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I did laugh at the end of that video. Just the ogres going crazy and wiping everybody on the lower path out.
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# ? Aug 22, 2014 04:10 |
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# ? Apr 24, 2024 01:55 |
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gently caress this level by the way. I did the same thing pretty much, but the ogres got all the way through to the rift. I had both of them frozen, and nearly dead, but the fire ogre managed to sneak in a lucky hit and the armored one went into the rift while I was stunned. I ended up restarting that, and nailing it with ease the next time. Still loving irritating.
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# ? Aug 22, 2014 05:10 |
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How effective is the Sentient Rift lighting anyway? Could you just take that upgrade and not have to worry about Kobolds again? Or is it really just more of a "you didn't quite kill the enemy so hopefully this last bit of attack will do it"?
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# ? Aug 22, 2014 05:37 |
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Rift Lightning is pretty underwhelming really. I'm pretty sure it's a single target attack that has a significant cooldown (like 6 to 10 seconds.) I haven't really experimented with it much since you generally don't want enemies getting that close to the rift anyway.
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# ? Aug 22, 2014 11:30 |
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Level 23: - Stairs of Doom https://www.youtube.com/watch?v=b1K-l9uNn6c In this level we're given the Spore Mushrooms which convert enemies to your side until they're dead. These things are pretty powerful when used to "snipe" orcs (ie putting them right under the ogre's feet or right in their paths.) I use them a bit in this video, but we'll really see their power in the next video. As for the level. This is one feels kind of rushed. There's a clear location for where flyers could spawn but there are no flyers in this level. It looks like you can block off one of the lanes but enemies won't path over the way you think they would. Regardless the level is playable and can be quite tricky if it weren't for some rolling logs. D_W fucked around with this message at 04:35 on Aug 26, 2014 |
# ? Aug 26, 2014 04:20 |
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Yeah....this stage is a pain in the rear for me. My strategy was to build up a metric ton of traps and tiny maze on one side and hold the other side myself until I had the cash to actually build up defenses on the other side. I had some close calls that way when something would slip through but if you can get one side self sufficient for at least a little bit its nice. I also didn't trust my swinging maces because they kept throwing off my other traps in this level flinging people either across the gap or over walls or more. But as I've said before basically all my strategies heavily rely on walls and maze patterns into traps like grinders and wallblades.
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# ? Aug 26, 2014 06:39 |
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Wow, that was a whole load of runners. Do you get a kill breakdown by type? Was that the level with the most runners?
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# ? Aug 28, 2014 14:54 |
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Level 24 - Finale https://www.youtube.com/watch?v=fOo0FXxuem4 So this is the last level of the main campaign. It can be a pretty brutal level. There's no real good way that I've found to build a killbox. Instead I use our new trap, the coin forge, and guardians to turn the entire area around the rift as a killbox. There's also some exploits/cheese that I resort to that I'm sure you fine folks will be totally ok with.
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# ? Aug 29, 2014 21:44 |
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One of my major stopping blocks for the original orcs must die for me was how stressful it became. The final level was just somthing I couldn't imagine myself completing, so I just gave up.
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# ? Aug 29, 2014 22:13 |
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This was a ton of fun to watch, D_W. Just looking at that final map with no choke points or limited avenues of approach gave me a headache, none of the usual tactics would have worked. Well, aside from "Guardian Limit Reached."
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# ? Aug 29, 2014 23:35 |
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The thing I hated about Nightmare mode was how you only have like 3 seconds to place your traps before the level starts. Setting up barricades on some levels is just really frustrating. You can make a barricaded choke point on the final level! It requires a good deal of planning though. It requires knowing what waves the sappers come on, and from which doors. It also requires abusing the buggy pathing. You can block off every archway near the rift with only two barricades if I recall correctly, but there's an issue. If you don't place them correctly, the orcs/etc will attack them. It's been a long time so I don't remember the exact details, but I think some of the barricades you had to place left to right, or right to left. The order they were placed in mattered. What you can do though is place them, and see where the blue light trails lead. If they still try to go up the stairs and around your barricade, you know you messed up because the orcs will destroy the barricades in their way. You won't have enough coins to barricade the top level before the first wave, so barricade as much of the south/west as you can and leave the north/east open until after the second wave. This strategy does require you to do at least two waves fighting without traps (only crossbow/lightning ring/rolling logs), but the idea is after that you'll have a killbox where you can get high combos and get a great score. A single x8 combo is a lot better than several x3-x4s. Edit: The right archway, facing the East gates has to have the barricades placed right to left. Every other archway needs them placed left to right. I think this is how I used to place them: Edit: D_W's right. I was thinking of OMD2. Thorg fucked around with this message at 15:51 on Aug 30, 2014 |
# ? Aug 30, 2014 05:25 |
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Ballista murder Ogres mad fierce.
