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Rupert Buttermilk
Apr 15, 2007

RowboatMan: Freezing time is an old P.I. trick...


I was raised catholic and went to catechism (Sunday school) for NINE YEARS...

... and I'm just learning now that some of these names used are from the bible. I paid attention... a lot of these places were just not mentioned.

Anyway, gonna get back into Qud when I can, but drat, do I want either an android or switch port or both.

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Danger - Octopus!
Apr 20, 2008




Nap Ghost

Rupert Buttermilk posted:

... and I'm just learning now that some of these names used are from the bible. I paid attention... a lot of these places were just not mentioned.

Joppa is (also) on the eastern side of Edinburgh, Scotland! It's just down the road from me a bit. Kinda of looks different to how it does in game ;-)

DisDisDis
Dec 21, 2013

open your mind

open your heart


Tuxedo Catfish posted:

what was busted about short blades is there used to be a skill that let you substitute agility for strength in penetration rolls. it wasn't necessarily the single most broken thing in the game, but it was the easiest and most passive. you just went all-in on agility and spent the rest of the game with max penetration and only getting hit on a natural 20

vibroblades are great and all but they're a "when you've already mostly won the game you can sub these in for slightly better results against hard targets"

e: a good way to put it is that an agility-focused build still works, more or less, it's just that now you actually have to pay your dues for it


You're not missing anything. Mutants are just stronger.

(As long as you're making at least a modestly informed attempt to optimize and not picking mutations at random or something).

yeah that's what i meant with thinking the real strong thing was always being able to dump str for agi for tons of dv + whatever other more beneficial stat you want (a lot more toughness than 18 if you really wanna be bored), not the agi pv. admittedly most of my memory of it now is from when the pv you got from agi was half of your agi bonus instead of your full bonus which i thought was in a fine place balance wise. overall i wish the systems just didn't work in a way that 'big armor buff axe guys' were actually way glassier than agile knife guys, and that chrome pyramids didn't exist probably. (I guess these days you should just have friendly robots before poking your head too deep in the earth/going to the deathlands but by the time I was leveled enough to do that stuff I didn't also want to go hunting for people to bribe for however many hours)

e; random unrelated thought, does willpower affect light manipulation recharge rate?

DisDisDis fucked around with this message at 11:20 on Jul 22, 2020

Glimpse
Jun 5, 2011



Danger - Octopus! posted:

Joppa is (also) on the eastern side of Edinburgh, Scotland! It's just down the road from me a bit. Kinda of looks different to how it does in game ;-)

There’s a Joppa and Bethesda in Maryland, and Qud is also full of crabs so

Angry Diplomat
Nov 6, 2009

Winner of the TSR Memorial Award for Excellence In Grogging

victrix posted:

Can anyone point me to the true power of the arcologies that I'm missing?

Bit late, but...

As mentioned, True Kin will never stand up to the sheer survivability and tactical adaptability of mutants. Apart from the easier early game, their main advantage (IMO) lies in their slightly more generous stat and skill budgets, both at creation and via level up - with decent Int, True Kin make pretty good generalists or gimmicky hybrids.

I've had a lot of luck with TK battle tinkers who rely mostly on firearms at first and don't dip into weapon skills until they find (or make) something really good. And if you're lucky enough to score Giant Hands, a Gun Rack, or ideally both, you can do some satisfyingly ridiculous poo poo multi-wielding carbines for overwhelming ranged lethality; failing that, there are some neat quality of life augmentations, or you could just stack AV, DV, and resists. In any case, it's a good idea to explore ruins and learn secrets from your water-sibs - you gotta do a lot of delving to find those becoming nooks and cybernetics credit wedges.

My only Tomb/end-of-current-content clear to date is with a tinkery True Kin Carbide Chef who quad-wielded heavily customized carbines and simply deleted enemies with highly accurate 12-shot bursts. Dude was goddamn near untouchable; even Cragmensch completely ate poo poo within one or two bursts, since the sheer number of attack rolls inevitably resulted in a critical hit or two.


Edit: I would actually like to propose that True Kin characters begin knowing the location of a becoming nook in the surrounding area (apart from the rusted arch, of course). Cybernetics are a big part of what makes the TK experience unique, and having a slight nudge in the right direction would be interesting and fun without disrupting the balance of things overmuch.

