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Messages - Kyzrati

Pages: 1 ... 103 104 [105] 106 107 ... 173
2601
Ideas / Re: Projectile avoidance modifiers, a reference window
« on: August 02, 2016, 09:42:13 AM »
Today I went ahead and implemented this, so it's now a thing coming up in Alpha 10. I'll talk more about it then, but here's what it looks like in action :D


2602
Support / Re: Any luck with Wine on OSX? [SOLUTIONS INSIDE]
« on: August 01, 2016, 07:13:05 PM »
Welcome Left Empty, and thanks for the extra info!

That Alt solution is extra useful, since I know for keyboard-using players that key can be a problem on non-Windows systems without the right options/settings. Good to know :)

2603
Announcements / Progress Update: July 28th, 2016
« on: July 28, 2016, 01:01:47 AM »
Good news! I'm ahead of schedule for Alpha 10 so instead of adding one new map (already done) I'll be adding a second as well (currently in progress, to be finished this week). Unless something unexpected happens (like, say, I fly off my bike and break more bones again...) next week should be the last full week of work needed before bringing you Alpha 10.

This week on the dev blog I also posted an introduction to some of the features that help ease new players in the game, including a breakdown of the tutorial.


I've been happy to see that even players new to the genre are having an easy time picking up Cogmind, so I can worry less about that and more about, you know, actually finishing all these extra maps and plot elements :D

2604
General & Off-Topic / Re: Introduce Yourself!
« on: July 23, 2016, 10:19:31 PM »
I was just wondering Steam, and run in to gif from Cogmind on Steam Comunity.
Funny since Cogmind isn't yet on Steam, though I suppose it does get mentioned from time to time alongside other roguelikes. (Like CoQ and the growing number of traditional roguelikes which have been making their way onto the platform :D)

Awesome that you're into Supreme Commander and BT/Mechwarrior. Totally some of my all-time favorites :). By far the game I've played the most in the last 5 years is MWO, actually. Legendary Founder here ;). Sucks that my computer can no longer even run it due to all the changes/updates they've made to the maps (FPS way too low now, so I haven't played for over a year now), but I've got a huge number of mastered mechs sitting in their bays...

IT is probably a more sane goal than actually working in gaming, because when it comes to gamedev jobs the pay generally sucks, there's zero job security, and the work is incredibly tough (though it can be rewarding if you survive through it all :P).

Anyway, welcome to Cogmind! Nice to see another player who doesn't already have deep roots in the roguelike genre, and it would/will be nice to know what you think, as it'll be players like yourself who make or break the future of my work! (with respect to other games)

2605
Ideas / Re: Projectile avoidance modifiers, a reference window
« on: July 23, 2016, 12:55:15 AM »
I realized reading this post that I never, ever think about my own avoidance.  In fact, I completely forgot that heat was even a factor.  So yeah, I'm all for this.
Yes, a big reason that I felt it should be added :). In most cases it's actually only a minor part of the chance you'll be hit, but it does matter, and it does fluctuate, so everyone should have easier access to when and why it's changing.

I'm assuming heat changes color as you get hotter?
It already does that in the HUD's heat indicator, whereas here it's purpose is to just show it as a component of a greater number, so I think its color should remain static.

Maybe change speed to momentum?  Unless that is misleading.
Momentum is actually a separate mechanic, yeah.

Take off evasion and cloaking when you don't have them.
Leaving them there zeroed has the advantage of teaching new players what evasion factors are possible, though, so I'm not so sure about that. Maybe--not hard to change anyway so I'll see what it looks like and how it feels to play with it. Could also just have them darkened when they're not applicable. Could depend on the final colors (this was just a quick mockup from my notes.)

What do all these mean?  '40% avo' before base accuracy,
Um, whoops, that was me messing up the copy of my mockup when I tried to screenshot it without the extra junk and notes around that layer :P. The top line is supposed to just read "Base Accuracy 60%"

and what is the difference between derived and average avoidance?  Which one is displayed in the small screen?
The nomenclature is not well thought out yet, just something for the mockup.

"Derived Avoidance" basically means 100-60, or the portion of the chance you won't be hit based on the base accuracy of other robots. And "Average Avoidance" is just what I called the final result (which isn't apparent in the mockup because all the numbers are made up).

That's the problem with even showing this total number in the first place, since it's only somewhat meaningful--it has relative meaning, but not quite so much absolute meaning since there are a lot of other factors that determine whether you'll be hit (on the offense side).

