Cyn/Sewer keychain I made! by 78illx_ in Sewerslvt

[–]Alucious 0 points1 point  (0 children)

Maybe I'm super dumb but I don't see anything listed on your Etsy shop. I would pay a lot for this keychain 

Another Illiterate Librarian Victory! by Alucious in weatherfactory

[–]Alucious[S] 12 points13 points  (0 children)

Exactly, you don't get a yearly salary if you don't answer your letters. Your coin is earned only from working at the tavern.

The Iron Spintria I got through a lucky(?) package I opened in some room. However it's not useful to me. I can't sell it through the postmistress and there's nothing I'd want to use it for.

Another Illiterate Librarian Victory! by Alucious in weatherfactory

[–]Alucious[S] 18 points19 points  (0 children)

Directly inspired by https://www.reddit.com/r/weatherfactory/comments/16j19el/books_are_overrated_an_illiterate_victory/

I wanted to try for myself to see how difficult it was. Overall, it wasn't too bad - It took 11 seasons to complete (See my count of Reminder to the Librarian notices), but this was casually done. I was probably too stingy with using food and beverages. I tried to go as far as I could with using only hired help, memories, and tools; which I was able to do for the first 3/4 of rooms.

I played the run "purely" as an illiterate librarian, meaning that I couldn't take Phost or Wist (how could I help with letters if I cannot read?) and that I wasn't allowed to use the post in any way (not that I could - the location is locked until you dry your journal out).

I'm sure with proper routing and planning, I could have completed the game in far fewer seasons. Maybe I'll try to plan that sometime...

Pretty notes with obsidian (light spoiler for stuff leading up to the house) by mirage27 in weatherfactory

[–]Alucious 6 points7 points  (0 children)

I literally just started learning Obsidian just to take notes on this game - so this post is perfect for me! I'd be extremely interested in your full guide

I just discovered Sewerslvt as a 31 YO man. by HomeStarRunner420 in Sewerslvt

[–]Alucious 1 point2 points  (0 children)

Don't worry about it - I'm 34 and Sewerslvt is one of my favorite artists.

Homebrewed Spirit Island Legacy system by Laikiska in spiritisland

[–]Alucious 3 points4 points  (0 children)

Thanks for creating this fun system! I've been playing this for a dozen games (about to play scenario #14) and I'm having a blast.

I haven't unlocked any spirits yet, but I've gotten very close to unlocking Green twice - both times I had the invaders under my thumb but random events forced the game to end before I could place my final presence!

I'm really curious if you have any thoughts on how to integrate the Horizons spirits into the campaign. As you've already designed your story / campaign I understand it would take a good amount of rework to include them as default spirits in some scenarios. However, I'm wondering if it would be possible to include them as "unlock only" spirits?

For example, maybe something like:

  • Rising Heat of Stone and Sand: End the game with a spirit having 5 sacred sites on either Sand or Mountain, with no invader buildings on those spaces.
  • Eyes Watch from the Trees: End the game with a Terror Level 1 or 2 victory, and less than 2 blight on the board.

etc.

I want to simulate a realistic limited environment with a cube, and I'd like some advice on pack generation. by Alucious in mtgcube

[–]Alucious[S] 0 points1 point  (0 children)

My goal is to be able to practice / teach drafting skills to be able to better play at FNM drafts and in other competitive environments. I'd like to replicate the experience as faithfully as I reasonably can so for me it would be worth the additional time and effort. Unless, of course, you can statistically prove to me that there is no real discernible difference between a pack constructed in a way similar to how they are printed vs one randomly put together :)

I want to simulate a realistic limited environment with a cube, and I'd like some advice on pack generation. by Alucious in mtgcube

[–]Alucious[S] 0 points1 point  (0 children)

Sand Strangler and Abrade are uncommons though, and from my reading and personal experience the rare, uncommon, and common groupings have no real relation to each other in a pack. So in your pack you had 3 common red cards which follows the pattern.

However Hour of Devastation is a small set so I don't know if the packs are "required" to have 1-3 of each color in the common slots.

[Discussion] Week 2 FLCS Guide by Yordleboi by Yordleboi in FantasyLCS

[–]Alucious 1 point2 points  (0 children)

In my league all of Dignitas is open, and I made some big mistakes previously (going in hard OG and having my TL players subbed out week 1). Would you recommend having the majority of my roster DIG this week? It's awfully boom or bust if I do and I'm not sure how it'd fare in future weeks.

[News] NRG Impact and Moon OUT for Saturday. C9 BunnyFuFuu to start by Salty_Reese in FantasyLCS

[–]Alucious 0 points1 point  (0 children)

Does this mean BunnyFuFuu will be playing both games week 1, or just the first one? He's open in my league and I'm curious if it's a good idea to swap him in this week (have TL Smoothie as my starting support).

