Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
What I think is unbalanced is the impact of AV. Rhinoxes and Great Magma Crabs hit very hard if you have too little AV and if you have just a bit more, you are barely scratched. GMC is a bit more "balanced" in that their penetration varies with their strength so there will be some more variation, but Rhinoxes will rip you (you basically can't go into their territory) until they don't.
The concept of an enemy that can't be defeated (except with pure cheese) kind of upsets me. I look at RPGs as power trips. Even more so with roguelikes - the fact that you start with so little makes it that much more satisfying when you can grow powerful enough to overcome those overwhelming threats. When there are threats that you can't eliminate regardless of what you do (unless you, once again, use one cheesy tactic), it kind of makes the whole thing feel a tad pointless, unless Caves of Qud is supposed to be a grimdark world.
Good point, though enemies that can return fire are still a problem as your defenses can be sorely inadequate against them even if you're packing the best armor.
There are multiple ways to kill a chrome pyramid.
Edit: the wiki does mention a somewhat viable (but super cheesy) method for high-level and heavily specialized Espers, but I believe this discussion is primarily focused on non-Espers, or at least Espers that don't have a power-leveled force wall mutation.
Thrown weapons in general (except for the disk) will not work if your agility is too low. You'll be more likely to throw grenades at your feet than hit your target, especially with rank 3 grenades which have bigger explosions and stronger effects. Shooting them with a grenade launcher isn't better as you'll just miss a lot. The force wall method is good, but only if you've sunk a good deal of points into willpower in order to have force wall cool down faster than it dissipates, and even then you need to get it to level 10 and you'll still struggle to hit your target and not yourself, unless you also sunk points into agility. At this point you'll be seriously skimming on something. Multiple, but not enough. I understand that the inherent freedom of roguelikes makes it a lot easier to have a crappy build than more mainstream RPGs, but this feels way too restrictive in terms of what works and what doesn't. I also feels like it's a very rapid shift from how most of the early-mid game works, where a lot of different builds can quite realistically pull you through, but again, I feel like there's not enough meat there.
Mid game magma crabs are good for XP. They're level 44 so they should give xp for a long time. After that your only option is books from trading. Books always give flat XP when you give them to the librarian, but this would probably take a very long time to actually provide enough xp to level.
To deal with enemy armor you need vibro blades or ceremonial vibrokhopesh. The ceremonial dagger I recomend since you can modify it to deal heat/cold damage and it doesn't eat as much power. Mental attacks are also good against high AV since most tough enemies have poor mental stats.
Beguile a salt craken to haul your equipment and muscle through crabs faster
Force wall leering stalkers you run into. Their projectiles won't pass through the forcefield. Run and come back when you've improved your robo-reputation or have a geomagnetic disk
Glowcrust (3 av) is good for armor, so find yourself some helping hands and mutate some extra arms if you can control mutations with precognition. The only body armor that compares to carapace is the willowy reinforced flexiweaved crysteel shardmail, and you're not going to find one of those. Carapace gives better resistances anyway
Always save at least one eaters nectar injector in case you run across metamorphic polygel. It's tempting to use it right away, but don't.
If you can defeat magma crabs, you can probably find one of those armours too. Just need tinkering and finding bit-8 stuff so that you can mod it too.
They can rust? that's interesting, I never tried looking at each one I encounter. Will have to check that out.
Would spamming Burgeoning to drown robotic enemies in kuzus be an effective strategy of dealing with them?
I know magma crabs give good exp, and they're also not too difficult to deal with so long as your character is good at what they do and can avoid or soak the melee damage that they dish out. Unfortunately, they're not very numerous, at least not in any of my runs. I only found them in the lower levels of the asphalt mines (and occasionally red rock) and even there, there weren't that many of them. They're definitely not enough for stead leveling when they're the only thing on your menu.
Unfortunately, salt krakens are, like most beguile-able things, utterly ineffective against leering stalkers as they'll simply be constantly stunlocked and knocked back, preventing them from doing any damage. I should know, I was trying to sic a legendary salt kraken that was somehow wearing crysteel shardmail against them and it died. Slowly, but it died, and so did Ualraig and every other warden I could find, and that high priest from the stilt too. This means that controller-type characters are completely inadequate against them (and chrome pyramids). A geomagnetic disc seems to work, but it's pathetic damage output requires your inventory to consist out of almost nothing except chem/solar cells, unless you can find photonics or metacrystals to make nuclear/antimatter cells, and as I said before, those bits are way too rare, and I've probed the asphalt mines and bethesda susa for those bits, and only found one photonic (technically two, found a powered exoskeleton that I disassembled), which I used to make a disc and a nuclear cell for it. It still ate through the nuclear cell by the time it killed one stalker. By the way, apparently leering stalkers, AKA, hulking quadopedal robot, can flinch out of the way of a small homing projectile, further putting a drain on your disc. Regardless, it feels like this part of the game doesn't really accommodate many builds like the rest of the game does, though I understand that the game is still in development and this part of the game in particular is very underdevloped because the alphabeard only has so much time and he'd probably rather put more of it into areas that more people are likely to experience.
This makes sense. I do hope that the Deathlands become included in the main quest and/or side quests later on, perhaps with some attached lore. I imagine the Deathlands were some kind of military compounds during the golden age of whatever civilization left all the ruins and artifacts behind, hence explaining the murderous robots that far outmatch most things in Qud.