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Messages - Calli

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A Valley Without Wind 1 & 2 / Re: Where's the Valley?
« on: May 11, 2012, 05:25:28 PM »
I always assumed the valley without wind is what you make of it.  If it actually had no airflow whatsoever, that'd be a very bad thing! ;)

Less jokily, setting up the wind shelters and knocking out the overlord(s) seems like a big step toward the idea of a safe haven, wind or no.  With those taken care of, it's theoretically a lot easier for non-glyphbearing survivors to rebuild.

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A Valley Without Wind 1 & 2 / Re: Mystery rooms
« on: May 11, 2012, 05:15:12 PM »
Thanks, I'll go search lava regions and towns then.

What color are the rooms on the dungeon map?

as far as i can tell they were the same color as the secret missions.

Yup - that slightly more intense yellow-brown that tells you it's not a stash room.  If you hover your cursor over the room in the dungeon it'll tell you if it's a rescue, secret mission, or mystery room.

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A Valley Without Wind 1 & 2 / Re: Annoying Enemies
« on: May 11, 2012, 05:13:32 PM »
The only one I have ever had a problem with is the Blue Whale Bosses. They are an absolute nightmare to deal with since you are trying to move around in an underwater environment whilst simultaneous being swarmed by hundreds of mini whales.

Creeping Death used to work very nicely against the whales, since it would usually get in 3-5 hits depending on trajectory and enemy movement (slow, BIG target).  Now that they've changed how mana works, though, that's probably not an option for 97% of players or their characters.

I detest the diving eagles: as mentioned, they have some sort of bizarro immunity to physical matter such as walls and oceans, and they're like an uber version of homing projectiles.  They make dragon fire look like light snakes in comparison.

Another bleh: utahraptors.  They jump when you do (often right into you), and they jump high, so forget platform-sniping.  They hit hard.  They take a lot of abuse.  They love to crowd you in lava tower halls where you can't escape, and it's ultimately a battle of attrition to see which of you dies first.  Oh, and they're lava immune.  I hate the little so-and-sos.

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A Valley Without Wind 1 & 2 / Re: Let's talk Skelebot PCs
« on: May 10, 2012, 05:38:11 PM »
It's also worth noting that the smaller Skelebot characters only have a base jump height of about 3 1/2 tiles (as opposed to 5-ish for humans).  (Also, ETA: the one large Skelebot I played had a jump height equal to a human character.  So I don't think they get any base jump bonus at all.)

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Quote
Fixed an issue in the surface tunnels of some ocean shallows regions where it was possible for an all-underwater cavern to not be connected to the surface. This won't fix already-generated chunks, but it will prevent the issue from happening again even in existing worlds.

Does this also solve the problem of continental shelf (and shallows) regions not having side passages at all, despite indications on the dungeon map to the contrary?

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A few days ago, while doing a Seek Survivor-enabled rescue mission in The Deep, my glyphbearer died.  (So did the rescuee, I presume, though he was still alive when my glyphbearer bought the farm.)  Tier 7 versus Tier 5 -- yeah, I don't know what I was thinking.

Anyway, the question is this:  Where is his ghost?  Does he just float around the outdoor map where the mission entrance was, or is he locked in rescue mission limbo?  I'm not likely to head back there, just wondering about it.

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A Valley Without Wind 1 & 2 / Re: Rescuing Survivor Missions
« on: May 07, 2012, 02:17:25 PM »
Ice Age (or Thawing) buildings are a good place to start.  Also try Abandoned Towns; the general theme seems that the larger (i.e., more rooms) a building is, the better chance for stashes, secret missions, and rescue missions.  I prefer Ice Age/Thaw sites because IA NPCs have cold tolerance and usually come with good starting HP (and decent everything else).

I don't bother with pyramids anymore after getting the Bronze Age characters unlocked; just too much of a pain for too little reward.  But as mentioned, that's another option.

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A Valley Without Wind 1 & 2 / Re: Time of Magic and Medieval NPCs?
« on: May 07, 2012, 07:26:40 AM »
Time of Magic NPCs can be found in deciduous forests and medieval ones I think are found in swamps, but I am not 100% percent sure.

This is correct, as far as I can tell.

I have no idea if ANYONE can be rescued from The Deep...

I'm not certain but I think medieval npcs can be rescued from both the deep and the swamps.

Yes, Medieval NPCs can be rescued from the Deep on Continent 2; I've done it.  (Personal recommendation: do it early on if you can, before your CP boosts your continent tier too high.)  I don't know about Time of Magic, though.  I assumed it was/is probably Continent 3+, especially after doing a rescue mission in the Lava Flats and getting a Lizard Person--er, Draconite.  (And then being disappointed that that wasn't the "Time of Magic" NPC referred to.)

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A Valley Without Wind 1 & 2 / Re: room bug?
« on: May 07, 2012, 07:20:55 AM »
The ocean rooms (both continental shelf and shallows) seem to be very buggy.  I've run into several situations where side passages do not appear at all in underwater rooms, and both secret and rescue mission rooms having no mission available (or being flat out inaccessible due to no side passage existence).  But being blocked from further progression by room formation?  Bummer  :(

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Thanks!  I assumed that right-clicking on the item in my inventory would just use up the item, or give me an error sound, so I didn't try that sooner.

EDIT:  Yup, that seems to have fixed the problem!

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So it is the heatsuit causing the problem?  Is it supposed to do that?

Also, it occured to me that I should try taking it off, but I can't find any way to do so.  Now I'm sure I'm missing something obvious!

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A Valley Without Wind 1 & 2 / Re: Mysteries and Clues?
« on: May 04, 2012, 11:51:57 AM »

Personally, I'm fine with a puzzle being the mechanic to unlock the clues, but what's currently there isn't much of a puzzle.  It's a test of ones patience and manual dexterity.

Pretty much this.

The first room had just 100 to change, in a fairly simple configuration (no 3x3 squares), and while I managed to solve the puzzle, I couldn't put any rhyme or reason to why it worked.  (Now I think it's a simple matter of 'hit button to change color' and the reason my shots sometimes flipped one, other times multiple buttons, was due to my own accuracy rather than some hidden 'if button hit from THIS angle, changes two, from THIS angle, changes one' mechanic.)  The second one I found had 300...I turned around and walked out.  Not worth it.  Even now that I think I know how the puzzles go, it'd be too time-consuming and boring when I could be out exploring.

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A couple of days ago, I tried to change to a different character in my settlement; my current bearer was wearing a heatsuit (neither cold nor heat tolerant on his own), and I wanted to swap to an Ice Age citizen for some cold-weather exploration.  Lo and behold...the glyph transfer scroll didn't work.  I had over 200 of the things, but each time I right clicked it gave me an error sound.  As this was on Continent 2 (the only other one I've unlocked so far) I went back to my first continent's settlement and tried there; no good.

This morning I upgraded to the most recent beta, to see if that would help matters.  It didn't.  I'm stuck with a guy in a heatsuit, which is great for lava exploration, not so great for anything else.  I don't want to off the guy, either!  :(

Has anyone else had this problem?  Is there some obvious fix I'm missing?

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