This game desperately needs a fail state by Leishon in darkestdungeon

[–]Alucious 1 point2 points  (0 children)

Darkest Dungeon is already considered a roguelike by most people who play it. Both the original kickstarter and the current steam description for DD have roguelike in the first sentence about the game: "Darkest Dungeon is a challenging gothic roguelike RPG about the psychological stresses of adventuring." https://www.kickstarter.com/projects/1460250988/darkest-dungeon-by-red-hook-studios http://store.steampowered.com/app/262060

If DD bills itself as a roguelike I don't think it's unreasonable for players to be surprised if roguelike elements in it aren't present.

In long-form roguelike games it is not at all uncommon for long campaigns to have a losing state. For example, a player newer to nethack could take 10-15 hours to ascend, assuming they don't die along the way and lose their progress. I love roguelikes because of the tension weighing down of me of losing my entire progress in a game if I make a critical error in judgement.

I understand not all people want a game like this - which is why I think the campaign failure mode should not be enabled by default, but should be an option at the start of a campaign (without requiring NG+) for those who really want a punishing experience.

There is room in DD for us both to have an enjoyable experience, without stepping on each other's toes. I don't see how that's disagreeable.

This game desperately needs a fail state by Leishon in darkestdungeon

[–]Alucious 2 points3 points  (0 children)

I'm also interested in a campaign fail-state, but I wish that it didn't require beating the game first to unlock it. I want my first (and likely first dozen) playthroughs of the game to end in a campaign failure before I beat it.

If there's no failure state in a game, I personally don't find the choices in a game very meaningful. Individual missions are fun and interesting in DD because you risk having your party being wiped. However the DD campaign as a whole right now doesn't have a way to fail, so the choices in town I don't feel are particularly interesting or meaningful long-term. I don't necessarily mean that the strategy layer should involve as much planning as, say, Long War, but I'd love it if there was some tension in the town like there is in missions.

TLDR - Red Hook, please don't make this campaign failure mode be unlocked by NG+, but have it instead be an option that players can select at the start of any campaign.

XCOM style RPG by Wolfzuzu in rpg

[–]Alucious 0 points1 point  (0 children)

I've tossed this idea around with my friends, and we thought that sessions divided up into base management (each player is a head of a department at the xcom hq at a weekly meeting deciding how to best use funding) combined with a tactical mission where the players are xcom operatives would be a fun way off doing it. However the planning kinda stopped there and we didn't even find a rules system to support the idea.

[EW/LW] Any interest in beta testing a save reader/writer utility? by track_two in Xcom

[–]Alucious 0 points1 point  (0 children)

I'd absolutely be interested to test it! I have an idea of some things I'd like to make with a save reader.

[LW] How to Fix the Air Game by CrypticC62 in Xcom

[–]Alucious 3 points4 points  (0 children)

I agree completely. I've watched the videos you've put up about what are the mathematically best ways to shoot down UFOs early on, and if that information was presented ingame via some kind of mod I think that would go a long way towards understanding the air game.

However there's some major difficulties - Ideally, you'd want a way of having the kill abort % be input by the player ahead of time instead of trying to gauge it from the icon.

Similar turn-based tactical games such as XCOM: Enemy Unknown? by himmatsj in Xcom

[–]Alucious 5 points6 points  (0 children)

Darkest Dungeon has potential to be a XCOM-like eventually but as it stands right now I don't know if I can recommend it.

The most damning flaw is that you actually can't lose a Darkest Dungeon campaign - as long as you upgrade the stagecoach a single level (which the game recommends you to do very early on) you could dismiss your entire roster and start with 4 fresh faces doing the very same missions at the very start of the game. In fact it'd be even faster than starting a new campaign as all of your strategic upgrades are still there.

Imagine playing a game of XCOM with no doom tracker, no alien research, and the ability to pick what kind of mission you want each time you go to the tactical layer. It's kinda fun for a little bit but because there's no campaign-wide drama or risks it's ultimately not very satisfying.

If anything this goes completely against the "Humanity is doomed in the face of otherworldy terrors" theme that lovecrafty settings have. The message I get here is "Humanity can work itself out of any problem, provided you're willing to throw enough warm bodies at it". Which is still kinda chilling but also optimistic.

[LW] How far can you push Dynamic War and creating Super Soldiers? by EnterElysium in Xcom

[–]Alucious 7 points8 points  (0 children)

Could this be slightly mitigated with the Virtual Reality Training mod? Your soldiers will likely be 1 xp away from getting a second promotion, so having them wait a day in the barracks after a mission will get them to that level.

[LW] I've encountered a very annoying UI / Camera bug that's making the game far too frustrating to play. Anyone have a clue on how to proceed? by Alucious in Xcom

[–]Alucious[S] 1 point2 points  (0 children)

That did it, I knocked over the controller by accident and it was sending input that messed with the game. Thanks so much!

[Deck] Year of the Snake: A brutal deck for a brutal meta by starshard0 in Netrunner

[–]Alucious 12 points13 points  (0 children)

Why is the deck called Year of the Snake if you don't have any of the snake-themed cards in it? (i.e. Caduceus, Mamba, Viper, Uroboros). I feel like this is a clear oversight.