2606
General & Off-Topic / Re: IRC?
« on: July 22, 2016, 08:08:45 AM »
There's a new r/roguelikes Discord server, where we have a #cogmind channel. I've been hanging around there for the past couple days, as has zxc, so everyone here is welcome to join. Chat with other Cogmind players, and also players of other roguelikes, too! Not sure how long it'll last, but it's a thing for now...

2607
Competitions / Re: Weekly Seed #49 [Alpha 9] [Seed: Lone Warrior]
« on: July 22, 2016, 03:09:17 AM »
Ouh, I'm really weak player. Altought... It was my ~10 (edit: 6th) run and I was able to reach -5. So I'm a bit proud of me ;)
Nice run, Ved! Having only just recently started that's a good pace of improvement.

I tried to play stealthy but probably I don't know how to make it in proper way yet :)
But yeah stealth play can be pretty tough before you're armed with all the right knowledge. Well, I guess the same sorta goes for combat runs, too :P

I can tell you'll be reliably hanging out in the Factory in no time.

2608
Competitions / Re: Weekly Seed #49 [Alpha 9] [Seed: Lone Warrior]
« on: July 22, 2016, 03:05:00 AM »
Aw yeah, won :)

I also streamed it (the video should be available here for a while--several hours long!). Not a lot of people showed up because it was somewhat later than usual, and on an odd day of the week for me, but I was going to play the seed anyway and felt like streaming it since it's been a while. zxc and Sherlockkat were there, along with a few faces new to the game.

I was aiming to win, so I'm glad it turned out that way :P

It was a really exciting run.

The first half was a pretty standard combat run, and when I reached -5 I ended up taking the caves again (not intentionally since I was in a hurry), but that turned out to be my saving move. I was in plenty good shape, so
Spoiler (click to show/hide)

Then later in -3/Research I was apparently heading through a main thoroughfare on my way to the exit I'd already discovered via an earlier Derelict Log. The exit was waaay in the far corner of the map, and not only were squad after squad coming at me, but a nearby garrison was repeatedly dispatching reinforcements. Not a good place to be fighting!

Early on I recognized things were going to get bad real fast, and the alert level was rising rapidly with assaults coming after me, but I had a pretty defensible position so I didn't want to retreat.

But things started to get bad.


And then worse.


I fought in that corridor for ages, retreating at one point and advancing again, and eventually started to push past everything but didn't have enough spare parts to finish off the last of them--towards the end I'd taken care of all but a few Sentries, which I couldn't do much against since all I had left were mini-nukes.

So it was time to run smart, and that's what I did, picking up a single prototype flight unit to speed up the process (and carried an inventory full of nukes, which would come in real handy later on). My flight unit was blown off by a Sentry, but at least there were no Swarmers following me so I kept hovering away taking some fire. I reached a dead end between me and the exit, so I nuked through the walls and made it out naked with only 100 core remaining :D

The next floor I knew would be comeback time, because
Spoiler (click to show/hide)

Spoiler: Score: 21,705 (click to show/hide)

2609
Ideas / Re: Projectile avoidance modifiers, a reference window
« on: July 21, 2016, 06:44:38 AM »
I use it for those sames reasons, and also (because I do a lot of fighting :P)
to compare potential targets' relative integrity (and occasionally hit chance) before deciding which in a group to attack next.

The primary use is still quickly scanning through massive piles of parts that are too dense for '3', though.

2610
Ideas / Re: Projectile avoidance modifiers, a reference window
« on: July 20, 2016, 10:08:45 PM »
Well, different people pay (vastly) more or less attention to different aspects when it comes to UI, and also have different needs based on experience level and even beyond the game itself--what they've experienced in other games.

So the scan window is vital for some players. I use it a fair amount myself, and it's very valuable for a non-insignificant portion of new players. It's true that keyboard players and experts who've been playing for a while have faster/other methods of obtaining similar information, but actually a lot of people just use the mouse (or may turn off certain automated optional map features, in which case the scan window becomes even more important). Though yes the scan window originated with the 7DRL when that was the only easy way to get information about objects, which is now accessible through better means in some cases.