Alternatively, have the mayor of the starting town mention the nook's location as a bonus on top of their quest reward, if the player character is true kin.

Angry Diplomat fucked around with this message at 14:08 on Jul 22, 2020

Unormal
Nov 16, 2004

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

Fun Shoe

victrix posted:

This is probably a Thing that should happen for the procgen villages, because yeah, this is the shittiest part about a random start. Just highlight the two main quest givers or whatever, bonus if the warden and stilt dude start near you every time.




Just as a general rule, I can't decide if I should bother posting giant (feedback) screeds or not, since they're so focused on pushing to 1.0 release, it feels like little niggles are either already in the queue to fix, or won't be priority to touch until later anyway.

That goes double for ~balance~ feedback, since so many totally broken things are still around after years, so I kinda get the impression that isn't really a concern at all either until post Real Release, or like, at all ever.

Maybe I'll just stick to stuff that really annoys the piss out of me (permanently paralyzed by sleep gas is a fun one).

Oh, here's a big one - I'd really like to see a ui 'quick menu' of some sort that lets me assign specific commands to a shortlist. So one button pops up the quick menu, then another press activates <whatever>

Like 'target this wall and auto attack it until broken', 'drop this bedroll', 'clean my gear with water', 'show me salves only', 'show me grenades only', 'swap these two weapons', and so on. I find there are a handful of inventory actions I take repeatedly over the course of a game that are just kind of annoying with the default inventory ui, and a few edge case commands that aren't covered by any default commands elegantly.

Autoattack till dead and just autoattack have commands now btw.

138
Oct 28, 2003






Angry Diplomat posted:

Bit late, but...

As mentioned, True Kin will never stand up to the sheer survivability and tactical adaptability of mutants. Apart from the easier early game, their main advantage (IMO) lies in their slightly more generous stat and skill budgets, both at creation and via level up - with decent Int, True Kin make pretty good generalists or gimmicky hybrids.

I've had a lot of luck with TK battle tinkers who rely mostly on firearms at first and don't dip into weapon skills until they find (or make) something really good. And if you're lucky enough to score Giant Hands, a Gun Rack, or ideally both, you can do some satisfyingly ridiculous poo poo multi-wielding carbines for overwhelming ranged lethality; failing that, there are some neat quality of life augmentations, or you could just stack AV, DV, and resists. In any case, it's a good idea to explore ruins and learn secrets from your water-sibs - you gotta do a lot of delving to find those becoming nooks and cybernetics credit wedges.

My only Tomb/end-of-current-content clear to date is with a tinkery True Kin Carbide Chef who quad-wielded heavily customized carbines and simply deleted enemies with highly accurate 12-shot bursts. Dude was goddamn near untouchable; even Cragmensch completely ate poo poo within one or two bursts, since the sheer number of attack rolls inevitably resulted in a critical hit or two.


Edit: I would actually like to propose that True Kin characters begin knowing the location of a becoming nook in the surrounding area (apart from the rusted arch, of course). Cybernetics are a big part of what makes the TK experience unique, and having a slight nudge in the right direction would be interesting and fun without disrupting the balance of things overmuch.

Alternatively, have the mayor of the starting town mention the nook's location as a bonus on top of their quest reward, if the player character is true kin.

Being able to start with carbide weapons is pretty huge.

resistentialism
Aug 13, 2007



True kin get stat points from every nectar injector so they can end up out-munchkining chimeras, but mental mutations are still more broken.

Meridian
Nov 7, 2014





Going to be diving back in after work today. The builds in the OP still the way to go for beginner players?

That willpower build sounds super fun.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.


The builds in the OP are basically a shitpost I made like fifty versions ago. They were functional but not entirely serious then, and things have changed a lot since.

Here are the builds I would actually recommend for a beginner.

BJMOMMEMBICCDCDNDX

This is a "get out of jail free" build. Freezing Hands lets you win fights by completely disabling your opponent. Teleport + Clairvoyance lets you instantly nope out of any fight that goes badly.

BEMOMMEMBCBEBLBOCB

Classic "axe turtle" / centaur. Designed to take advantage of Charge in the Tactics tree -- it has strong synergy with both axes and the Horns mutation. Shield Slam also works well with this. Note that horns technically count as short blades, if I'm not mistaken, so you may wish to splash into that tree in addition to axes, down the road.

