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FAXPAX: A Thing What Fax Made

Discussion in 'Mod Releases' started by FaxCelestis, Feb 2, 2012.

  1. DavidB1111

    DavidB1111 Member

    YEAH! Someone else who has my problem!
    Sorry, but I was complaining about it crashing earlier, and Fax and others couldn't figure out why it did.

    Also, thank you, Daynab, for linking that video to explain it.

    Also, Allur, I didn't know you were a mod. :eek:
     
  2. OmniaNigrum

    OmniaNigrum Member

    In the beginning was the Mod. And the Mod was with Maslech, the Eater of Beatings. And the Mod *Was* Maslech, the Eater of Beatings. But Maslech, the Eater of Beatings was difficult to type and required many CTRL+V to insert into the thread, and this topic has nothing to do with that anyway...

    The drinks are nice. I have been trying to test them out a lot and see what I think about it all. They require lots of inventory space, but are well worth it for the few each build needs.

    Martini is the escape drink. I love it. It also happens to be the most potent for every character build I can imagine. Possibly OP.

    Mai Tai is great for melee, but useless for mages. Brittle however works and makes it remain useful even as a caster. I like.

    Mojito... Annoying. But I can see the use. I keep these if I lack a reliable teleport method. You can potentially bypass many problems by literally exploiting the way it works. I like again. :)

    Pina Colada. We need more things to make from the fruit to make it worthwhile. As it is, they are useful only for making other drinks or eating.

    Daynab's Subtle Blueberry Martini. Needs something else. I am out of ideas at the moment. I will get back to you on this one.

    Strawberry Daiquiri. Simple enough. Seems slightly lacking too, like the above. Again I will have to get back to you on this one.

    The bar is a nice room. (Rooms?) I like the layout, and it seems like there is the right balance of items and it is not too much.
     
  3. DavidB1111

    DavidB1111 Member

    I really want to know why that Mojito always crashes the game for me.
    I have no clue at all why it does. I'm glad I'm not the only one though.
    And yes, I like the Martini ability.
     
  4. OmniaNigrum

    OmniaNigrum Member

    Make DSBM +50 :sneakiness: for 50 turns with a 1% chance of a debuff called "Thread-Lock" that pins you in position and prevents any actions including spellcasting for a few turns. This makes it a risky preemptive tool for a potentially hard fight.

    SD could be given a nice proc on hit of Thaumite Clouds that envelope the caster and everything around him/her for several turns. It seems in flavor for the drink.
     
  5. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    What about the margarita?
     
  6. OmniaNigrum

    OmniaNigrum Member

    Ah. I forgot it. It is unique. Nothing else quite like it. I think it is great, but I worry about wandering around while using it since I could open a door and hurt Brax. Is it possible to have it taxa demons for no damage? If I understand things, that would negate this issue.

    *Edit* I am surprised no-one else has said anything about the drinks. And in reality, I cannot think of why I waited until you asked...
     
  7. delta534

    delta534 Member

    Here is my short opinion on the drinks.

    Martini-Very good, depending on play-style might be overpowered.

    Margarita-Also Very good, depending on how the damage is calculated it might be over powered.

    Daynab's Subtle Blueberry Martini-Decent pairs well with the other martini.

    Strawberry Daiquiri-Decent, but spell caster only.

    Mai Tai-Decent but melee only.

    Mojito-The only one I don't like.

    Pina Colada-Decent if only for a way to get stuff to lutefisk.
     
  8. OmniaNigrum

    OmniaNigrum Member

    Lol. Mojito is *VERY* exploitable. I think those who dislike it either do not see exactly what the exploits are, or they do. :)

    Need I spell it out for everyone? Can you not see it for yourselves?

    Mojito is awesome just the way it is. It *IS* annoying too. I like it now that I thought it through a bit.

    I would be Sad Panda if you had to nerf Mojito or Martini.

    Here is the end result of the Margarita. Not too potent in my never humble opinion.

    <effect type="damage" hyperborean="1" hyperboreanF="0.2" righteous="1" righteousF="0.2" />
     
  9. delta534

    delta534 Member

    I can see the mojito being useful if you did not have a teleport skill.
    The power of the margarita is that with a mage and proper defense, it's an effective weapon against Dredmor.
     
  10. OmniaNigrum

    OmniaNigrum Member

    No. Not against Dredmor. He has so much HP now that even without any :resist_righteous: he would require hundreds of turns beside you to die from it. And that is presuming you have decent :magic_power: and can survive being next to him for that long.

    *Edit* With 100 :magic_power: this would inflict 21 :dmg_righteous: every turn he is directly beside you. There is simply no way that adds up to the damage he would inflict on you before he dies.
     
  11. DavidB1111

    DavidB1111 Member

    Anyhow, anyone have any idea why the Mojito does crash my game? It's kind of annoying. I really want to see how it works.
    I'm not the only person to have this issue now, so Faxpax, do you have any idea?
    The other person to have a problem was Firgo. His question about it was at the bottom of the last page.

    I really don't know if this is some sort of vast conspiracy against me, :) , or something broke on both our computers.
     
