Undead are pretty strong in dwarf fortress because they remain active threats until their heads get pulverized IIRC? They don't succumb to pain or bleeding out or organ damage or dismemberment like living creatures do.
oh undead
i thought some weird corpse chute just dumped into his fort
Undead are pretty strong in dwarf fortress because they remain active threats until their heads get pulverized IIRC? They don't succumb to pain or bleeding out or organ damage or dismemberment like living creatures do.
oh undead
i thought some weird corpse chute just dumped into his fort
Dwarves just dying from trying to attack inanimate human corpses because they're so inept
Undead are pretty strong in dwarf fortress because they remain active threats until their heads get pulverized IIRC? They don't succumb to pain or bleeding out or organ damage or dismemberment like living creatures do.
IIRC the “must pulverize the head” thing is also why extremely unthreatening unique monsters like stuff made of clouds can still take forever to kill
E: Misremembered, stuff made of inorganic soft material is dismembered easily, but stuff made of inorganic hard material is potentially threatening depending on your armor but somewhere between tough and indestructible depending on your weaponry.
I feel like all the fans buying it probably understand how much it is about paying for some medical bills so aren't going to be stingy about a game they played tons of hours on
For non-fans, it isn't that expensive compared to games like Rimworld and it isn't like they are going to play the old version without the GUI and stuff for free
was gonna say, it kind of just is priced at and looks like the other entries in its genre
obviously it's also available in a freeware form, but well, it's a 20 year dev cycle, and they hired and paid people to do music and art and testing and shit for this new version
not to question the wisdom of the secret of monkey island, but the lingering idea that an indie game can't cost more than twenty bucks tops, especially when everybody's just gonna wait for a sale anyway, has done irreparable damage to the medium
not to question the wisdom of the secret of monkey island, but the lingering idea that an indie game can't cost more than twenty bucks tops, especially when everybody's just gonna wait for a sale anyway, has done irreparable damage to the medium
adjusted for inflation the quote is also now about 44 dollars and change
Reached Part III in Midnight Suns at 57 hours. Should be a fairly short final chapter as there is little to do post-mission and heroes are hitting their peaks.
I feel like all the fans buying it probably understand how much it is about paying for some medical bills so aren't going to be stingy about a game they played tons of hours on
For non-fans, it isn't that expensive compared to games like Rimworld and it isn't like they are going to play the old version without the GUI and stuff for free
not to question the wisdom of the secret of monkey island, but the lingering idea that an indie game can't cost more than twenty bucks tops, especially when everybody's just gonna wait for a sale anyway, has done irreparable damage to the medium
adjusted for inflation the quote is also now about 44 dollars and change
44 bucks and 65 cents, yeah.
(Also, note that this was a self-deprecating joke. The Secret of Monkey Island was $49.99, which is ~$110 in 2022 money.)
Pretty sure "this game, famous for being impenetrable, is a bit expensive as a Let's Give This A Giggle" isn't some grand statement on how much indie games should cost.
yeah old copies of games (especially console games from the cartridge era) that sold for $50-70 new and are ~$100-125 now have essentially stayed flat on pricing
It'll say "easy, normal, hard, etc" on the missions, but I'd...keep an eye out for what they're asking you to do. You'll learn what the objectives they're going to ask you to do are relatively quickly, so...if you know it's going to ask you to destroy a big helicopter or something, probably best to make sure you bring someone in who can do a bunch of single-target damage instead of primarily AOE folks.
There's deck construction/hero balance stuff that I still don't have entirely mastered yet, but I did upgrade the Magik card where she grabs a bunch of enemies at once and then slams them into the ground via hell portals to where it fills most of the battlefield and it's extremely satisfying every time.
Last night I used it to dump like 4 enemies next to an explosive barrel (okay 1 was a minion who died in the process), then used her limbo portal to fling a guy on the other side of the map into the barrel.
I also randomly got a modded version of that card that has a 50% chance to apply marked, which is super nice given how important a resource card plays are.
On that note I do kinda dislike how many of the special mission cards like keys and interrogate consume card plays, though not sure if it would swing the balance too far in the other direction of they were free.
Spidey is a ton of fun with his chain attacks to kill minions and his stuff that improves environmental attacks. Also the mission buff card you can get from enemies that reduces the heroism cost of environmental attacks by 1 and increases their damage is silly if you're on a map with a lot 1 cost things, like throws, vaults, and detonates. I used that to take off half a helicopter's health with a slide.
You can get a research upgrade to make the first mission card on a map free, it's really good
Pretty sure "this game, famous for being impenetrable, is a bit expensive as a Let's Give This A Giggle" isn't some grand statement on how much indie games should cost.
True but it was also famous for being impenetrable due to a lack of graphics and mouse support, which is what you're mostly paying for with this release.
it always felt a bit strange to call dwarf fortress as impenetrable though, when what was more usually happening was that it was part of a genre that did not have widespread appeal, the strategy and simulation management and the like. a very menu-driven genre when that's not what most people wanted to experience. it's sort of like describing a fighting game as impenetrable because of special moves.
+1
21stCenturyCall me Pixel, or Pix for short![They/Them]Registered Userregular
It had extra layers of impenetrability beyond the mechanics. For a lot of people it was hard to get to the mechanics.
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BroloBroseidonLord of the BroceanRegistered Userregular
DS2 is trash. All my homies hate DS2.
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it always felt a bit strange to call dwarf fortress as impenetrable though, when what was more usually happening was that it was part of a genre that did not have widespread appeal, the strategy and simulation management and the like. a very menu-driven genre when that's not what most people wanted to experience. it's sort of like describing a fighting game as impenetrable because of special moves.