With respect to commands, in general all fresh players just use the mouse (which can do everything and is pretty intuitive from what I've seen) and gradually learn extra keyboard commands if they're curious/feel like it, except for experienced players from other roguelikes who will be familiar with checking the available '?' list of commands to begin with. But really the vast majority of players, even those who have been playing for a while, just stick with the mouse for a lot of things (or so say the upload stats--right now we have 26% of reporting players who use pure keyboard mode, and that number has been falling over time as new players join from outside the core roguelike community). Anyway, we'll see. What I've always wanted to avoid is an even more invasive tutorial and set of tooltips, as they would completely destroy the immersion I'm trying to create xD


As for the OP, personally I use the volley window to get a glance at resource costs (and sometimes but only rarely range info), but I guess entering firing mode to do that is not a big deal... (or at least it's worth the sacrifice to have evasion data)

2611
Announcements / Progress Update: July 21st, 2016
« on: July 20, 2016, 08:54:59 PM »
Development is once again proceeding full speed ahead. Oh man being away from Cogmind for that trip resulted in way too much pent up dev energy!

It also took a little bit to get back into the swing of things, and as a mini-project to start off with, I implemented the lore reference UI, a completely new feature you can see here filled with junk data to avoid spoilers ;)


Overall it's a pretty neat system that even supports search-by-letter :). I'll talk more about it for the release notes.

Going forward it'll take about a week to add the next new area to the world, and another after that for lots of little additional features, so we're looking at at least two more weeks before Alpha 10. I'd prefer to spend longer on this release, but because it's been a while since Alpha 9, it's whatever I can get done in the time I'm allotting myself!

In related (Alpha 10?) news, I'm thinking of adding a new window to the HUD and posted some information on the forum, so maybe check that out!

2612
Ideas / Projectile avoidance modifiers, a reference window
« on: July 20, 2016, 08:41:09 PM »
One of the main remaining types of non-obvious stats in the game is Cogmind's defensive combat factors that contribute to evasion, i.e. avoiding being struck by incoming projectiles in the first place. Defensively you already have access to coverage and integrity data, but those only play a role once you're hit--all factors considered, how likely is it you'll be hit? Obviously the value will vary by enemy because they have their own numerous combat and situational modifiers, but it'd be nice to have an at-a-glance way to know your general "evasion rating."

Knowledge gained from reading the manual combined with individual item stats/effect descriptions do provide a complete picture, but they're not all in one place, take some getting used to, and some even require calculations (like heat level). For a while I've wanted to make these available in the HUD, but it's kinda full at the moment, so I've come up with a possible approach that I'd like to share here for feedback.

First I took a look at all the defensive factors contributing to evasion, and there are only five:
  • Flight/Hover bonus
  • Heat level
  • Movement speed (and whether recently moved)
  • Evasion modifiers from utilities (e.g. Maneuvering Thrusters)
  • Cloaking modifiers from utilities (e.g. Cloaking Devices)
So that tells us how much space might be required to display this information.

Then the most unused part of the UI I found was the Volley window, which isn't exactly unused, but is only really needed in targeting mode, which is key here because we only really need evasion data when moving around and/or not in targeting mode.

I propose giving that part of the UI double duty, making the Volley window appear only while in firing/targeting mode, and at all other times that space would be occupied by a new "Evasion" window which displays your base avoidance value and all its components. Something like this mockup:

(the mockup also shows a value grayed out due to special circumstances you'll see below)

Then the window can also be expanded by hovering over it with the cursor as well as via some key, in order to see a more explicit breakdown with any additional status information, e.g.

(no the totals don't add up--this is just a mockup with typed in info for demonstration purposes!)

This feature should help provide a clearer picture of the consequences of certain decisions and situations, and also help intermediate players improve their skills.

What do you think?

Edit: It's now been implemented, to be available in Alpha 10. I posted a demo later in this thread.

2613
Strategies / Re: Basic Question and Answer thread
« on: July 18, 2016, 07:58:50 PM »
The name modifiers are only relative to others of the same type, in which case Light/Micro/Etc. mean less storage, less mass, and significantly inferior integrity, which are all guaranteed differences from the base part. (Basically, light versions minimize the built-in battery space to lighten the power source--batteries are heavy!--without changing the energy generation functionality. Actually, now that I think of it there's a piece of lore you can find which explains this and more :P)

But part-to-part comparisons are different: Rating is the most important at-a-glance value there (and prototypes are better than common parts). If you want to do a quick comparison between the most important attributes of a given set of parts, you don't usually need to open the stats window, just press 'q' (info mode) and compare the numbers in the parts list (on the right). For power sources, energy storage isn't so important unless you're running shields.

