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Messages - mihey1993

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Off Topic / Re: Working on a roguelike...
« on: March 14, 2019, 14:11 »
Well i felt that few met enemies spawned more than before but it may be rng's spite for me finding a decanter of the sanity juice:D
As for specs - i have i5 6500 with 3.2 GHz. Unless it is my processor being too weak, i literally have no other clue:D
and well, it dips a small bit, like a lag of rendering actually lighting as i press key, or getting quickly lagging if i move too quick with keys.
using win 10 btw.

Off Topic / Re: Working on a roguelike...
« on: March 14, 2019, 10:59 »
Oooh~ I am definitely giving it a whirl!
Edit: it seems the game starts to lag a small bit - not too seriously but noticeable - assume lighting is the culprit.
And i died due to having no weapons beyond starting and allll the tomb serpents in a row, with me missing one for like 7 times while he hit me every time.
Spoiler (click to show/hide)
at least i can confirm that i indeed get something more useful than countless ingredients for nonexistant spellbookS:d

Off Topic / Re: Working on a roguelike...
« on: March 13, 2019, 08:45 »
Ye x3 i want to see new magics at least!:D as i havd not yet have any luck finding spellboooks or scrolls that i could read x3

By the way, on side note, the mercury bullet while effective and fairly cheap, it still requires like dozen casts against mummies, and 5 against aura xe not complaining since it is safer than beating them in the face, but maybe having higher power version would be fun? Also may give some more ingredients some use xe
Edit: finally, on the dryest in terms of items and equipment run i got a grimoire different to my starting one. versatile, but i guess antivenom is yet useless:D
In my humble opinion current generation leaves you with endless supply of all kinds of ingredients, and makes things like light sources a novelty. I had seen barely any healing items in the few rooms that generated, and the first room was level 5 of catacombs.3.

Off Topic / Re: Working on a roguelike...
« on: March 12, 2019, 15:21 »
Second time I died to sanity - when i was trying to open a door while unstable XD
Spoiler (click to show/hide)

Off Topic / Re: Working on a roguelike...
« on: March 09, 2019, 09:12 »
The problem i have with current sanity mechanic is that whether u die to it or not is currently solely depends on whether u find anything to protect it with or otherwise. And i died in very dumb way- i did one step to discover three undead in the crypt, then tried to move to see below, and next thing i know i receive a "you have died" screen x3
I d say you can only lose so much sanity seeing same enemy type before it wears out it,s novelty,

Off Topic / Re: Working on a roguelike...
« on: March 09, 2019, 01:22 »
Glad to be of service! Another thing i noticed is that any creature i met so far tries to move in such way as to avoid being illuminated.
Aaand i died when trying to change one weapon for another. I have no clue how long the game thinks this process is, but it was enough for undead swordsman to step to me, and kill me when i was completely healthy.
On another note, this was first run i saw a lectern dungeon feature.wonder if it can be not empty.
By the way, currently useful dungeon features are so rare i seen them exactly twice in all the tries x3
And the first time i got to royal crypt ia the time i die from my sanity level, and i had no elixir to help with it. Is there any way to get sanity damage down beyond them?

Off Topic / Re: Working on a roguelike...
« on: March 08, 2019, 15:41 »
Got to checking out my favorite alpha again:D finally got lucky enough to use mercury font spell! Ye, this amount of mercury will last me awhile;P
Got funny graphic bug. A font on one step shown empty, on another filled.
First time seen embermace and hunting spear!
Overall i feel like humping in closed but not locked door should just open it.

Off Topic / Re: Working on a roguelike...
« on: March 04, 2019, 09:45 »
By that i mean that while healing jars now work on showing you percentages of topmost jars, clear elixir seems to behave on old scheme - which is overall percentage of all the liquid u got:3

Off Topic / Re: Working on a roguelike...
« on: March 04, 2019, 08:38 »
Well, as i am currently running through it a second time i can answer better - as less potent oil have range of five, when you approach a room, you "suddenly" discover it is bigger than what you see when approaching it which on my monitor was always very sudden. as i played with contrast tho i managed to make it more easy on the eyes.

I am still advocating for spell to gain more mercury to be cheaper:P Or finding mercury or creating it without using it:P I wish to try out full on spellcaster sometime :D

As of current run, i have found out that the clear liquid when used is used in odd percentages, always different.
Unlike other currently percentaged items.
Edit: this time rng was even less nice towards me. Didnt find many good weapons, nor healing items and no luck with books either.
Spoiler (click to show/hide)

Off Topic / Re: Working on a roguelike...
« on: March 04, 2019, 06:03 »
Finally got to trying out the newest version - was surprised to find containers are now actually locked it seems? at least if you dont seem to damage a container message is anything to go on. was a bit surprised by text log structure too - with x111 and so numbers being detached from what they are supposed to relate to.
Now i see there is small "this weapons seems to be very effective against this opponent" - helpful and nice touch! it sure helps figuring out what works on what!
If last time all i had was fuel and healing items, this time I had almost all ingredients for things i do not know of yet:D
I never knew that having 0% oil in the lamp meant there is still some oil for it to light my way:D
Looking in the rooms with slow phlogiston in your oil lamp makes it very jarring and heavy on the eyes sadly.
edit: it seems that if you accidentally tries to alter the enemy, it still wastes your time and produces "enemy interrupts you!" message as well as letting them score a hit on you.
Spoiler (click to show/hide)

Off Topic / Re: Working on a roguelike...
« on: February 25, 2019, 04:15 »
Second the red filter - it was straining my eyes as well.

Off Topic / Re: Working on a roguelike...
« on: February 23, 2019, 03:16 »
Finally got to try it out in it's newer version.
My experience:
1)starting oil in oil lamp without having to study any books lasted me for 6 levels with full exploration! talk about efficient fuel:D
2)Randomness of loot left me with alll the similar armor in the world and first weapon had to be fought for with swordsman. a rat later on suddenly dropped me a khopesh - wonder how it fit in the rat:3 and since it happened more than once ....
3)first time met viridian aura - it missed me, and died in two pokes. undead are hardier to khopesh it seems:D
4)got something hit you when i discovered a mummy swordsman next to the doorway.
Spoiler (click to show/hide)
Edit: it is fun that you have to use reagents for spells. not as fun not finding any in the wild :D tho I have now idea how you intended to replenish it, but the cost of the spell that should allow you so is so steep you either not casting till you find it, or do not rely on it anyway.

Off Topic / Re: Working on a roguelike...
« on: February 19, 2019, 15:08 »
No problem, it worksmuch more understandable now. If i may, I still believe percentage to show rrmaining uses in top of the pile item. Also, what plans there are on ingame languages?

Off Topic / Re: Working on a roguelike...
« on: February 19, 2019, 10:53 »
Finally died in game.  Most notable changes - the armor being damaged now visibly affected the resistances it gave (lemurian noble armor).

Spoiler (click to show/hide)

Off Topic / Re: Working on a roguelike...
« on: February 18, 2019, 23:40 »
Edit: yep, that was the reason. welp XD

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