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Topics - khadgar

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1
Shattered Haven / Lost in Stantonsburg
« on: March 16, 2013, 08:37:48 PM »
I'm really not sure how to proceed.

I was able to complete a few missions in Stantonsburg, but I can't find any more. I have no way to get into the mines, warehouse, or other locked building in town. Willis said (the first time I talked to him) to ask Arlene for a key, I have no idea who Arlene is, but she sure isn't anyone in town unless I'm incredibly stupid and missed a house. Golden grays block the path to the west of the store, and the weird monster blocks the way out from the sewers.

I'm stumped.

2
A Valley Without Wind 1 & 2 / How DO you dispatch Lilith? [resolved]
« on: February 23, 2013, 10:33:52 PM »
That blasted witch won't die! I've knocked out the oblivion crystal and laid Wordrak, Fanzara, and that ex-paladin guy to rest, but Lilith is being stubborn. What am I missing?

EDIT: I did it. :)

3
Posting a list of things I encountered upon playing AVWW2 for the first time in a while. Feel free to answer/explain/link me the Mantis bug report any of these things even if you aren't a Dev.

  • I started on Queen strategic difficulty but died on turn 5 due to morale loss from lack of food, because my farm survivor was too busy destroying adjacent tiles to work the farm.
  • I keep randomly teleporting when I get hit by an enemy. It's not super common, but it happens once every few maps.
  • Enemies keep randomly disappearing when I first hit them. Maybe related to the above?
  • Default 360 bind of confirm+jump on A works well, until I encountered a cave where I couldn't progress.
  • Lots of enemies are extremely difficult due to their 100% efficient turning prowess. Clockwork Automaton missiles, Mimic chests, etc. They are not fun to fight and impossible to dodge.
  • I just died in default difficulty due to lack of food on turn 9. Hmm
  • Just died on easiest difficulty due to lack of food on turn 12. Uhhh

4
Valley 2 Slices / A note about vertical slices
« on: December 21, 2012, 04:21:46 AM »
Some of the existing slices have problems meshing well with other certain slices. Below is some puzzling I've done to figure out why certain slices work sometimes but mess up other times, and my suggestions as to how to avoid making vertical slices which will stuck some buildings or caves.


In the case of a slice that looks like this

FFFF@,,,F
F,,,,,,,F
F,,,,,,,F
FFFF,,,,F
F@,,,,,,F

This slice could correctly fit with a slice that looked like this

F@,,,,,,F
F,,,,,,,F
F,,FFF,,F
F,,FFF,,F
F,,,,,,,F
F@,,,,,,F

To look like this (added second slice on the top and bottom of the first slice):


   F@,,,,,,F
   F,,,,,,,F
   F,,FFF,,F
   F,,FFF,,F
   F,,,,,,,F
   F@,,,,,,F
FFFF@,,,FFFF
F,,,,,,,F
F,,,,,,,F
FFFF,,,,F
F@,,,,,,F
F@,,,,,,F
F,,,,,,,F
F,,FFF,,F
F,,FFF,,F
F,,,,,,,F
F@,,,,,,F


But it would not work if the second slice looked like this:

F@,,F
F,,,F
F,F,F
F,,,F
@,,,F


Which would produce the following:

    F@,,F
    F,,,F
    F,F,F
    F,,,F
    @,,,F
FFFF@,,,F
F,,,,,,,F
F,,,,,,,F
FFFF,,,,F
F@,,,,,,F  <----- here is a blocked passageway
F@,,FFFFF
F,,,F
F,F,F
F,,,F
@,,,F

As you can see, there is a 1-block high passage on two otherwise functional slices. To avoid this, ensure that the slice guide marker has 1 block clearance of open terrain below or above in all vertical segments.

In the above example, changing the first slice to this will fix the issue:

FFFF@,,,F
F,,,,,,,F
F,,,,,,,F
FFFF,,,,F
F,,,,,,,F <---- added this extra space, slice guide isn't vertically crowded
F@,,,,,,F

5
Instead of (or perhaps in addition to) tweaking how wind shelters are dropped to fix them being a bottleneck to progression, why not add another method for removing wind? Hear me out for a second.

Why not allow the player to remove wind from a single tile on the border of the wind by completing some small task? I would suggest something simple, like reaching the last chunk within a world map region, or perhaps killing a one of the surface bosses in the windstorm chunk. To avoid allowing the player to simply make a corridor of clear skies, this ability could be capped out at only a 1 or 2 tile radius boost to an existing windshelter, or throw in the caveat that to clear the wind in this manner, the tile in question must already be surrounded on at least 2 other sides by clear skies (or both options).

To show how this would impact wind shelter balance, take a look at these two images.

