

Lost Labyrinth
#47
Posted 12 August 2005 - 03:28 PM
I considered starting over - I wanted the high score in the *current* version - and then sanity finally got control and told me to delete the game before I spent another couple dozen hours just farming points. If I want that sort of utter masochism, I can go play a MMORPG.
Playing Transcendence now, but it doesn't look like that'll last more than a couple more hours.

#48
Posted 12 August 2005 - 03:38 PM

Edit: Right, seems like this is the best I can do:
Quote
reached level 22, scored 1059 points, collected 681 gold, killed 189 monsters, found 2 of 9 staff pieces and traversed the labyrinth for 01:47:52 before getting killed by staying too long in a burning place.
Skills: Strength, Dexterity, Thievery, Poison Resistance, Swimming, First Aid, Veteran, Sorcery, Magic Weakness, Cursed, Short Sighted, Hunter, Chosen (God of War)
What a shame I didn't have another potion of healing with me, or at least a potion of fire resistance... Oh well.

Edited by A. J. Raffles, 12 August 2005 - 09:55 PM.
#51
Posted 12 September 2005 - 10:30 AM
#53
Posted 21 September 2005 - 05:45 PM
btw...

did any of you notice that the new version has multiplayer support for up to 7 players on one pc?
thats pretty neato actually
For all you artists here... and we have enough. Please draw me something :D Click Here. If possible include your nick. A simple Test. dunno of the PICKLEWAESEL order!!1!2
#54
Posted 15 October 2005 - 09:43 PM

#55
Posted 21 October 2005 - 06:40 AM
There's a version out fixing the monsters-can't-cast bug and adding some shiny things.
Some of which are awfully unbalanced, like the Armageddon spell.. huge fire damage to, and this is the good part, everything on the entire level.
This has sped up my descent considerably.

#57
Posted 21 October 2005 - 03:39 PM
Would you weaken the power of magic?
I'd favor at least some of this; magic is beyond madness. Magic can confer complete invincibility, kill everything on the level, summon a demon to grab all the loot for you, and let you cross the dungeon quickly and safely.. and it's possible to have all these powers at once, courtesy of Scroll Lore.
Would you improve the power of melee? How? New attributes to buy at creation? Modify existing ones? New shiny equipment?
This I know less about.

#58
Posted 21 October 2005 - 04:04 PM
#59
Posted 21 October 2005 - 07:18 PM
And in the case of spellcasters and stoning, that's not a chance to hurt, that's a literal chance to outright kill.
The only way *I* can deal with those horrors is to either use magic to avoid them altogether or use magic to destroy them without giving them the opportunity to retaliate.
So either magic needs to lose that ability, or the threat of instant-kill attacks needs to be reduced. Having more warrior talents include a component that negates a monster threat would be one way to go - the Monster Sight (probably the wrong name..) ability, the one that also includes See Invisible in perpetuity, is a good example of how this could be done.
Another route would be to create equipment that *negates* those threats instead of reducing them. Lead Shields, Mirrored Helms.. It's hard to call anything overpowered in the face of Starfire (hits everything onscreen..), let alone Armageddon. The problem, to some degree, is that finding items is so very random.. maybe a talent could allow people to start with extremely good items? That might make warriors high-powered on early levels of the dungeon..
One trend that *has* been good for warriors.. kinda.. is that staves are becoming much more powerful. Armageddon is available in staff form, even if the failure rates are over 50%..
Or you could substitude damage attacks for instant-kill effects. Give spellcasters Frost Bolt instead of letting them cast Eternal Winter (turn to ice, instant kill). etc. This might be a good change, overall. At least, *my* spellcaster builds tend to totally avoid being attacked anyway, and wind up taking Weak and relying on that avoidance (later, magical immunity) to survive. So it wouldn't make the game significantly easier for magic-wielders.. but it would at least help people who actually have to fight the monsters in their way.
One final, passing thought. Non-mage characters could probably benefit from better access to transportation and reconaissance capabilities. Some way to tunnel through walls, for example. I don't know how good maps are, of course - perhaps they're a major help in this regard, if found.
I love redesigning games for no reason

#60
Posted 14 December 2005 - 12:35 PM
Arcane Power
Magic Training
Spell Power
Mana
Healing Magic
Druid Magic
Elemental Magic
Chosen (God of Wisdom)
Weak
Poverty
Outcast
No Basic Magic
not that i got far at all but i got farther then i usually do

cant die of hunger or thirst due to druidism and water magic (elemental)
can heal with healing... including poison
can kick some tail with elemental.
the chosen trait gives you loads of MP... not only do the nexus' give you an extra MP
but so do librarys

you can destroy boulders with earth... also can create holes in walls... got a good light spell with fire, if you notice a trap you can fly over it, got a speed spell with wind, armor spell with healing, dont need a shovel to dig...
For all you artists here... and we have enough. Please draw me something :D Click Here. If possible include your nick. A simple Test. dunno of the PICKLEWAESEL order!!1!2
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