|
Baltazar Robotnik posted:Jesus Christ you have so much SIF. Yeah what the hell, man?
|
# ? Dec 28, 2014 18:46 |
|
|
# ? Apr 27, 2024 17:49 |
|
The game apparently thought it was okay to give me exactly zero dust while opening 8 doors on the final floor. I shouldve taken a screenshot. Died one floor from the elevator after i ran out of food. Ugh.
|
# ? Dec 28, 2014 21:50 |
|
Speedball posted:Yeah what the hell, man? Well, after awhile you only have so much use for them, you want to keep a good stockpile for supreme emergencies (i.e. getting 0 dust over like 10 rooms), and I wouldn't say it's too hard to get; I usually play extremely greedy for the opening levels and end up with similar numbers.
|
# ? Dec 28, 2014 21:52 |
|
My original team up to floor ten or so were Rakya, Mormish, Elise and Kreyang, so I had three modules always being operated at all times. They were later replaced with a combat heavy team. Eventually I stopped leveling and finished all research, so I only spent food on heals and science on refreshes. Getting eaely merchants helped in some of the 16+ floors, allowing me to get up to 300 or so dust by the end of a floor.
|
# ? Dec 28, 2014 21:53 |
|
RoyalScion posted:Well, after awhile you only have so much use for them, you want to keep a good stockpile for supreme emergencies (i.e. getting 0 dust over like 10 rooms), and I wouldn't say it's too hard to get; I usually play extremely greedy for the opening levels and end up with similar numbers. It definitely made me regret never researching emergency generators, since I had plenty of industry by the end of it.
|
# ? Dec 28, 2014 21:54 |
|
I bought this game a few days ago. I won once, on very easy. My team was Sara/Elise/Mizi/Joleri. Even on very easy it wasn't all that easy... though it is probably what let me get my huge stockpile of food (it was over 500) that more or less let me win through a ridiculous rush that I really shouldn't have. Still took me nine tries.
|
# ? Dec 28, 2014 21:54 |
|
Hooooooly poo poo Chef Nanor is so OP. Cooking with Gas + Neuro Stun mods are so freaking strong if you can build choke points effectively.
|
# ? Dec 30, 2014 23:51 |
So this is sort of weird, but after watching a couple of videos on this game, I noticed that other people had effects that I wasn't seeing in my own game. For example, in this this video, you can see how the flames have a shimmering particle effect that is completely absent from my own game. I haven't modded or tweaked the game in any way, so I'm wondering why I can't see them...unless they were removed in patch before I ever played the game. My GPU is a MSI GTX 770 with up-to-date drivers, so I wouldn't think it would be the card.
Cream-of-Plenty fucked around with this message at 09:41 on Dec 31, 2014 |
|
# ? Dec 31, 2014 09:38 |
|
Cream-of-Plenty posted:So this is sort of weird, but after watching a couple of videos on this game, I noticed that other people had effects that I wasn't seeing in my own game. For example, in this this video, you can see how the flames have a shimmering particle effect that is completely absent from my own game. I haven't modded or tweaked the game in any way, so I'm wondering why I can't see them...unless they were removed in patch before I ever played the game. My GPU is a MSI GTX 770 with up-to-date drivers, so I wouldn't think it would be the card. It looks like an older build (judging by the mayor module slot, the way notifications are shown and some bits of the UI) but yeah, those look really nice. That intro.
|
# ? Dec 31, 2014 14:40 |
|
Can I get an invite to the Steam Group? http://steamcommunity.com/id/im_special
|
# ? Dec 31, 2014 23:08 |
Azran posted:It looks like an older build (judging by the mayor module slot, the way notifications are shown and some bits of the UI) but yeah, those look really nice. Yeah, you're right. The more I look at it, the more differences I notice. Interesting...wonder why they scrapped the particle effects.