Two Additional Tile Radius - The purple border is the current windshelter radius. The orange border is the absolute maximum distance that the player could extend the clear skies to, tile by tile, if they wished to do so.
Minesweeper Method - The purple border is the current windshelter radius. The green circles are acceptable tiles to be cleared, due to having adjacent clear skies. The Red X are unacceptable tiles to be cleared, due to not having enough clear sky adjacency.

What do you all think? Would this help to reduce the bottleneck on obtaining windshelters? Is it a good solution?

6
First off, great idea on the store. I think it's a wonderful counterweight to the randomness of the game. However, I see a potential issue when it comes to a player deciding what to buy (in multiplayer).

As I see it, there are two types of items. There are items that directly benefit the player (all the enchants, upgrade stones, and scrolls), and then there are the items that only effect the continent/world, with no tangible benefit to the player (seek survivor, wind shelter). This could provide a conflict of interest, as every player would rather get 12 free enchants than buy a seek survivor scroll. This could be offset by each of a server's players donating part of the cost to a single player who makes the purchase. This might very well happen, but I'm not sure.

What do you guys think will happen? As you play more on your own servers, what do you see actually happening on the ground? Do you think this is/will be an issue, or do you think the spirit of teamwork will trump all?

7
A: Lots of times.   :-\

Phooey.

8
A Valley Without Wind 1 & 2 / Do you use bear traps, and why not?
« on: May 03, 2012, 02:26:58 AM »
If you use bear traps, please share how you use them, and if it is effective.
If you don't use them, share why you don't use them, and what would have to be done to make you want to use them.

Currently, they do somewhere around 33 damage. (tested on Master Hero on a skelebot dwarf).
Quote
Deploy Medium Trap : Bear Trap

The first enemy to step onto a bear trap will activate it, incurring damage and destroying the trap.

Cooldown: 3.0: Logistical

9
If AVWW were only developed when there was 100% consensus on what to add, this would be the new cover art:



i mean there arent even any mountains so i guess all the stuff in the valley escaped

10
A Valley Without Wind 1 & 2 / Theoretical maximum tier for enemies
« on: May 02, 2012, 04:33:32 PM »
Would be, if I am not mistaken, tier 14, at depth 10 in a stormy deep zone. Is there anything higher than this?

11
A Valley Without Wind 1 & 2 / First thread about the shopping list
« on: May 01, 2012, 11:14:16 PM »
The shopping list feature singlehandedly makes me feel bad for the people who bought this game on steam and who are waiting for a steam update instead of doing it manually. Sucks to be them!

12
A Valley Without Wind 1 & 2 / Massive continent
« on: May 01, 2012, 03:22:48 PM »
I kinda want to reinstall v0.540, rack up a huge landmass, then convert to modern. Maybe 4 or 5 overlords worth, because the current continents seem so tiny, visual aspect wise. Even the bigger ones can be scryed entirely on one screen.

Does anyone have a huge old world file they could upload for me? :3 pretty please

13
A Valley Without Wind 1 & 2 / How to reduce mission reward clutter?
« on: May 01, 2012, 05:47:42 AM »
It seems to me that as more and more potential rewards for missions are being added, there is a lower and lower chance of getting what you want. This is very heavily front-weighted, in that at the beginning of a continent, you only need 3 or 4 things right away, but there is a pool of 100s to choose from. As you progress, you open more avenues of things you need or could potentially use, while all the while be drawing from a smaller and smaller pool.

I played multiplayer on 3 different servers today, just to fiddle around, and the common complaint on all three was that "The mission rewards aren't what I want." One user succinctly put it "All the missions have those shitty personality structures instead of wind shelters, so I'm grinding enchants". I have noticed this as well. Getting started on a continent, I need the basic buildings first and foremost. Taking a look at the missions available to me, all I see are "Minor swiftening wrath power" and "banking structure" and then more "moderate swiftening wrath power". The best way I can describe this is as clutter. It's all clutter. I don't need the temporary power scrolls at all, much less at the start. I don't need a skeelbot watchtower when I don't have a residential tower, and I certainly don't want two seek resources scroll instead of actual resources!

What can be done to have less clutter in mission rewards? I have a few ideas, and I will list them below, but I want to know what you guys think.

14
Do they increase the chances of finding the "fire power" enchant for the right arm slot?

==OR==

Do they increase the odds of every enchant picked up to contain the +fire power modifier?

I want to say it's the latter, but ever since I put on this earth seeker, I'm getting more than expected "earth power" enchants.

15
The answer to both question is "I don't know".

Step 1: Spend 2 hours idly watching tv while gathering upgrade stones.
Step 2: Upgraded as you go (It saves time)!
Step 3: Die a lot while gathering stones.

Final tally: 9 upgrade stones. I upgraded as I go (it saves time!)!

I suck at this game!

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