Search found 138 matches: castle
Searched query: castle
- Thu Oct 29, 2009 3:00 pm
- Forum: Gameplay & Discussion
- Topic: Greasemonkey
- Replies: 352
- Views: 209895
Re: Greasemonkey
Screw it. I put it up as-is. Basically, it should be fine for adventuring at low(ish) levels, and farming the cube or castle at somewhat higher levels. (It chickens out if your HP drop below 100, although you'll still take another hit before it stops. And you'll still be in combat ...
- Sat Sep 12, 2009 8:28 pm
- Forum: Gameplay & Discussion
- Topic: Tea Time with Ryme - version 6
- Replies: 58
- Views: 175190
Re: Tea Time with Ryme - version 4
... IotMs. Only a couple of people can actually test stuff ahead of time. [N] Satan: the city needs a fast food place [N] Satan: like twilight's white castle [N] Ryme: minus time and plus item is pretty powerful. Not sure I could justify doing both in one IotM [N] TheK3vin: Ryme: Revising my previous ...
- Sat Sep 05, 2009 10:43 am
- Forum: Gameplay & Discussion
- Topic: Coordinated spading effort
- Replies: 135
- Views: 128289
Re: Coordinated spading effort
No, I just didn't read the talk page. I added the data.Jesus wrote:The data is on the Castle's talk page.
370 instances of Door Number 3 and 397 of Crystal Skulls, so I'm thinking they probably are. Why? Did you have something in mind?
- Fri Sep 04, 2009 9:58 pm
- Forum: Gameplay & Discussion
- Topic: Coordinated spading effort
- Replies: 135
- Views: 128289
Re: Coordinated spading effort
The data is on the Castle's talk page.
370 instances of Door Number 3 and 397 of Crystal Skulls, so I'm thinking they probably are. Why? Did you have something in mind?
370 instances of Door Number 3 and 397 of Crystal Skulls, so I'm thinking they probably are. Why? Did you have something in mind?
- Fri Sep 04, 2009 2:29 am
- Forum: Gameplay & Discussion
- Topic: Coordinated spading effort
- Replies: 135
- Views: 128289
Re: Coordinated spading effort
Could you say anything about the rate of each of the two non-combats? Is it equal?Jesus wrote:Castle done.
- Thu Sep 03, 2009 10:26 pm
- Forum: Gameplay & Discussion
- Topic: Coordinated spading effort
- Replies: 135
- Views: 128289
Re: Coordinated spading effort
Castle done. Cube next.
I'm interested in Rosencrantz and Guildenstern because their chip drop deviates from ±25% XP. I think the range is the same (±25% XP = a range of XP/2)... I'm guessing it just shifts that 50% more toward the positive end instead of splitting it evenly.
I'm interested in Rosencrantz and Guildenstern because their chip drop deviates from ±25% XP. I think the range is the same (±25% XP = a range of XP/2)... I'm guessing it just shifts that 50% more toward the positive end instead of splitting it evenly.
- Thu Aug 13, 2009 11:13 pm
- Forum: Gameplay & Discussion
- Topic: Coordinated spading effort
- Replies: 135
- Views: 128289
Re: Coordinated spading effort
Finished up the Docks.
Next up... The Castle. I noticed the other day that the chip drops haven't been really spaded, and given that a few of the drops overlap I'm curious if they vary between enemies. Also, I've been wondering about xentrium ingots.
Next up... The Castle. I noticed the other day that the chip drops haven't been really spaded, and given that a few of the drops overlap I'm curious if they vary between enemies. Also, I've been wondering about xentrium ingots.
- Fri Jul 31, 2009 8:09 pm
- Forum: Gameplay & Discussion
- Topic: today's maintenance
- Replies: 18
- Views: 12954
Re: today's maintenance
Also keep in mind that total averages in the castle require a lot of work to keep up because so many of the enemies don't drop any chips.
- Thu Jul 30, 2009 9:55 am
- Forum: Gameplay & Discussion
- Topic: today's maintenance
- Replies: 18
- Views: 12954
Re: today's maintenance
... posting): I changed all my equipment, including my talisman.. and the only difference I notice is that the ammount of chips that are drop in the castle are kind of minor... I.E. With the alchemist I got about 200 chips.. with the modifiers 300. and before close to 500 (480) with the castle guard ...