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# ? Aug 30, 2014 06:29 |
Well crap, I was hoping for a strategy to use in OMD2 Classic for this. It's the last level I haven't fiveskulled.
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# ? Aug 30, 2014 08:10 |
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Thorg is right about a lot of things there. Though I'm pretty sure snappers in OMD1 actually always go after the player instead of barricades. This is changed in 2 where using a grinder/dummy barricade is more effective. One of the other reasons that barricading things off can be tricky to five skull is the par time. It makes the enemies walk around a long ways.
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# ? Aug 30, 2014 11:38 |
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D_W posted:Thorg is right about a lot of things there. Though I'm pretty sure snappers in OMD1 actually always go after the player instead of barricades. This is changed in 2 where using a grinder/dummy barricade is more effective. One of the other reasons that barricading things off can be tricky to five skull is the par time. It makes the enemies walk around a long ways. Oh. Whoops. I guess I was confusing my OMD2 and my OMD1 play throughs. I had the hardest time with that level in OMD2 classic trying to beat it without tar traps. Ok well the barricade layout up top should still work. The other thing people did back then was just put a lot of brimstone out at the bottom of the stairs (couldn't put it at the top because it would be too close to the barricades). Edit: Yeah my bad, totally confused OMD1 with OMD2 as far as the dummy barricades goes. To be fair I haven't played OMD1 in a really long time . Edit2: Wow I'm rusty at this game. I know barricades works though because I have a score on Warmage of ~289,000 which is in the 200s (and considering the top ~150 are all hacked scores..) Though now I'm questioning whether I got within the par time. I know at some point I did because I 5skulled every map on Warmage and Nightmare. Thorg fucked around with this message at 15:56 on Aug 30, 2014 |
# ? Aug 30, 2014 14:50 |
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Yep, best time I've ever had watching OMD---excellent job on the lot of it and definitely looking forward to seeing OMD 2 getting similar treatment!
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# ? Aug 30, 2014 15:24 |
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You know, I never did end up playing any of the DLC missions for either OMD game despite owning most of them. Looking forward to seeing that neglected DLC in action!
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# ? Aug 30, 2014 15:43 |
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Okay, that was a great if silly way to finish everything. You did earn all that money legitimately and all that. Kind of weird that the Warmage waits until now to cut everything off. It seems like he could have done it at any rift.
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# ? Sep 2, 2014 06:29 |
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Well, he did have a reason to put it off. Closing the rift meant an end to magic, something they'd been relying on for ages to heal the sick and prevent famine and drought. They're safe from the orcs now, but it came at a heavy cost. I can see why the warmages risked their lives for so long to maintain their way of life. I wonder how the Last Warmage manages to gently caress it all up in the sequel.
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# ? Sep 2, 2014 07:09 |
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So here's the thing. Don't think too hard about the plot. It has an internal logic that makes a lot of sense but falls apart once you think too much about it. The entire thing with why he waits so long to close the rifts is literally because he didn't think about it since it's a big ball of dumb. But yeah, by doing so he removes all magic (from both worlds,) dissolves whats left of the Order (pretty much just him, a couple of retired warmages, and the weavers.) It's safe to say that folks aren't too happy with him. OMD2 picks up shortly after OMD1.
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# ? Sep 2, 2014 08:37 |
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Assuming he's going from rift to rift right after another he really doesn't have time to stop and think about anything other than before the horde gets in (or you let it in,in gameplay terms) and it's only during the finale that he realizes that just turning the things off is an option. Since OMD 2 is never going to come to any consoles at this point i'm waiting on bated breath for your let's play!
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# ? Sep 2, 2014 08:58 |
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Remember our Warmage is also kinda thick. And even he got warned this was an action of absolute desperation. Since the other warmages were, you know, all dead.
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# ? Sep 2, 2014 09:26 |
Veloxyll posted:And even he got warned this was an action of absolute desperation. Since the other warmages were, you know, all dead.
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# ? Sep 2, 2014 09:40 |
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That final wave was completely amazing.
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# ? Sep 3, 2014 04:07 |
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Tuxedo Ted posted:Well, he did have a reason to put it off. Closing the rift meant an end to magic, something they'd been relying on for ages to heal the sick and prevent famine and drought. They're safe from the orcs now, but it came at a heavy cost. I can see why the warmages risked their lives for so long to maintain their way of life. That just sounds like more tired old rhetoric from the Socialist Wizard Party, comrade. Just kidding, but I always think it's interesting that fantasy worlds with high-powered wizards wouldn't immediately become blasted hellscapes. I mean, c'mon, who could resist abusing all that power?