BBMOMMEMBNBOB2CCDN

A slight variation on a build I posted a few pages back -- by request, it is completely focused on passive bonuses. (I swapped out Double-Muscled for Multiple Arms -- swap it back if the slightly lowered Strength bothers you.) You'll want to spec into Long Blades right away for Defensive Stance, as the gimmick here is basically movespeed + DV.

For any build that doesn't start with it, Acrobatics -> Spry should be your first two skill purchases.

Try and get to level 3-4 before heading to Red Rock. You can fight crocs in the salt marsh, or even venture into the hills to fight snapjaws (they drop good early-game armor) but don't enter any other biomes.

Another alternative is to start as a Nomad, get the quest from the Zealot in the starting town, and then immediately visit the Six-Day Stilt. As a Nomad you have Wayfaring + the salt pans skill, so if you travel on the world map you are extremely unlikely to get lost. Upon reaching the Stilt the quest reward XP will instantly carry you to level 4, and almost to level 5. This doubles your hit points and makes you far more likely to survive.

Meridian
Nov 7, 2014





Tuxedo Catfish posted:

The builds in the OP are basically a shitpost I made like fifty versions ago. They were functional but not entirely serious then, and things have changed a lot since.

Here are the builds I would actually recommend for a beginner.

BJMOMMEMBICCDCDNDX

This is a "get out of jail free" build. Freezing Hands lets you win fights by completely disabling your opponent. Teleport + Clairvoyance lets you instantly nope out of any fight that goes badly.

BEMOMMEMBCBEBLBOCB

Classic "axe turtle" / centaur. Designed to take advantage of Charge in the Tactics tree -- it has strong synergy with both axes and the Horns mutation. Shield Slam also works well with this. Note that horns technically count as short blades, if I'm not mistaken, so you may wish to splash into that tree in addition to axes, down the road.

BBMOMMEMBNBOB2CCDN

A slight variation on a build I posted a few pages back -- by request, it is completely focused on passive bonuses. (I swapped out Double-Muscled for Multiple Arms -- swap it back if the slightly lowered Strength bothers you.) You'll want to spec into Long Blades right away for Defensive Stance, as the gimmick here is basically movespeed + DV.

For any build that doesn't start with it, Acrobatics -> Spry should be your first two skill purchases.

Try and get to level 3-4 before heading to Red Rock. You can fight crocs in the salt marsh, or even venture into the hills to fight snapjaws (they drop good early-game armor) but don't enter any other biomes.

Another alternative is to start as a Nomad, get the quest from the Zealot in the starting town, and then immediately visit the Six-Day Stilt. As a Nomad you have Wayfaring + the salt pans skill, so if you travel on the world map you are extremely unlikely to get lost. Upon reaching the Stilt the quest reward XP will instantly carry you to level 4, and almost to level 5. This doubles your hit points and makes you far more likely to survive.

Sweet, thanks!

anime tupac
Oct 25, 2010

stick your chest out, keep your head up, and handle it


I'd like to leave this old version I'm on and see the Tomb content, so I think I'm finally going to retire my insanely long-lived true kin who has all kinds of bonkers nonsense going on. I finally got Giant Hands off a Templar, so my latest plan was to combine that with Gun Rack and quadruple-wield phase cannons so I can go kill the ape god, then turn in all my books and retire I guess? After... building a house in the woods out of portable walls...? I'm not sure what else there is to do at this stage. Kill a decasludge, maybe; that seems to be the least-gotten achievement (tied with Leap, Frog, but I have yet to meet a legendary frog)

Whaleporn
May 6, 2007

This is me on my bike pretty cool huh?


I think the actual thing I don't like about precog is that there is not currently a method to get around having it as a mutant and getting armor from neutron flux aside from just being strong enough to take 390 crushing damage. It's one of the best on demand abilities even from the standpoint of 'I am in trouble and I want 2 shots at getting out of it' but I wish there was a consumable, even if it's as rare as eaters injectors, that could be used for the effect.

The thing I find funny about his rant is that in my experience with the new system I wasn't getting that much less value out of precog to pick mutations, I just actually would hold onto injectors more then 5 seconds so I had control over where my points went.

Glimpse
Jun 5, 2011



Whaleporn posted:

I wish there was a consumable, even if it's as rare as eaters injectors, that could be used for the effect.