- Thu Jul 30, 2009 8:45 am
- Forum: Gameplay & Discussion
- Topic: today's maintenance
- Replies: 18
- Views: 12954
Re: today's maintenance
did you do something with the modifiers of the chip percentages?
I don't think they are workinbg properly. I used to take an average of 500 chips by turn o the castle.. and now it is just 300. with the same equipment and the same buffs
I don't think they are workinbg properly. I used to take an average of 500 chips by turn o the castle.. and now it is just 300. with the same equipment and the same buffs
- Fri Jul 24, 2009 4:27 am
- Forum: Gameplay & Discussion
- Topic: Perfect Equipment
- Replies: 26
- Views: 53580
Re: Perfect Equipment
For a chip and item farming mixture, which is probably best for Castle Hudwenstein. H: Foxy Sombrero (DON) MH: Long arm of the law S: Sturdy Harness G: Coldfinger Gloves P: Discount Pants B; Roderick's boots (DON) OH: Isotope meter (QUEST) A: Hero's cape ...
- Sat Jul 11, 2009 2:42 pm
- Forum: Gameplay & Discussion
- Topic: Creative player ideas for in-game items, zones, etc.
- Replies: 1543
- Views: 1045402
Re: Creative player ideas for in-game items, zones, etc.
... Actually, can you provide a level estimate for both of these? There's currently, in my experience, a very slight gap between the robots (~15) and castle (~20), and the castle n' epic-level (29), not to mention the gaping distance between 30 and 70. Hm, a low-epic-level talisman (first quest idea), ...
- Fri Jul 10, 2009 3:11 pm
- Forum: Gameplay & Discussion
- Topic: What's your daily diet?
- Replies: 24
- Views: 16453
Re: What's your daily diet?
Straight drops?
Sugar: Tie: Stroopwafel(Castle) & IQ120(Rooftops)
Caffeine: White Pill(Rave)
Sugar: Tie: Stroopwafel(Castle) & IQ120(Rooftops)
Caffeine: White Pill(Rave)
- Thu Jul 09, 2009 4:33 am
- Forum: Gameplay & Discussion
- Topic: Creative player ideas for in-game items, zones, etc.
- Replies: 1543
- Views: 1045402
Re: Creative player ideas for in-game items, zones, etc.
... a school, a sports arena, a Museum where the paintings attack you, a suburb run by a cult(Zionists tie-in?) out in the desert, how about a castle full of sentient playing cards (Alice in wonderland locations?), your character's "Home town" (Superman had Smallville), a snow-capped ...
- Mon Jun 29, 2009 11:10 am
- Forum: Gameplay & Discussion
- Topic: What's your daily diet?
- Replies: 24
- Views: 16453
Re: What's your daily diet?
Ts and stroops, likewise. Reliable to get without spending adventures outside of the Castle. And I Castle 24/7 anyways.
- Sun Jun 28, 2009 2:27 am
- Forum: Gameplay & Discussion
- Topic: What's your daily diet?
- Replies: 24
- Views: 16453
Re: What's your daily diet?
... have 2 Mister Teas and 3 Stroopwafels. When I want the turns, I replace the tea with Exigen-C cocktails. Of course, since I'm almost never in the castle, the Stroops will eventually be replaced with eyeball gumballs. Of course, with all the junk I've collected, I could probably do an oil can/substitute ...
- Tue Jun 16, 2009 7:46 am
- Forum: Gameplay & Discussion
- Topic: Realm Of Madness [June 15th Update]
- Replies: 35
- Views: 25406
Re: Realm Of Madness [June 15th Update]
... in, like, two and a half of the new zones. Haven't cobbled together enough parts to make any shinies yet, but it's a nice break from the ol' castle grind.
- Tue Jun 09, 2009 6:35 am
- Forum: Testing & Debugging
- Topic: castle H weirdness
- Replies: 24
- Views: 21296
Re: castle H weirdness
I noticed another thing, the clockwork mismash has a 50% resistance to physical damage, but when I have my sidekick use Egyptian Knife Fighting she does the normal amount of damage :!: ... and isn't that a physical form of damage :?: The same thing happens with the karate expert :!: , the self-defen...