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# ? Sep 3, 2014 04:59 |
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Chewbot posted:Just kidding, but I always think it's interesting that fantasy worlds with high-powered wizards wouldn't immediately become blasted hellscapes. I mean, c'mon, who could resist abusing all that power? If the orcs were that fun to kill, and the price of using magic was having to forever stand vigil over the gates*, then maybe regular human lives would be less fun to abuse. *at least until the invasion reached its predetermined end and you didn't have to go back to any particular rift again, and could heroically do the splits
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# ? Sep 3, 2014 05:05 |
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The thing is, I could see them opening the Rifts again, once they built up a bit of a stable of new warmages. Nothing is stopping them from training more. I am sure they still have plenty of books. Once those nebulous agencies responsible for training a bunch of apprentices finish, open the rifts and get back yer magic. That could only take what, 10 years? Tops? Sure short term, loss of magic and lots of grumbling. The only problem would be that it would be(For many of them) their first real use of magic. So initial losses would be a bit of a nightmare, but even if only 1 in 10 survived, that would still be a lot more warmages than you have now.
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# ? Sep 3, 2014 05:44 |
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Chewbot posted:Just kidding, but I always think it's interesting that fantasy worlds with high-powered wizards wouldn't immediately become blasted hellscapes. I mean, c'mon, who could resist abusing all that power? We have the ability to blow up the world a hundred times over (and we negotiated that down from a thousand times over a few decades ago). It's still here. Xander77 fucked around with this message at 07:06 on Sep 3, 2014 |
# ? Sep 3, 2014 06:57 |
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So PAX was this weekend and there was a Robot Entertainment meet up and I got to meet a lot of the devs in person for the first time. So that was pretty rad. They did a panel that I couldn't attend since I'm cheap and only go to free PAX after parties when PAX rolls around. (Speaking of which I got to chat with Brad Muir at the Doublefine party for like 20 minutes which was amazing but that's off topic.) You can find the Robot Panel and other information about what the OMD team was doing at PAX here: [LINK]Shei-kun posted:That final wave was completely amazing. I was actually kind of worried about doing the wave with all spore mushrooms since it feels so sleazy. That wave can be super hard. It's not impossible even with the set up I was using since the ogres' spawns are slightly staggered and you have the mounted ballista to help deal with them, but still it's vicious if you don't play really well. I looked up some other videos that people have done and the spore mushroom strat is actually fairly common it seems. Especially on Nightmare. Example - (French Warmage sounds kind of awesome.) FriedEgg (one of the well known folks in the OMD community known for getting high scores) deals with this level in a much more elegant way. He uses barricades, grinders, swinging maces, and then use springs to fling ogres back into the other traps over and over again. Here's the video. His set up seems super risky though. I might do something like that for when we see this map again in OMD2. Chewbot posted:That just sounds like more tired old rhetoric from the Socialist Wizard Party, comrade. There's no mention of this in any of the lore, but I love the idea of a splitter group in the Order's world that hate the over reliance on magic and was really happy when the Warmage closed the rifts. Maybe I'll run it by the devs next time I chat with them. Zebrin posted:The thing is, I could see them opening the Rifts again, once they built up a bit of a stable of new warmages. Nothing is stopping them from training more. I am sure they still have plenty of books. Once those nebulous agencies responsible for training a bunch of apprentices finish, open the rifts and get back yer magic. That could only take what, 10 years? Tops? Sure short term, loss of magic and lots of grumbling. The only problem would be that it would be(For many of them) their first real use of magic. So initial losses would be a bit of a nightmare, but even if only 1 in 10 survived, that would still be a lot more warmages than you have now. Not to spoil much, but we actually won't see much about the re-forming of the Order until Orcs Must Die! Unchained. That's part of the narrative between 2 and Unchained. It's one of the reasons why I'm somewhat cautious about streaming and posting a link to OMDU in this thread since it would spoil a lot of what little story there is. But basically the Order is rebuilt after OMD2 which mainly deals with the rifts being reopened by someone. I won't say who, but don't look up the character roaster for OMDU if you don't want to be spoiled. OR you could just believe the Kobolds' "interpretation" of the events and believe that the Kobold King was responsible for it. KK is one of the characters in OMDU and his backstory is that he was selected king by the kobolds (who in lore traditionally had parliamentary democracy) because they needed a strong leader that could be tasked with finding a way to reopen the rifts. Interestingly enough, kobolds are apparently highly attuned to magic and they can only reproduce by passing through rifts. Despite being mentioned that they have a two week breeding cycle when they were first introduced in OMD1. However KK's backstory is taken from an rough outline of character backgrounds for OMDU and is likely subject to change. When the rifts do reopen at the start of OMD2 due to reasons that he had no influence over, Kobold King is given all the credit by the rest of the kobolds. (Man, that went from making a dumb joke to explaining tentative lore. Whoops)
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# ? Sep 3, 2014 07:55 |
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Kobold King is an effective antagonist because I hate him already because gently caress kobolds. "ARARARGRGRGG WHEN DID ONE OF THOSE FUCKERS GET BY" - me, thousands of times
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# ? Sep 3, 2014 08:11 |
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Kobold King is the one true savoir and a fantastic horn player.