I don't remember all (any of... :P) the values myself (way too many items!)--when playing I just use whatever power is rated highest and/or gives the most energy for its mass. Although since the introduction of Reinforced power sources, I do like to prefer those when running a super heavy combat build, since they are guaranteed to have massive integrity.

As for the fire delay, the tooltip is something like, 'delay on firing weapon' but that didn't tell me what it actually did.
Hm, the popup text I see is "This is a direct modifier to the time it takes to fire the weapon. Some weapons are inherently faster or slower to fire." And it's shown as a positive or negative number, so I thought it would be pretty understandable as is, but maybe not if you're coming at it from a position of not yet knowing about volley/firing times? You think the description should be somehow more explicit? I'd like to leave the long explanations to the manual.

I don't think there was anything about that in the manual.
It's described in the "Combat" section of the manual, under "Volley" (the first subsection), and also gets a mention in the previous section on "Time."

2614
Announcements / Roguelike Celebration--See you in San Francisco?
« on: July 18, 2016, 06:06:06 PM »
I've always wanted to go to an IRDC (International Roguelike Developers Conference), but they've always been in Europe, not easy for me to reach from way out here in East Asia. More recently IRDC has also made its way into the US, but always out on the East Coast, so still not quite within my means.

Then I noticed a number of other developers signing on to this "Roguelike Celebration" event being hosted by genre enthusiasts Noah, Britta, and Asheesh in San Francisco for a day of activities aimed at both players and developers. My brother happens to live right down the road from the venue, only about 10 hours by plane from me, and I figured this is the best opportunity I could hope for short of hosting an event myself, so San Francisco it is! :D

I'll not only get to meet some Cogmind players who I already know will be there (maybe you, too?), but also a number of other developers, several of which I've known only online for some time now.

And I'm not just going as a spectator--I'll be giving a talk alongside a great cast of other speakers, including devs from Dwarf Fortress, DCSS, Brogue, Caves of Qud, and... the original Rogue :P

You can see the complete list of speakers and topics here.

I haven't prepared my own talk yet, but I did settle on a topic, which is kind of a summary of the entirety of Cogmind development: "Taking Traditional Roguelikes Mainstream." So I'll be explaining a wide range of design elements across the interface, presentation, sound design, and more that work to broaden Cogmind's appeal beyond the core roguelike audience.

I hope you're interested, and I hope to see you there! If you can make it, I suggest getting a ticket as soon as possible, because the price will be reportedly be going up after this Wednesday (7/20). (The cost is just to cover event expenses.)


Come celebrate roguelikes with us! (And spread the word!)

2615
Ideas / Re: Font options could apply to world map
« on: July 17, 2016, 07:56:33 AM »
Yeah the simplest theoretical option here would be to have a single font style (no option) that is used for everyone regardless of text font setting, basically an alternative wide font used in place of the map font there, but even doing just that much requires creating six base font bitmaps, which takes quite a while. Then there's the issue of somewhat lower aesthetic consistency by increasing the number of simultaneously active fonts from three to four (for ASCII players, anyway :P).

Still, something to consider if I have the time one day. (I seriously doubt I'll have enough money for this and lots of other things that "would be nice" beyond all the other nice things I want to add xD)

2616
Ideas / Re: Font options could apply to world map
« on: July 17, 2016, 05:53:47 AM »
I was wondering when someone might bring this up, since it's certainly something that stands out to me, and because of that I wouldn't have done it that way if the alternative were feasible without an unreasonable amount of work...

Notice that the world map uses the same font as the map itself, though in the case of the latter, glyphs are only for individual letters that represent robots (actually, you may not know this unless you play in ASCII mode). There are three fonts used in all, that map font, CP437 for art, and the text font. All but the last are static at a given size, which allows you to choose which text font you want fairly easily (a single list in the options), and means that I can focus font development efforts on the area that matters most: the bulk of the text (thus we have a huge range of text fonts to select from).

Unlike the text font, the map and world map grids are so-called "wide fonts," while text windows use narrow fonts, so the latter cannot be used for the map. Early attempts at designing the world map examined the possibility of using narrow fonts, but it didn't look very good.