|
|
# ? Jan 1, 2015 01:52 |
|
Might have been for style reasons. The awesome particle effects look much more fine-grain than the pixels everything else is made out of.
|
# ? Jan 1, 2015 05:28 |
|
I got this gifted to me today, and after dying horribly once I bought the crystal upgrade. It's quite fun, and I look forward to dying horribly many more times. Even when I just figured out that I can upgrade stuff myself.
|
# ? Jan 1, 2015 07:14 |
|
Finally beat Easy after dying five times on the last floor thanks to the great Nanor gas chamber.
|
# ? Jan 1, 2015 11:07 |
|
Quick q: if i find something out about a crew member (like if two crew members have history) will it update their in-game dossier or should i keep notes about stuff like that?
|
# ? Jan 1, 2015 16:51 |
|
it shows up on their bio
|
# ? Jan 1, 2015 16:52 |
|
Hmmm.. a more challenging question then. If everything is illuminated does the timer do anything? Do enemies in unexplored rooms spawn based on the timer or does it only affect (i assume) your score
|
# ? Jan 1, 2015 20:14 |
|
Wait, timer?
|
# ? Jan 1, 2015 20:16 |
|
Depends on what you mean. Eventually monsters will start knocking down doors when you take a turn/open a door, so you're not necessarily safe if everything you've opened is lit. If you mean during the final dash with the crystal, same thing, every door opens. If you manage to light up every single room on a floor nothing will spawn.
|
# ? Jan 1, 2015 20:19 |
|
uh it seems that there are turns (opening doors) and then there's a separate timer where modules are building and i assumed enemies spawn in unlit rooms and i guess the question is can you just let the game run with no consequence or is the pause function um useless outside of combat e: cool ty the above poster, whose name i didn't catch, for answering my question without unnecessary and terminologically incorrect clarification
|
# ? Jan 1, 2015 20:26 |
|
Anyway, once you hear the chime after killing the last enemy that spawns you're safe until you open another door, you can idle as long as you like.
|
# ? Jan 1, 2015 20:38 |
|
Modules generate resources at the exact moment a new door is opened. Between moment of the last previous enemy being killed and the next door being opened time stops. Nothing progresses. You can walk the dog without putting it on pause and nothing will happen.
|
# ? Jan 1, 2015 20:39 |
|
On the later levels I'd get these ugly fat pink things spawning that would stay put in their rooms, so I'd have to go hunt them down before the chime would show up.
|
# ? Jan 1, 2015 20:40 |
|
Yeah, the fact that the action is bursty in this game is one of the reasons why I've been playing it so much. It's great as a second monitor game while I'm working on or watching something else on the primary.
|
# ? Jan 1, 2015 20:40 |
|
Just to echo what others have said, library pod is extra-easy mode. I think there's some dust multipliers that it doesn't even tell you. Floor 12 isn't supposed to be almost entirely powered, even on Very Easy. Also note those resource amounts are after maxing every character level and researching every item to l4.
|
# ? Jan 2, 2015 03:43 |
Is there a steamgroup for this? I can't find a pubbie lobby that doesn't kick. http://steamcommunity.com/id/chewymouse/
|
|
# ? Jan 2, 2015 05:26 |
|
I just beat my first run on Very Easy with basically no issue. Then I lost a couple times on Easy, and switched back to Very Easy. First floor was literally one long hallway and only like 40 dust in ten rooms, so I kept having to run all the way back to the crystal to keep from losing from the five waves spawning way back every door. No operators, no merchant, no new heroes. I lost carrying the crystal because about forty enemies spawned. On floor one. On Very Easy. This game has some crazy variance.
|
# ? Jan 2, 2015 06:19 |
|
That is a really harsh layout for sure, I've never had that happen so early into a run.
|
# ? Jan 2, 2015 06:26 |
|
The problem that I find a lot of players make is not putting down turrets. Put down some turrets. It's why Library Pod is so easy. You're FORCED to place turrets.