- Fri Jun 05, 2009 11:05 pm
- Forum: Gameplay & Discussion
- Topic: Coordinated spading effort
- Replies: 135
- Views: 128289
Re: Coordinated spading effort
... Solitude, if I had any age pills and clockwork kangaroos on that account. I'd farm them myself, but at level 12 I figure it'd get destroyed at the Castle... and I wouldn't want to level it, because I'm having such an easy time in the Delta. Other than that, Solitude wouldn't be able to spade the ...
- Wed Jun 03, 2009 11:49 am
- Forum: Testing & Debugging
- Topic: castle H weirdness
- Replies: 24
- Views: 21296
Re: castle H weirdness
Thanks Ryme! No more super beetles, and now it's showing the proper +1 for psychic damage instead of the full +8 from the Wolley's. I should have noticed that sooner. >.>
- Tue Jun 02, 2009 10:17 pm
- Forum: Testing & Debugging
- Topic: castle H weirdness
- Replies: 24
- Views: 21296
Re: castle H weirdness
I CALLED IT!
- Tue Jun 02, 2009 7:54 pm
- Forum: Testing & Debugging
- Topic: castle H weirdness
- Replies: 24
- Views: 21296
Re: castle H weirdness
Hey! So this should be fixed. Turns out in my update I'd mixed up some of the elemental damage variables with the physical one, and all kinds of weird results were coming out.
Let me know if any weirdness persists. but I think this should do it.
Let me know if any weirdness persists. but I think this should do it.
- Tue Jun 02, 2009 11:04 am
- Forum: Testing & Debugging
- Topic: castle H weirdness
- Replies: 24
- Views: 21296
Re: castle H weirdness
... say so 100% clockwork beetle is immune to psychic. I just had him mega with wolley's. Clockwork beetle is immune to electric. Cris reported it on Castle guard, redux, resistant to ice, while wearing Livia's icicle pendant, which does ice damage.
- Tue Jun 02, 2009 8:22 am
- Forum: Testing & Debugging
- Topic: castle H weirdness
- Replies: 24
- Views: 21296
Re: castle H weirdness
What about the alchemist and the clockwork beetle? Also, it /did/ happen for Cris with no elemental modifiers, if I'm not mistaken. Fairly sure it happened for me without them too, but can't say so 100%
- Tue Jun 02, 2009 6:30 am
- Forum: Testing & Debugging
- Topic: castle H weirdness
- Replies: 24
- Views: 21296
Re: castle H weirdness
Ah, perfect! The guard is supposed to be fully resistant to fire, and the automaton fully resistant to electric. Somehow your dealing the correlated damage is messing up the calculation for physical along side it. Gotta run to work now, but should be easy enough to track down tonight. Thanks detecti...
- Tue Jun 02, 2009 2:31 am
- Forum: Testing & Debugging
- Topic: castle H weirdness
- Replies: 24
- Views: 21296
Re: castle H weirdness
castle guards become super for my character when wearing hotpants (+5 fire damage). the automaton becomes super when using pocket van de graf generator (+2 electrical damage). without the additional elemental damage mobs act as normal.
my weapon is a xentrium crossbow hitting 7-8 times / round.
my weapon is a xentrium crossbow hitting 7-8 times / round.
- Mon Jun 01, 2009 5:20 pm
- Forum: Testing & Debugging
- Topic: castle H weirdness
- Replies: 24
- Views: 21296
Re: castle H weirdness
That's why I'm wondering if there's a second factor. Most likely candidates would be things that affect elemental damage or elemental resistance.
- Mon Jun 01, 2009 2:53 pm
- Forum: Testing & Debugging
- Topic: castle H weirdness
- Replies: 24
- Views: 21296
Re: castle H weirdness
It doesn't happen to everyone. Hasn't happened to me either.