Readability was not a huge concern for the world map because it only shows individual location names, rather than full sentences or blocks of text. Once you know the range of potential place names in the world, what you see on the map won't be all that surprising. There are a few other parts of the game that also use the map font as the text font on a wide-spaced grid (notice the intro, for one), but they're irrelevant from a usability perspective. The world map is really the only one that you might want to actually read occasionally, so I wish it wasn't like it is with regard to fonts, but the alternatives have their own issues.

That said, it's not impossible to offer font options there, just very problematic. New font bitmaps would have to be created to fit the wide format (time consuming!), and even then, due to how font sets work the option would not be toggleable separately from the text font--it would still be entirely controlled via a single setting in the options menu. (Of course the grid size could be reduced to use the text fonts directly, but the map is way too small then, which is why it wasn't done that way in the first place. It's nice to have the map be a little larger and thicker.)

Haha, that was kinda long... Basically, the answer is: I've considered it before and if I had unlimited time, yeah I'd love to do it, but the benefit-to-work ratio is unfortunately far too low.

2617
General & Off-Topic / Re: Introduce Yourself!
« on: July 14, 2016, 05:00:22 AM »
Welcome, Shadowfury333!

I'm a software developer by trade
Also "seems to be a custom here" :P

I was always big on RTSs myself, but making a game and having a family at the same time sucks away pretty much all free time, so no play for me... TA and SC were always great, though :D. Last I played was about 5 years ago when I introduced Supreme Commander to some students I was mentoring, and we had a lot of fun playing that on the net for a while. Even then we could only play so many games because a single match could stretch on for hours. Hadn't heard of Zero-K before!

Do stick around! It's gotten a little quiet around here this month, but that's because I was on vacation for a while and it pushed back the next release--normally we'd have some new toys to play around with by now :)

2618
Competitions / Re: Weekly Seed #48 [Alpha 9] [Seed: Flying Lap]
« on: July 13, 2016, 05:49:52 AM »
So yeah, the seed name once again had me starting out considering the possibility of a speed run, but the right parts seemed elusive (okay I didn't try very hard :P), and instead it ended up being a "real-time fast combat run" where I don't really think and just use whatever items are closest and take the first exits.

The first half of the game went really fast--the exits were practically jumping out at me. I had started out with a lot of propulsion slots in case I could start flying, but that didn't pan out and I ended up with legs most of the time. Legs and lots of heat sinks.

Then once I reached the upper Factory, the run started to slow significantly, like as much time in -5 as all depths before that, and a matching time at -4. It was obvious that I was getting into some dangerous situations that could easily end the run if I didn't at least watch where I was going :P

The -4 layout in this seed is especially tough, starting you out in a large dead-end region where the only way out (without tunneling) is a thoroughfare that passes right by two garrisons. I scouted the route with a bunch of drones.


...and expected things to get hairy. They did.


I managed to spear them all to death, rebuild from scratch, and jam both garrisons :)

While continuing the search for an exit, I still had to push through that thoroughfare, encountering multiple patrols at an intersection and thought I might be doomed:


But they all gathered close to the reactor and I hit it with my Fusion Cannon :D

Another stash of drones there on the floor confirmed the location of an exit around the corner, and I called a few of them over as I made my escape with lots more mad robots on my tail, and only 206 core remaining.

Unfortunately it didn't lead to Research (I really needed an evolution...); I was in no condition to start a branch run. Oh well, should've guessed that's where that particular exit would lead (high chance of a Sentry-guarded junction exit being connected to the caves).

With drone allies I survived a little longer than I otherwise would have, but this third patrol ate my lunch. I did spear a few of them to death first :)


Anyway, that's what I get for playing rather recklessly while still mega jet lagged and ready to fall asleep at any moment!

Spoiler: Score: 9,648 (click to show/hide)

2619
General & Off-Topic / Re: Introduce Yourself!
« on: July 12, 2016, 02:21:57 AM »
hard to turn a blind eye that cities and dungeons are poorly, let's say, designed.
Quite true. Really it feels like it was purely done with an algorithm without any design at all, though technically they did do some of the latter on top of the former. May as well have gone all the way at that point :P

Quote
the human body simply didn't evolve to live for so long at full capability!
Maybe, but I'm really young ;) it's more about healthcare in my country (operation is neccessary but getting it is pretty hard).
Ah yeah, I guess I was thinking back to recent conversations with my dad, having just returned from visiting family. But I'm in a similar position, having had lots of issues from a young age. Theoretically surgery might solve some of them, but then not all surgery is successful, and can even make things worse, or cause other problems, so may as well let the body deal with things as it can and work around it. Fortunately I've never had any back issues, though, because those are the worst--hard to get around that... good luck with it!

