales with willpower? I like the idea of an agility character choosing between raw combat power versus branching into a sort of monk-like concentration/focus specialist.

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!
Fun Shoe

_jink posted:

I'd offer the alternate idea to keep it in its current state, but add some kind of scaling - a la mutations - to give it a more gradual power curve. You spend most of the game bumping, and while the skill is probably too good in its current state, being able to wade into your hundredth pack of chaff worms/pygmies/etc and kill them quickly is an enormous saver on tedium.

maybe give it a reverse swarmer effect that scales with willpower? I like the idea of an agility character choosing between raw combat power versus branching into a sort of monk-like concentration/focus specialist.
I generally agree with tedium reduction though that's probably better done via encounter design, because otherwise its only less tedious for rejoiner blenders.

I wouldn't be abject to some activated ability that helped clear aoe, or some tree that eventually boosted it's power level up to closer to where it is now (though more tactically, like with an activated that gave you a limited duration of unlocked rejoinders), but first I'd personally like to get the core skill powers tightened down to fun-and-fair.

Unormal fucked around with this message at 23:13 on Sep 22, 2015

andrew smash
Jun 26, 2006

smooth soul

Unormal posted:

No chrome pyramids hate you. They will always hate you.

secret hint at a guaranteed unique chrome pyramid you can bribe with water and then you're friends with all chrome pyramids

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!
Fun Shoe
I just posted a build on Beta with Rejoinder changed to apply only to your current target. Let me know if anyone has a trip report!

Floodkiller
May 31, 2011

andrew smash posted:

secret hint at a guaranteed unique chrome pyramid you can bribe with water and then you're friends with all chrome pyramids

Wouldn't that just be friendly with machines? Unfortunately, none of the unique robots want water :(

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!
Fun Shoe
Try #1 for me to stare at for awhile till I maximally hate it.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe

Unormal posted:

Try #1 for me to stare at for awhile till I maximally hate it.



What is this, the portables UI?

dis astranagant
Dec 14, 2006

That brings to mind Castle of the Winds.

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!
Fun Shoe

TooMuchAbstraction posted:

What is this, the portables UI?

Well, I'm trying to reach for a responsive UI that would be mousable or touchscreenable, ala Sproggiwood. This attempt is probably too dense for a phone, but would be ok on tablet or pc.

(Though with a little work to the character/ability buttons it'd probably be ok on phone too)

Unormal fucked around with this message at 01:40 on Sep 23, 2015

andrew smash
Jun 26, 2006

smooth soul

Floodkiller posted:

Wouldn't that just be friendly with machines? Unfortunately, none of the unique robots want water :(

i've never looked at the specific object entry for chrome pyramids, no idea what faction attributes they inherit. You're probably right though.

heard u like girls
Mar 25, 2013

Goddamn, the 12gauge shotgun absolutely murders goatmen. And that on a character with barely any agility (13).

Like it one shots 2 or 3 dudes from 5 spaces away lol. Love it :madmax:

Beeme
Oct 7, 2013

Unormal posted:

Hrm, ok, I'll check it out. Thanks!

e: Yeah had a bug with double-applying mutation bonuses, fixed for tomorrow's build.

I'm not sure if "tomorrow's build" has rolled yet, but I'm having this issue if I play with a character from the library, quit, and then try to "Replay most recent character". It doesn't happen if I select it from the library again, or if I try to "Replay" a freshly created character.

dis astranagant
Dec 14, 2006

Humans Among Us posted:

Goddamn, the 12gauge shotgun absolutely murders goatmen. And that on a character with barely any agility (13).

Like it one shots 2 or 3 dudes from 5 spaces away lol. Love it :madmax:

Last I knew it was bugged to do thousands of damage.

heard u like girls
Mar 25, 2013

dis astranagant posted:

Last I knew it was bugged to do thousands of damage.

I beliebe it. If it hits it kills :D

Pladdicus
Aug 13, 2010

minimalist the ui, until you hold, then radial menu with specifics? otherwise context sensitive bumping?

heard u like girls
Mar 25, 2013

I unbound all the menu buttons since i just use tab and then cycle with the numpad. I rather have abilities on those keys.