|
# ? Jan 2, 2015 06:42 |
|
I start out pretty much every floor establishing a choke point out of each exit to the initial room with neurostun modules and whatever my best researched weapon is.
|
# ? Jan 2, 2015 06:45 |
|
At first I loved the Tesla. Then I noticed how good the Claymore is. The four rooms I make are basically this (empty module-dependant): 2/3 claymores + 1/2 slowing modules. 3 slowing modules + 1 claymore for the longass hallways that lead to the crystal. Bio-organic transferrence + 2 suppresive firebots + 2 dust ion whatevers for my hero room. It'd be great if you can get Tactical and LAN modules down somewhere. Add 1 or 2 KSP cannons if you notice enemy module destroyers going for your claymores. MPLS to NOLA posted:uh it seems that there are turns (opening doors) and then there's a separate timer where modules are building and i assumed enemies spawn in unlit rooms and i guess the question is can you just let the game run with no consequence or is the pause function um useless outside of combat Sorry, I tend to miss extremely stupid things in games that I play, so it wouldn't have surprised me that there was a timer all along and I never noticed. Also, here's a tip to make it up to you: once you're at the point where rhino riders appear, never leave dark rooms with unopened doors far from your heroes. Azran fucked around with this message at 07:10 on Jan 2, 2015 |
# ? Jan 2, 2015 07:07 |
|
Can I get an invite to the steam group as well? I think I'm getting the hang of things http://steamcommunity.com/id/dasgoat/
|
# ? Jan 2, 2015 07:09 |
Made a steam group and invited everyone I saw in the thread: http://steamcommunity.com/gid/103582791437035062
|
|
# ? Jan 2, 2015 07:27 |
|
I got to floor 11 and then those fucker doorbashers made like 6 thousand guys spawn and I got overran, rip Glad I grabbed this though, it's pretty fun.
|
# ? Jan 2, 2015 07:39 |
|
There's of a lot of difficult-to-quantify charm about Dungeon. Vibrant colors, gameplay that consists of quiet time punctuated by frenzies, the fact that you get resources for every door means it's the first dungeon crawler to have the "just-one-more-turn" feel of a 4X game (for me anyway), amusing character interactions, great music, surprising strategic options...
|
# ? Jan 2, 2015 07:43 |
Speedball posted:There's of a lot of difficult-to-quantify charm about Dungeon. Vibrant colors, gameplay that consists of quiet time punctuated by frenzies, the fact that you get resources for every door means it's the first dungeon crawler to have the "just-one-more-turn" feel of a 4X game (for me anyway), amusing character interactions, great music, surprising strategic options... It hops a lot of genres and does so adroitly. The polish is amazing, and if multiplayer's kinks are worked out, I would definitely get this for all my friends rather than another dull board game night
|
|
# ? Jan 2, 2015 07:52 |
|
So which of the two Steam groups are we going to use then?
|
# ? Jan 2, 2015 09:16 |
So I think I know the answer already, but just to confirm: When you begin a research project--and, as usual, it will take 3 turns for the project to finish--but it turns out there are only 1 or 2 doors left on the level, does the project just finish early?
|
|
# ? Jan 2, 2015 09:26 |
|
Cream-of-Plenty posted:So I think I know the answer already, but just to confirm: When you begin a research project--and, as usual, it will take 3 turns for the project to finish--but it turns out there are only 1 or 2 doors left on the level, does the project just finish early? Yep!
|
# ? Jan 2, 2015 09:35 |
|
|
# ? Apr 27, 2024 17:49 |
|
Cream-of-Plenty posted:So I think I know the answer already, but just to confirm: When you begin a research project--and, as usual, it will take 3 turns for the project to finish--but it turns out there are only 1 or 2 doors left on the level, does the project just finish early? Yeah, opening the last door on a floor will automatically finish all research projects in progress no matter how far along they were.
|
# ? Jan 2, 2015 09:45 |