I have some questions and small issues, but I'm leaving home now, I would be back in few days. Thanks for nice welcome, Kyzrati :)
Yep, and as always feel free to ask away when you can :)

2620
General & Off-Topic / Re: Introduce Yourself!
« on: July 11, 2016, 08:08:43 PM »
Hey Ved, nice to see you here :)

Working at excavation sites sounds fun. Too bad about the health issues... the human body simply didn't evolve to live for so long at full capability! I've got so many activities I can't do any more, but just have to keep finding new and different ones I can :P

Daggerfall is already pretty far into procedural territory! Though yeah it's too bad the dungeons aren't randomized each run, instead being generated and set during development--with some extra work it would've been possible to get the algorithm to generate dungeons that fit within their parameters while still being different for everyone. Maybe it was too processing intensive at the time, though, since they're 3D dungeons and it was the 90s...

2621
Announcements / Proximity Alert: Developer Approaching!
« on: July 11, 2016, 07:48:33 PM »
I'm back! (original vacation notice)

Well, sort of.

Physically I've finally returned to my home office, though due to jet lag it'll be a little while before I'm ready to do proper work on Alpha 10. I hadn't slept for 46 hours before last night, when I crashed for 12 hours, so maybe that'll help reset my bioclock. Until then I'll be taking care of other residual effects of being away for a month, i.e. life stuff (including my hopefully final X-ray to confirm my shoulder is now healed).

By the end of the week I hope to have at least one new UI feature ready, but it's best to avoid doing too much work at first because when not at peak efficiency the chance of mistakes is higher, and the effort is often wasted because it introduces problems/bugs I have to spend time fixing later down the line, something I learned the hard way in my early years of programming :P

While on the road I made this:

"ASCII mode, for when you truly want to Be The Cogmind"

And also posted to the blog a big write-up on Inventory Management. It's mostly a review (and some analysis) of the available UI features that are related to inventory management, though at the end you'll find a quick mockup and discussion of the "full inventory" mode we were talking about on the forums some months ago:


Another thing I kept up was the biweekly FAQ Friday event over on /r/roguelikes, where I talked about Cogmind's Time System and Achievements and Scoring. There you can read about how some other roguelikes handle these things as well.

I have some big news coming up, but have to wait a bit before announcing it. (No it has nothing to do with Steam, just to get that out of the way :P)

2622
Ideas / Re: Invert option for hold-shift mouse panning
« on: July 11, 2016, 07:32:11 PM »
Whoops, not sure how this post slipped by without me noticing xD

No problem, I'll put it in the options.

Shift-panning was originally added as is since this is how it works in strategy games, which was where the original feature request originated, from a player who wanted it to work like that. That said, the implementation is technically more akin to art programs in that the cursor is locked to a given map position (for increased precision), rather than continuing to scroll towards a border.

2623
Competitions / Re: Weekly Seed #48 [Alpha 9] [Seed: Flying Lap]
« on: July 09, 2016, 08:51:57 AM »
I'll be back soon :). Wonder if I should try this one with an actual speed build...

2624
Competitions / Re: Weekly Seed #47 [Alpha 9] [Seed: Welding Warlock]
« on: July 07, 2016, 12:02:30 PM »
I just wonder if I could've found some way to wear that lrn. sensor if I might not have died.
Ha! I was thinking the exact same thing while looking at your list :)

I often end up in a similar situation, favoring combat over intel, though still carrying around spare parts for the latter... It's usually better to go all in one way or another, and focus on your strengths. In your case you were half-combat, half-speed, and that's an especially challenging way to play.

Propulsion and Utility are the safest first evolutions, for sure. You can wait on Power for a while as long as you carry spares to slot them in immediately.

2625
Competitions / Re: Weekly Seed #47 [Alpha 9] [Seed: Welding Warlock]
« on: July 07, 2016, 10:05:20 AM »
Welcome Xanthos! Things sure can fall apart quickly, and a big part of survival (really in almost any roguelike) is accumulating enough experience to predict situations like that before they occur, though of course there some you might lack the intel to fully analyze and end up fighting for your life :P

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