- Mon Jun 01, 2009 7:32 am
- Forum: Testing & Debugging
- Topic: castle H weirdness
- Replies: 24
- Views: 21296
Re: castle H weirdness
Something very goofy is apparently going on in the castle. I've had reports of super monsters, with up to 10 times the normal hit points. Also reports of minimal regeneration from HP/PP steal items. Apparently it's not every time, it's just some of ...
- Sun May 31, 2009 12:24 pm
- Forum: Testing & Debugging
- Topic: castle H weirdness
- Replies: 24
- Views: 21296
Re: castle H weirdness
Can this be not only castle H? Here's what I just had with flamethrower pillar from outskirts of Base Cochise. I wanted to make sure it is an electronic robot so I hit it with EMP device. It did 70 damage or so, about what I expected, ...
- Sun May 31, 2009 7:09 am
- Forum: Testing & Debugging
- Topic: castle H weirdness
- Replies: 24
- Views: 21296
Re: castle H weirdness
On my alt, Lord Jareth, the Clockwork Beetle has been the one with mega HP for three days now. Usually around 2200 it seems. Tried out all 3 of the Naturalist combat skills on it today, and even though it says they did huge amounts of damage (400-800) I still had to sit through 12-13 rounds of hitti...
- Sun May 31, 2009 5:15 am
- Forum: Testing & Debugging
- Topic: castle H weirdness
- Replies: 24
- Views: 21296
Re: castle H weirdness
I spun away my turns in the castle today and I noticed a couple things that were odd. The "super monster" was the Castle Guard, Redux. He was only super if I kept attacking him with a weapon. I could get into 30+ rounds of combat ...
- Sun May 31, 2009 3:49 am
- Forum: Testing & Debugging
- Topic: castle H weirdness
- Replies: 24
- Views: 21296
Re: castle H weirdness
I spun away my turns in the castle today and I noticed a couple things that were odd. The "super monster" was the Castle Guard, Redux. He was only super if I kept attacking him with a weapon. I could get into 30+ rounds of combat ...
- Sat May 30, 2009 9:39 pm
- Forum: Testing & Debugging
- Topic: castle H weirdness
- Replies: 24
- Views: 21296
Re: castle H weirdness
Telekinesis does physical damage.
- Sat May 30, 2009 9:38 pm
- Forum: Testing & Debugging
- Topic: castle H weirdness
- Replies: 24
- Views: 21296
Re: castle H weirdness
EDIT: I'm insane.
- Sat May 30, 2009 9:32 pm
- Forum: Testing & Debugging
- Topic: castle H weirdness
- Replies: 24
- Views: 21296
Re: castle H weirdness
Doctor M, that's a reasonable request. Sometimes I don't want to clutter things up too much, particularly with more complicated mechanics. But I could see how that might confuse people. Per your question, telekenesis--as of yesterday--also does less damage to physically resistant foes. There are ver...
- Sat May 30, 2009 9:29 pm
- Forum: Testing & Debugging
- Topic: castle H weirdness
- Replies: 24
- Views: 21296
Re: castle H weirdness
I adjusted TNT yesterday to diminish damage on physically resistant monsters. Off topic (sorry), but when you do something like this, could you post a trivial update notice or something, so those of us who pay attention to such things don't go nuts wondering what we did wrong, to make things not wo...
- Sat May 30, 2009 9:02 pm
- Forum: Testing & Debugging
- Topic: castle H weirdness
- Replies: 24
- Views: 21296
Re: castle H weirdness
The mishmash is 50% resistant to physical. Every other foe out there is either resistant 100% or 50% to one element. None of them is resistant to more than one.
- Sat May 30, 2009 9:00 pm
- Forum: Testing & Debugging
- Topic: castle H weirdness
- Replies: 24
- Views: 21296
Re: castle H weirdness
More info, with numbers! Fighting Castle Guard, Redux: TNT for 175 damage. Attack for 358+5 357+5 323+5 342+5 338+5 326+5 (+19 fumble) 359+5 (+79 strikeback, more or less) 358+5 (dead) Then I used a Lost Toy and grinded stupid until I found ...
- Sat May 30, 2009 8:54 pm
- Forum: Testing & Debugging
- Topic: castle H weirdness
- Replies: 24
- Views: 21296
Re: castle H weirdness
I believe I used the TNT on Castle Guard, Redux.