  12. No i'm not. I was poking fun at daynab for feeding into the off-topic conversation.

    Listen to the man. Don't nerf an item that helps make my beloved melee mage builds viable. Lawl. Ahum, seriously though, righteous damage, in that form, is still pretty good against everything (see thread on exotic damages). It's just not good against dredmor. Also, before calling OP on :magic_power: dependent MELEE damage, remember that people with high :magic_power: generally have low burliness, which means they cannot really STAY in melee range very long, so their buffs need to be big to offset the risk they are taking by going into melee range.
     
  13. OmniaNigrum

    OmniaNigrum Member

    I should point out that the proper use of the Margarita is like a monster square dance. Yuck. You try to stay where you are within a tile of them, while denying them the chance to melee you. You move anticipating they try to move as well. If they cast you are going to take damage. Dredmor cast quite often.

    I will do some more testing with the Mojito David. I really only tried it twice so far since all my characters have teleport spells. We will find what is wrong.
     
  14. OmniaNigrum

    OmniaNigrum Member

  15. Hey~ :D I seem to have a problem with this package for some reason.. it says.

    "sprites/sfx/lightningarc/lightningarc0000.png Not found, Game might crash"

    thing is... i start game with mod.. game opens for a second and then it disappears, and a box saying this appears.... how can i fix this?

    i assume it has to do with one of the skills?....
     
  16. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Verify your game cache if you're on steam. If you're not, you may have to go into the game's file structure and rename the files in /dungeons of dredmor/sprites/sfx/lightning_arc/ from lightning_arc_000x to lightning_arc000x.
     
  17. Yeah! the issue with that is fixed now! :) but.. umm.. now i got a new problem... x'D

    This time it has todo with a picture...

    "skills/crushed_bones64.png cannot be found" i searched trough the dungeons of dredmor skills folder but can't find any picture named this... i also went into the mod and still could not find this png image.... i seem to have alot of troubles... :(

    TY for listening and helping~ :)
     
  18. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    It's not in /dungeons of dredmor/skills/ ?
     
  19. Nope D: But i take 1 more look just to be sure.... 1 sec.. well can't find it... D:

    is cripple the same thing but changed names or is it supose to be named crushed bones thingy?

    and btw sorry for late reply.. were hospitalized x'D surgery :)
     
  20. r_b_bergstrom

    r_b_bergstrom Will Mod for Digglebucks

    Hey Fax, found a few bugs and balance issues.

    I'm on version 0.7. Not sure if I'm on rev A or rev B. Folder says 0.7, mod.xml file says 0.5.
    • Inquisitor and Spellsword may possibly give out too many resistances. That's just a gut feeling based on research from the Exotic Damages and You thread, I haven't played them long enough to really know for certain.
    • It wouldn't be bad if the first level of spellsword gave a clearer hint that it does a lot of damage to you. I used it for the first time and was left with like 2 hp. Luckily, it's the sort of mistake you only make once.
    • Mojito crashes the game when I drink it. I think it's because quickstep is defined after the dot that calls it, instead of before. Admittedly, I don't know my way around the spellDB all that well, so there could be something else I'm missing.
    • Love the Tiki Bar, but it strikes me as more than a little game warping. Details and opinions follow...
    • Tiki Bar is producing booze every time I enter the room. I'd bet someone's already reported this, but right now I don't have time to read over 12 pages of posts to verify.
    • Tiki Bar is showing up way too often. I had four of them in the catacombs of floor 2. Even without the bug that was restocking them every time you enter the room, that's still a ton of high-end booze and probably gives too big a bonus for mages, especially that early in the game. I'd highly recommend reducing the appearance to later floors, and setting it to special="1".
    • Arguably too much booze per room appearance, unless the goal is to make the game much easier than vanilla. You've got 25+ boozeification triggers, each with a 40% chance to spawn something, right? So even setting aside the streakiness of the RNG, that should result in about 5 high-end potion-like boozes and about 5 vegan-friendly foods per Tiki Bar. Wouldn't be an issue if it weren't spawning multiple times per floor, but 15 to 25 cocktails per floor is a bit much.
    • Adding a Monstrous Mask -type horde spawn to the room might help compensate a little for the high booze rewards. Plus, they would fit the tiki theme. (You might even pop open the .spr images and chop them up to just hang masks on the walls. That'd be awesome.) Of course, dbaumgart says off-level monster spawns can cause memory issues, so that might be a further argument for limiting the room to certain floors, which would fix the balance issues. 20 cocktails per floor is a bit broken, but 20 cocktails on just floors 4 and 6 (where masks already exist) would be far less of an issue.
    • Room seems a little narrow. Sometimes the boozes spawn where they can't be seen, which may or may not be an issue. I'd consider adding one more row of "#.............#" south of the bar. Also a row of "##...#...#...##" just north of the south wall would make dbaumgart happy given his statements about double-thick walls. Narrowness of the room (and high volume of doors) is contributing to it spawning so often, by the way.
    • Given the impact the boozes and fruits have on wizards and vegans, I'd seriously consider setting the majority of them to special="1" craftoutput="1" to make them show up a lot less often outside of the bar. This would preserve existing game balance better, and make the tiki bar feel more unique and special.

    I'm sure I'll have more feedback for you as I play further. Right now, I'm off to discover whether or not the Mojito crash killed my PermaDeath character.
     
    OmniNegro likes this.