I'd say a fighting game is an apt comparison, and I would consider it reasonable to refer to either as impenetrable
DF, being based heavily on hotkeys, nested menus, and a lack of immediately understandable visual information, requires the player to put in a lot of time and effort learning both what they need to look for and what to physically do in response before they can engage with the game
Similarly, fighting games require players to learn esoteric control techniques and memorize combinations of those moves before they can actually engage with the fighting parts
it always felt a bit strange to call dwarf fortress as impenetrable though, when what was more usually happening was that it was part of a genre that did not have widespread appeal, the strategy and simulation management and the like. a very menu-driven genre when that's not what most people wanted to experience. it's sort of like describing a fighting game as impenetrable because of special moves.
I'd say a fighting game is an apt comparison, and I would consider it reasonable to refer to either as impenetrable
DF, being based heavily on hotkeys, nested menus, and a lack of immediately understandable visual information, requires the player to put in a lot of time and effort learning both what they need to look for and what to physically do in response before they can engage with the game
Similarly, fighting games require players to learn esoteric control techniques and memorize combinations of those moves before they can actually engage with the fighting parts
The steam version is supposed to have tutorials and better ui.
StraightziHere we may reign secure, and in my choice,To reign is worth ambition though in HellRegistered Userregular
I think fighting games are both impenetrable and really easy to see direct results with
Like, I find them impenetrable, but I can still pick up a controller and press a couple of buttons to learn like, A is Kick, B is Punch or whatever
Whereas I don't feel like DF (which I have spent a lot of time with) always has that level of direct feedback - you do something and if it does/n't work you'll get a message a couple minutes later about your dwarfs dying of starvation
And part of that is just going in too. Because yes people can and do learn that this particular ascii symbol means a dwarf and and this one means a tree and this one is stone and this one is a more different stone.
But it's a lot easier to learn that this thing that looks like a dwarf is a dwarf and this thing that looks like a stone is a stone. You basically just remove the layer of translation required.
Like the difference between reading Dostoyevsky in the original Russian by learning Russian, or just reading it translated into your native language.
+3
MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
edited December 2022
DS2 is trash. All my homies hate DS2.
Ghost Rider has a combination of fantastic attacks (Lash is just one of the best attacks overall probably, Retribution is a strong attack that gives +2 souls, so basically if you get a kill with it you get an instant soul meter fill)
And some of the overall best heroics in the game (Drain Soul you don't even need to keep in the deck, Hell Ride is a ludicrously strong AoE, Judgement is a strong cheap AoE, and Hells Fury is a cheap powerful single target attack that synergizes with Lash, Judgement, and his Combo attack)
And then his ult just picks one target and makes them mega ultra dead
His attacks are so strong that the only skill I carry on him is Straight to Hell as an Oh Shit button, but he has such a potent mix of single target and AoE damage.
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oh undead
i thought some weird corpse chute just dumped into his fort
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Dwarves just dying from trying to attack inanimate human corpses because they're so inept
Some real Mr. Bean shit going on
that's how they work in real life too
E: Misremembered, stuff made of inorganic soft material is dismembered easily, but stuff made of inorganic hard material is potentially threatening depending on your armor but somewhere between tough and indestructible depending on your weaponry.
Depends, for longtime Dwarf Fortress fans it's a steal.
For non-fans, it isn't that expensive compared to games like Rimworld and it isn't like they are going to play the old version without the GUI and stuff for free
obviously it's also available in a freeware form, but well, it's a 20 year dev cycle, and they hired and paid people to do music and art and testing and shit for this new version
adjusted for inflation the quote is also now about 44 dollars and change
44 bucks and 65 cents, yeah.
(Also, note that this was a self-deprecating joke. The Secret of Monkey Island was $49.99, which is ~$110 in 2022 money.)
You can get a research upgrade to make the first mission card on a map free, it's really good
True but it was also famous for being impenetrable due to a lack of graphics and mouse support, which is what you're mostly paying for with this release.
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I'd say a fighting game is an apt comparison, and I would consider it reasonable to refer to either as impenetrable
DF, being based heavily on hotkeys, nested menus, and a lack of immediately understandable visual information, requires the player to put in a lot of time and effort learning both what they need to look for and what to physically do in response before they can engage with the game
Similarly, fighting games require players to learn esoteric control techniques and memorize combinations of those moves before they can actually engage with the fighting parts
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The steam version is supposed to have tutorials and better ui.
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Check out my site, the Bismuth Heart | My Twitter
Like, I find them impenetrable, but I can still pick up a controller and press a couple of buttons to learn like, A is Kick, B is Punch or whatever
Whereas I don't feel like DF (which I have spent a lot of time with) always has that level of direct feedback - you do something and if it does/n't work you'll get a message a couple minutes later about your dwarfs dying of starvation
But it's a lot easier to learn that this thing that looks like a dwarf is a dwarf and this thing that looks like a stone is a stone. You basically just remove the layer of translation required.
Like the difference between reading Dostoyevsky in the original Russian by learning Russian, or just reading it translated into your native language.
And some of the overall best heroics in the game (Drain Soul you don't even need to keep in the deck, Hell Ride is a ludicrously strong AoE, Judgement is a strong cheap AoE, and Hells Fury is a cheap powerful single target attack that synergizes with Lash, Judgement, and his Combo attack)
And then his ult just picks one target and makes them mega ultra dead
His attacks are so strong that the only skill I carry on him is Straight to Hell as an Oh Shit button, but he has such a potent mix of single target and AoE damage.
I should probably restart it
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