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# ? Sep 3, 2014 08:26 |
This is actually going a long way to making me interested in OMDU. I'm still not a big fan of the
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# ? Sep 3, 2014 08:46 |
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Are they planning on putting in some sort of single or PVE mode for OMDU? I kind of hate what they have up, but with you singing its praises I'll admit I'm somewhat interested.
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# ? Sep 3, 2014 11:55 |
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DeliciousCookie posted:Are they planning on putting in some sort of single or PVE mode for OMDU? I kind of hate what they have up, but with you singing its praises I'll admit I'm somewhat interested. Maybe. From what I hear they want to do some sort of single player or co-op mode with specific maps (and maybe classic maps) but that won't be added til after launch. Right now there is "Co-op" of sorts, but it's just a team of 5 against bots. It's mainly there for folks to learn the game and get more xp and skulls.
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# ? Sep 3, 2014 12:04 |
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I'm quite enjoying your LP, but I mostly skimmed over the first dozen or so videos because the alchemists satchel is absolutely not designed to be used first time through on those levels. The dlc was released after most of the big fans had already beaten the game once, so it was a cool item for going back through and playing again trying to do better. It really renders all the choices and tension with being overwhelmed in the early levels irrelevant. I never got around to buying OMD2 but I hope if there are any similar dlc items for OMD2 you'll beat the game before going back and showing them off. A few minor nitpick notes that you might wanna annotate or edit on youtube: @Game Overview Video: Coins are not in the bottom right. @Video 9: it's missing from the youtube playlist
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# ? Sep 3, 2014 17:37 |
OMD2's DLC stuff is less broken. The weapons are gimmicky and specialized and the traps at least require some thought to use. Or I'm doing it wrong. edit: VVV Spikewall you say? Never bothered with that thing since it takes so much space. Curious. anilEhilated fucked around with this message at 18:40 on Sep 3, 2014 |
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# ? Sep 3, 2014 17:40 |
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namad posted:I'm quite enjoying your LP, but I mostly skimmed over the first dozen or so videos because the alchemists satchel is absolutely not designed to be used first time through on those levels. The dlc was released after most of the big fans had already beaten the game once, so it was a cool item for going back through and playing again trying to do better. It really renders all the choices and tension with being overwhelmed in the early levels irrelevant. I never got around to buying OMD2 but I hope if there are any similar dlc items for OMD2 you'll beat the game before going back and showing them off. My intent is how someone would play through the game now. Usually whenever the game goes on the sale the DLC is included. In OMD2 there are some DLC items that are absurdly powerful like the Spike Wall, but they don't become that way unless you invest the skulls in them which you can't do early on. I'll be limiting my usage of that particular trap. In 2 you can refund skulls so I'm probably going to go with a lot more variety in the solutions since I won't be stuck with the same upgrades for every level. namad posted:@Game Overview Video: Coins are not in the bottom right. Whoops. namad posted:
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# ? Sep 3, 2014 18:35 |
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In OMD2 your traps are also split up between the characters, which makes for a fun co-op dynamic. Me and MY BOYFRIEND played through it all mix and matching and what not.
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# ? Sep 3, 2014 18:47 |
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Well there's actually only two traps and two pieces of gear that are exclusive to each character. They also have different health and mana amounts.
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# ? Sep 3, 2014 23:56 |
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# ? Apr 24, 2024 01:55 |
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This is a really fun one for multiplayer I found. My friend prefers co-op to competitive games but doesn't like tower defense so took a bit of encouragement to try, but we've nearly completed the basic campaign now. Getting a wide selection of traps is an obvious bonus but little team things like healing or removing stuns pair great when the other guys tricked out as a melee tank (spear upgrades, certain trinkets). Team chat is built right in too, though I've never actually used it during multiplayer.
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# ? Sep 4, 2014 06:31 |