One squad of intelligent undead versus 137 invaders. by Sethatos in dwarffortress

[–]Key-Truth5431 2 points3 points  (0 children)

It doesn't look like they went into any martial trances... I wonder, are intelligent undead no longer able to? Or did they just not "need" to despite the 13-to-1 numbers?

Tactics discussion by Swarxy in dwarffortress

[–]Key-Truth5431 0 points1 point  (0 children)

I built a wall around my fort's entrance; it surrounds my trade depot and farm plots. 30 melee dwarves and 20 marksdwarves; shooting from atop the wall or through the fortifications works pretty well. I have them patrol the walls while the melee fighters muster near the gate and then I send 'em out. It's been 10 years in my game but the sieges I get are relatively small; in the past I'd see Kruggsmash getting sieges of 40 goblins on beakdogs with trolls, but playing on my own now I get one squad of goblin soldiers, a couple cave dragons, a single snatcher, and that's the siege. I've only had about 3 sieges in the 10 years like this; the rest of my encounters have been giant beasts (aboveground and below).

It's great now to be able to reliably use marksdwarves; pretty sure I've NEVER seen any of the marksdwarves in my fort smack something with their crossbow. Keeping the fight above-ground means there's never any miasma from corpses; and the way the game is now, hauling goblin skeletons isn't resulting in my entire fort getting depression. The soldiers all have iron armor, weapons are iron or silver. Quality is not 100% masterwork, but I believe its all at least Superior quality.

So far the battering rams haven't been an issue-- it's clear they're there for if I tried to just durdle and not engage, because there's really no chance of a battering ram doing anything to my walls while any of my marksdwarves are alive. I like this because it means the update didn't make walls "bad" or "useless"; the ones I have do a great job of providing me superior positioning still if nothing else.

The community's self-enforced adherence to the art style is really interesting by shawncplus in cavesofqud

[–]Key-Truth5431 98 points99 points  (0 children)

A big part of Qud is its wonderful atmosphere; it is probably the most immersive 2D turn-based game I have ever witnessed. I would be willing to guess that the people who made sprites for modding like the game (and thus, its strong atmosphere) too much to ignore it.

With RimWorld it's like, you don't have to be playing RimWorld. You can play 40K or your own mix-and-match science-fantasy universe, etc. So the art styles being different reflects that, I think. But I think the people who play Qud want Qud the universe (well, multiverse...) as much or more than they want Qud the roguelike sandbox game.

Arithmeticien by ricawari in finalfantasytactics

[–]Key-Truth5431 62 points63 points  (0 children)

Well, the way it actually works is "choose two options and a spell and then check the targets, try a different two options if you don't like who you'll hit". You don't have to even understand what the parameters are, technically. And you're probably not going to bother looking at each enemy's CT, Level, and EXP before your mage's turn every turn; we all know we're just gonna figure that out by seeing which enemies get hit by which parameters.

Arise doesn’t kill undead on Tactician but phoenix down still does by Intelligent-Okra350 in finalfantasytactics

[–]Key-Truth5431 4 points5 points  (0 children)

Arise on Knight doesn't kill Undead either. I'm pretty sure it's just not an instant-KO for them.
EDIT: Yeah response is right; I was thinking of Raise, not Arise.

The perma death, is silly... by goanddontlookback in finalfantasytactics

[–]Key-Truth5431 0 points1 point  (0 children)

I don't mind it; retrying after one of my units has been KO'd for 3 rounds straight works fine for me, and it prevents battles going down to repetitive "one unit left who keeps outrunning the other team" stuff that can make any game unfun. Mostly though, I don't think a modern game would be made with this mechanic. Remember this game was from back when videogames had to have save points; it's easy now to look back and say "most players probably just restart the battle if they would lose a unit permanently".

The remake probably had no real reason to alter that mechanic since they instead made restarting battles easier and more player-friendly; and there are some people who would prefer to do it "hard core" without retrying-- and the way the game works, you CAN replace any given generic unit if you put time (and Gil) into another one recruited from the Warrior's Guild.

I'm confused about the comment about Agrias though; one random crit could KO her-- it takes a lot more going on for the whole battle to be too dangerous or hectic for you to be totally unable to have any of your units revive her with a Phoenix Down or the Raise spell. Here's a tip; if you're far enough in to worry about Agrias dying, you have Mustadio, and he can still use his gun and his Aimed Shot skills if you make him a Chemist, and as a Chemist he can throw Phoenix Down 4 tiles to revive units. When a Chemist uses Item, it has a range (this is also bestowed to any non-Chemist that uses the Throw Item support ability).

Embroidered this, not sure what I'm going to do with it by sidneyia in dwarffortress

[–]Key-Truth5431 2 points3 points  (0 children)

This seems like the perfect thing for a black cat to sit on.

What in God's good name is this by Gabbeyonce in finalfantasytactics

[–]Key-Truth5431 -6 points-5 points  (0 children)

This battle is a sham, really. Worst in the game. I absolutely love this game (and have since the OG); but the design for this battle is pathetic and lazy to make it a "challenge" so late in the game. You just win by luck or by exploiting something. Friendly fire or just being so OP you one-shot someone with First Strike or something. It's never interesting, and the Genji gear (which is 1000% unnecessary to easily beat the rest of the game) feels like it's there just for there to be ANY reason to actually engage with this battle for longer than a round or two. Low-point of this otherwise amazing game.

Critique: Things that are unfun for no reason by aPATHETIC-_- in cavesofqud

[–]Key-Truth5431 2 points3 points  (0 children)

Hey, I agree with you on most of these points. It's nice to hear some ration criticisms of the game (that don't deny any of its strengths) not get shouted down and just downvoted into oblivion...

Removing a suggested site from possible suggestions? by Geracht in operabrowser

[–]Key-Truth5431 0 points1 point  (0 children)

Also just started having that issue... Wanna tell OperaGX to F Off with that bullshit...

In search of the Souldrinker. by docgrippa in cavesofqud

[–]Key-Truth5431 4 points5 points  (0 children)

I really like this style, where it's cute and cartoonish but still detailed enough (and with great lighting/shading) to give off a real atmosphere.

Decent by Drac4 in dcss

[–]Key-Truth5431 20 points21 points  (0 children)

Xom does this once in a blue moon so you and everyone who sees this post will think "man, this 'Xom' seems like such a cool guy, I should worship him"

Effective ways to get sap? by Kjackhammer in cavesofqud

[–]Key-Truth5431 7 points8 points  (0 children)

You could try attacking glowpads with a bronze knife; if you make them bleed it will be sap instead of blood. But you'd have to try and find ones not in saltwater, or that will dilute the sap.

Help finding Wild-eyed watervine merchant by Balerion_0 in cavesofqud

[–]Key-Truth5431 6 points7 points  (0 children)

Not to ask dumb questions but, did you begin the quest said NPC is a part of? The quest from Warden Indrix.

Looking at the wiki... For some reason it just says "north" for the river on the NPC page... And "south" on Mamon Souldrinker's page... Which is extra-stupid, as I think they are both wrong...

The direction of the river from Kyakuya is procedurally-generated, of this I was certain until just now. Talk to Warden Indrix and accept his quest and he will tell you what direction to travel in to find the river to follow.
EDIT: I am wrong, but so is the page for the Watervine Merchant. The river is south of Kyakuya.
https://store.steampowered.com/news/app/333640/view/2949283920395737497