There is, if you’re True Kin

victrix
Oct 30, 2007




https://www.behance.net/gallery/983...or-Caves-of-Qud

The dna strand mutation screen is inspired

Tempora Mutantur
Feb 22, 2005



my god, that is some amazing talent, to so seamlessly drop into the aesthetic and just totally nail it

the presentation itself is beautiful, so crazy

victrix
Oct 30, 2007




Cybernetics screen doesn't say 'Welcome to Becoming Tom Nook' 0/10

anime tupac
Oct 25, 2010

stick your chest out, keep your head up, and handle it


Does anyone have any advice on actually finding this ape god chump? I understand his lair can appear in some indeterminate area to the easy of Kyakukya, but I don't know how far north or south it ca be, so I just started out walking 25 screens east, then north one screen and 25 east, etc. Not sure how far I have to range here

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.


anime tupac posted:

Does anyone have any advice on actually finding this ape god chump? I understand his lair can appear in some indeterminate area to the easy of Kyakukya, but I don't know how far north or south it ca be, so I just started out walking 25 screens east, then north one screen and 25 east, etc. Not sure how far I have to range here

I think it's within one parasang of Kyakuya, not due east. I might be mistaken, though, I've only stumbled on it once or twice.

Helical Nightmares
Apr 30, 2009



As a biochemist I really appreciate the genome mutation screen. The whole thing looks rad.

Meridian
Nov 7, 2014





So I decided to try out the Axe Turtle, but I swapped out Amphibious for Evil Twin because it sounded more interesting. Game has changed a lot since I last played it. Is that UI stuff that was posted earlier something that is actually going to be adopted or is it just someone doing it on their own?

BEMOMMEMBCBEBLBOEC if anyone wanted the code, all credit to Tuxedo Catfish.

anime tupac
Oct 25, 2010

stick your chest out, keep your head up, and handle it


Well that worked out. A couple hours later while out here looking for his location I learned it as a secret from a Canned-Have-It-All recipe



(fwiw it was 1 parasang east and 2 south of Kya)

Begemot
Oct 14, 2012

Hm...



Meridian posted:

So I decided to try out the Axe Turtle, but I swapped out Amphibious for Evil Twin because it sounded more interesting. Game has changed a lot since I last played it. Is that UI stuff that was posted earlier something that is actually going to be adopted or is it just someone doing it on their own?

BEMOMMEMBCBEBLBOEC if anyone wanted the code, all credit to Tuxedo Catfish.

I believe it's a UI the devs commissioned, they're planning on adding it before the game leaves early access.

Memnaelar
Feb 21, 2013






So, does anyone have an alternative set-up for keyboard that's quick to input for a non-10key keyboard? I got frustrated trying to jump back in last night and realizing I wasn't really sure how to remap to allow for intuitive diagonal movement. Dumb reason to stall out, but if anyone has any suggestions, it'd be much appreciated.

What I'm trying to avoid is the cascade of swapping movement in over other intuitive keys (like i for inventory) and then having to realign those to other spots.

IronicDongz
Aug 18, 2013

there he goes

there's a bit of swapping keys over with this(but also that's borderline inevitable), but I like to use

QWE
ASD
ZXC

to replace movement/wait 1 turn keys. I use this even though I have a numpad because it's convenient to have movement keys be left handed and in basically the same spot as WASD, so it's more similar to other games.
I use this in DCSS, dungeonmans, Qud... everything that lets me change the controls.

Memnaelar
Feb 21, 2013






Also, that UI is incredibly nice and I can't wait to see it on release...

...is there any projected EA release?

Unormal
Nov 16, 2004

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

Fun Shoe

Memnaelar posted:

Also, that UI is incredibly nice and I can't wait to see it on release...

...is there any projected EA release?

We'll have the UI in before EA-exit, we're starting work on it now on the beta branch, you can see some of it by enabling the prerelease stage screen.

EA-exit who knows, a year?

SKULL.GIF
Jan 20, 2017





Beautiful.

victrix
Oct 30, 2007




I made it up to Omonporch last night with a solid build, so in theory I'll check out Tomb of the Eaters shortly? Not going to play new stuff tired, we'll see how it goes.

I lucked into 25% chance to permaboost stat food and had like 35+ cans of plenty annnd... it doesn't work. Don't know why, but I was all hype for totally busted stats and nope

Another buglet: Arc Cannon has no sfx which was throwing me for a loop after using an Eigenrifle for all of Susa, pew pew.