Beeme
Oct 7, 2013
Is Psychometry bugged to always learn the recipe? I just learned how to make spheres of negative weight at Psychometry level 2. I expected it to require much more.

Tempora Mutantur
Feb 22, 2005

Beeme posted:

Is Psychometry bugged to always learn the recipe? I just learned how to make spheres of negative weight at Psychometry level 2. I expected it to require much more.

No, some items just have weird/bugged complexity levels. For instance, I don't think you can learn how to make a semi auto pistol with the level of psychometry needed for the sphere.

Beeme
Oct 7, 2013

Unormal posted:

I just posted a build on Beta with Rejoinder changed to apply only to your current target. Let me know if anyone has a trip report!

I'm going to miss running through groups of pigmies with infinite rejoinder so much.

Maybe have an ability on cooldown that gives you infinite rejoinder for a number of turns?

Beeme fucked around with this message at 00:57 on Sep 24, 2015

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!
Fun Shoe

Beeme posted:

I'm going to miss running through groups of pigmies with infinite rejoinder so much.

Maybe have an ability on cooldown that gives you infinite rejoinder for a number of turns?

Yeah, I'd like to add something like that if we can get the basic set of powers under control.

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging
Activated freak-out-and-kill-everything buffs are the best. Berserk is loving awesome for that since it lets you decide a guy needs to be in a million pieces because gently caress that guy. Using it on Jotun is funny as hell.

Please give bludgeons an activated megaskill that's basically the "knock a guy back" skill on combat drugs. Just run up to that Sawhander and Homerun Bat it like fifteen squares with a satisfying SMAAAAASH!

dis astranagant
Dec 14, 2006

Angry Diplomat posted:

Activated freak-out-and-kill-everything buffs are the best. Berserk is loving awesome for that since it lets you decide a guy needs to be in a million pieces because gently caress that guy. Using it on Jotun is funny as hell.

Please give bludgeons an activated megaskill that's basically the "knock a guy back" skill on combat drugs. Just run up to that Sawhander and Homerun Bat it like fifteen squares with a satisfying SMAAAAASH!

Bonus points if it does a metric fuckton of damage for bouncing him off the back wall/another enemy.

poemdexter
Feb 18, 2005

Hooray Indie Games!

College Slice
This game is great...


until you die and get reminded of your failure as a hero..

heard u like girls
Mar 25, 2013

'Hated by Chute Crabs for drawing a rainbow on the side of one of their libraries.'

heard u like girls
Mar 25, 2013

If i shoot down a couple of Caravan Guards, is that going to hurt my chances to trade with other caravans later? This camel has a vibro dagger i want...

dis astranagant
Dec 14, 2006

Humans Among Us posted:

If i shoot down a couple of Caravan Guards, is that going to hurt my chances to trade with other caravans later? This camel has a vibro dagger i want...

I don't think you get rep one way or another from random caravans. But fighting a caravan means getting stomped on by the great saltbacks for huge damage.

heard u like girls
Mar 25, 2013

Ok, i was worried about the Rep mostly. Lvl 20 so would be stupid to mess it up now tho.
It's just that i have the recipe for Vibro daggers and other nice stuff, but i have a hard time finding Perfect Nanotronics or whatever the hell the higher level tinker bits hehe..

E: Decided to let them live after a stroke of goodwill and went to take out Mamon with one pellet from the 00 buckshot muahaha

heard u like girls fucked around with this message at 22:31 on Sep 24, 2015

Beeme
Oct 7, 2013

Unormal posted:

I just posted a build on Beta with Rejoinder changed to apply only to your current target. Let me know if anyone has a trip report!

Which beta? Just "beta"?

As far as I can tell so far, if you don't "set" an enemy as your current target by attacking them, you still use rejoinder against everyone.
So if you just walk around a group, without directly attacking anyone, you rejoinder against them all, but the moment you directly attack one of them, rejoinder only triggers against it. Until that enemy dies, then everyone will start triggering rejoinder again.

The behavior I was expecting was for rejoinder to only trigger after I had made the first attack against a target.

And I figure I'll post my current favourite build for anyone interested: BBDUJLEQB2DCDJDNDXCB

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!
Fun Shoe

Beeme posted:

Which beta? Just "beta"?

As far as I can tell so far, if you don't "set" an enemy as your current target by attacking them, you still use rejoinder against everyone.
So if you just walk around a group, without directly attacking anyone, you rejoinder against them all, but the moment you directly attack one of them, rejoinder only triggers against it. Until that enemy dies, then everyone will start triggering rejoinder again.

The behavior I was expecting was for rejoinder to only trigger after I had made the first attack against a target.

And I figure I'll post my current favourite build for anyone interested: BBDUJLEQB2DCDJDNDXCB

Hah, actually I think what's happening is that you're target is clear, and you're getting attacked by something, which (current) auto-sets your target to that creature, you rejoinder, and it dies, which clears your target. The next creature attacks, and since you have an open target, you rejoinder, etc.

If a creature you rejoinder doesn't instantly splat, it won't rejoinder anymore.

I didn't realize that would be a side effect, but it's kind of interesting. Maybe I'll leave it like that for the patch and then further nerf it if necessary.

Beeme
Oct 7, 2013

Unormal posted:

Hah, actually I think what's happening is that you're target is clear, and you're getting attacked by something, which (current) auto-sets your target to that creature, you rejoinder, and it dies, which clears your target. The next creature attacks, and since you have an open target, you rejoinder, etc.

If a creature you rejoinder doesn't instantly splat, it won't rejoinder anymore.

I didn't realize that would be a side effect, but it's kind of interesting. Maybe I'll leave it like that for the patch and then further nerf it if necessary.

Ooh yeah, that makes sense. Most enemies were dying to a single hit, so that's why I interpreted it that way. I kind of enjoy it, since it keeps the quality of life aspect of clearing trash enemies as you walk by them.

packetmantis
Feb 26, 2013
FR: SimArcology

amuayse
Jul 20, 2013

by exmarx
Mo water mo problems

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!
Fun Shoe
Feature Friday!

*New item: geomagnetic disc
*Qud's foremost historian, the Baccata Yewtarch, graces us with the first volume in his most recently published series, a survey of the strange civilizations across Moghra'yi, the Great Salt Desert
-Vol I: The Sunderlies
*More creatures now carry books (hurray, literacy!)
*Mechanical wings now increase your reputation with birds and winged mammals
*Bludgeon, Clobber, and Barrage now have more descriptive descriptions
*Rejoinder will now only counter-attack misses by your current target
*Added an automatic save game backup & attempt-restore-on-save-exception mechanism
*Mafeo now stocks a lot of basic ammo
*Tinkering lead slugs now creates 50 instead of 5
*19 new tiles
*Fixed torches not stacking properly
*Fixed some typos
*Fixed some book and story formatting issues
*Fixed the asphalt mine stairs again
*Fixed an issue that would sometimes prevent canyon zones from generating
*Fixed Yuckwheat Stem's tile
*Fixed Crysteel Hammer improperly being two-handed
*Fixed Rhinox-Skull Maul improperly being one-handed
*Fixed a few unfinished items that were showing up as data disks

tweet my meat
Oct 2, 2013

yospos
So are you guys working with Oryx to get new tiles for specific things or are you just putting tiles that were already in the roguelike tileset into the game?

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!
Fun Shoe

Sergeant_Crunch posted:

So are you guys working with Oryx to get new tiles for specific things or are you just putting tiles that were already in the roguelike tileset into the game?

It's not Oryx, it's a custom tileset by goon megane, who's still working on the list of approximately 1.5 billion tiles left to do.

tweet my meat
Oct 2, 2013

yospos
Oh it isn't? I could have sworn it was, either way it looks fantastic and is coming along wonderfully. That clears up any confusion I had about it, thanks!

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Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!
Fun Shoe

Sergeant_Crunch posted:

Oh it isn't? I could have sworn it was, either way it looks fantastic and is coming along wonderfully. That clears up any confusion I had about it, thanks!

We started with Oryx as a stand-in, and there are some Oryx tiles still scattered around, but the bulk is megane's work by now.

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