Other scattershot thoughts:

I wish all merchants went into a searchable index like the ruins and legendaries do, at the very least Stilt.

Deertown mystery is meh. I guess its an easy source of a skill or two and some minor free gear, but I found myself skipping it after the first few goes. I might pursue it for OpTimAL GAmePLay on some chars, but it's definitely not the best of the static-ish content. Good experiment in stretching qud interactivity though, for sure.

After running through the midgame on several characters, I feel like the beginning is the rockiest part, and not just because of the death rate at low levels, I'll try to write up some coherent thoughts on this later. Random town starts are great, but there's still some cheesy feeling deaths almost entirely because of ambushes and where the overworld map drops you when you land even when not getting lost.

Inventory management is pretty ugh, but I hate inventory in every game ever roguelike so that's probably mostly me. Hopefully the new ui alleviates some of this.

MMF Freeway
Sep 15, 2010

Later!



Memnaelar
Feb 21, 2013






Unormal posted:

We'll have the UI in before EA-exit, we're starting work on it now on the beta branch, you can see some of it by enabling the prerelease stage screen.

EA-exit who knows, a year?

That sounds fantastic.

Mordecai
May 18, 2003

Known throughout the world! Chop people's head off to the ground! Angry eyes that frighten people! Dragon among humans, king of dragons... Manchurian Derp Deity, Ha Che'er.


In the random starting villages, the questgivers don't have any factions, so I can't share water, so I can't learn anything.
The wardens seem to be working fine.

Unormal
Nov 16, 2004

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

Fun Shoe

200.80

  • Swarmers now only contribute their swarmer bonus if they are hostile to the target.
  • The swarmer bonuses of swarmers in the same tile no longer stack.
  • Swarmers can now only receive one Swarm Alpha bonus. If multiple swarm alphas are adjacent, the highest bonus applies.
  • Warmup chirps from visible turrets no longer interrupt autoact if your options are set to ignore the turret.
  • Autoget (independently of autoexplore) now retrieves items from adjacent squares (no longer just liquids).
  • The Spindle negotiation no longer occasionally produce strange, unusable shields.
  • Fixed a bug that gave Swarmers +1 to hit all the time regardless of other swarmers instead of their described to hit bonus.
  • When the tile at the bottom of a pit is occupied, things that fall down the pit now land in nearby tiles rather than failing to fall.
  • When something falls down a shaft, a message is now generated.
  • Fixed a bug that caused the Thick Fur mutation to give 8 heat and cold resist instead of 4.
  • Fixed a bug that caused Graftek grafts to behave oddly.
  • Fixed some occasional issues with the location you arrive at when entering a zone from the world map.
  • Fixed a bug that made tonics not show their behavior in their descriptions for mutants.
  • Fixed a bug that broke becoming unlost by returning to a familiar area.
  • Fixed several issues with input in the overlay UI

201.2 - beta branch

  • Conveyor belts are now immune to heat and acid.
  • Added some utility buttons to the upper-right corner of the prerelease UI.
  • Tweaked the order that information is hidden on the prerelease status bar (top).
  • Prerelease UI ability buttons should now be clickable.
  • Player and NPC named items now indicate their original names in their descriptions.
  • Penetrating radar now reveals hidden objects that can be discovered by searching.
  • Messages for spotting hidden objects now include directional information.
  • Non-creature organic items are now described as "damaged" rather than "wounded".
  • Fixed a bug that caused burgeoned young ivory and lurking beth to notify the burgeoner of their deaths.
  • Fixed a bug that caused astral tabbies to spawn in the wrong phase.
  • Fixed a bug that caused primordial soup sludge display names to go wild.
  • Fixed a typo with the Flaming Hands mutation when it was gained through a cooking effect.
  • Fixed a typo in the Kyakukya recoiler.
  • [modding] Extended the Genotypes.xml IsMutant attribute to more contexts where the mutant / true kin distinction is relevant.
  • [debug] Added a new wish to remove a mutation: "mutationbgone:mutationid". Thank you to discord mod helado for the contribution!
  • [debug] Added new wish to view data disks: "datadisk" (with a menu of all possible data disks) or "datadisk:Blueprint" or "datadisk:mod:ModName".

Duderclese
Aug 30, 2003
I'm the gay younger brother of UnkleBoB and Buddha Stalin


Looks like inputting world seeds is broken on my version since the update today? I put the seed in, hit start game, and it just boots me back to the New Game menu. I can't highlight any op the menu options but I do hear the mouse-over sounds. Pressing escape from this point allows me to highlight and select a choice again, but as previously mentioned inputting a seed doesn't get me where I want to go.

Game is amazing Unormal and crew, y'all deserve all the praise possible.

Edit: Upon slightly further investigation; The seeds I'm inputting aren't the same seed I get at the bottom of the character sheet. For example: trying to input Tuxedo Catfish's BEMOMMEMBCBEBLBOCB Gives the output seed of BDKJMMNLBHBQBRDKDZEG. Dunno if this information is at all useful.

Edit2: This is beta branch, I'm sure that's helpful to know.

MMF Freeway posted:

Just to be sure, are you entering the code via Chose character build from library > Enter code? If you put a character code into the world seed option you get weird results

Yeah turns out I shouldn't try and play before having coffee. Thanks so much.

Duderclese fucked around with this message at 14:50 on Jul 25, 2020

MMF Freeway
Sep 15, 2010

Later!


Just to be sure, are you entering the code via Chose character build from library > Enter code? If you put a character code into the world seed option you get weird results

Scaramouche
Mar 26, 2001

SPACE FACE! SPACE FACE!

Or... awesome results

untzthatshit
Oct 26, 2007

Snit Snitford



So I can pretty consistently reach the grit gate at this point usually around level 10 or so. Is that too early to go there? Or is there some better way to deal with the turrets? I figure it's the next logical place for me to be and usually the only quest left in my journal and I can handle most of the critters in there but inevitably something will come out of nowhere and just gank me. My last guy turned a corner and there were 3 turrets all lined up, I dunno if they all hit me at once or what but I went from 50 HP to dead in one turn!

eke out
Feb 24, 2013




untzthatshit posted:

So I can pretty consistently reach the grit gate at this point usually around level 10 or so. Is that too early to go there? Or is there some better way to deal with the turrets? I figure it's the next logical place for me to be and usually the only quest left in my journal and I can handle most of the critters in there but inevitably something will come out of nowhere and just gank me. My last guy turned a corner and there were 3 turrets all lined up, I dunno if they all hit me at once or what but I went from 50 HP to dead in one turn!

you just have to learn to be careful about going through doors via listening for chirps and immediately noping out if something starts shooting you. usually they're cordoned off in their own little areas and should require at least a couple turns before they kill you, especially if you have reasonable DV

i usually use the coward's method though: clairvoyance

Dachshundofdoom
Feb 14, 2013



Pillbug

If you're struggling with Grit Gate and feel like you need more levels or better equipment, try going up to the Six-Day Stilt. You can avoid stepping on desert tiles almost all of the way up if dawngliders scare you. There's a ton of merchants up there, and you can turn in books and information about Resheph for extra XP.

The more dangerous/profitable venture is to poke your head into the jungle and very, very carefully kill some goatfolk. They drop a lot of carbide weapons for selling and/or use, and sower's seeds are a source of decent, cheap grenades.

Other than that, try to have a minimum of 6 AV early on, ASAP, before you start caring about your DV. Chain mail or studded leather armor should be your goal early on.

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untzthatshit
Oct 26, 2007

Snit Snitford



eke out posted:

you just have to learn to be careful about going through doors via listening for chirps and immediately noping out if something starts shooting you. usually they're cordoned off in their own little areas and should require at least a couple turns before they kill you, especially if you have reasonable DV

i usually use the coward's method though: clairvoyance

Ok yeah I was trying to attack the turret so maybe not the best method of approach. Also I totally had clairvoyance buuuttt forgot to use it as usual.


Dachshundofdoom posted:

If you're struggling with Grit Gate and feel like you need more levels or better equipment, try going up to the Six-Day Stilt. You can avoid stepping on desert tiles almost all of the way up if dawngliders scare you. There's a ton of merchants up there, and you can turn in books and information about Resheph for extra XP.


That's actually exactly what I had done before I got to grit gate so at least I'm on the right track. I had chain mail and steel boots and some other stuff so I really was tearing through most stuff until I tried to attack a turret...

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