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Baŝto

basxto@discuss.tchncs.de
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Fascinated with stuff related to free software, modularity/decentralization, gaming, pixel art, sci-fi, cooking, anti-car-dependency, hardcore techno and breakcore

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Es gibt leider viele überflüssige Schilder, weil es scheinbar nicht alle einsehen und situationsbedingte Grenzen sicher schwerer durchzusetzen sind. Wir haben auch ne 30er-Zone in ner Gegend bekommen in der man ohnehin noch nie schneller fahren konnte, weil es zu eng und unübersichtlich sowie zu viele Seitenstraßen (rechts vor links) hat.

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Das Problem haben letztendlich allle Schilder. Das Schild gibt es inzwischen seit 3 Jahren. Zeitgleich wurden auch Radschnellweg (reines Hinweisschild), Fahrradzone, Haifischzähnle (Wartelinie bei der Radverkehr Vorfahrt hat), Grünpfeilschild für Radverkehr (Ampel zum Rechtsabbiegen ignorieren, aber anhalten und Behinderung/Gefährdung ausschließen), Piktogram für Lastenrad Piktogram für Elektrokleinstfahrzeuge, Piktogram für merfachbesetzte Personenkraftwagen (Fahrgemeinschaftsspur), Piktogram für Carsharing, Hinweisschild für LNG-Tanstellen, Vorwegweiser für Kreisverkehr, Umleitungsschilder für Kreisverkehr und Verkehrsleittafeln eingeführt.

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Aqua Brews

You can use them to rig the floors (for ascension). You have a lightning wand, which gets stronger on water.

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If I remember correcty and that “bug” is still there, then you can that against the sentry. The sentry doesn’t target you because you are too close to it. It targets you because you are above the tiles. Water does replace them.

The vents in the toxic gas room probably also can be replaced with water, but I’m not sure.

But the main benefit of aqua brews is equipment that interacts with water like ice and lightning effects or armor that lets you walk faster on water or the goo-potion that only heals you on water.

Though I wasn’t aware that it can actually damage fire enemies. First thought this is only about countering burning debuff.

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This is one of the puzzle rooms that will always cause a specific item to spawn an that floor. And that’s the invisibility potion like others said. That is kinda the intended way to solve it. But there are more ways:

  • piranhas die on land if you move them there (blast wave, stone of blast, bombs, phase shift, curse of displacing, curse of displacement, fadeleaf, teleportatoin trap, warping trap)
  • timekeeper’s hourglass (might also require swiftthistle or potion of haste if it’s not leveled high enough)
  • ethereal chains (if the wall is thin and level high enough)
  • teleporting there and back (stone of blink)
  • blinding them (wand of prismatic light, flashbang, blindweed)
  • charming them (wand of transfusion)
  • terror (scroll of terror)
  • amok (stone of aggression, scroll of rage)
  • make them allies (wand of corruption, scroll of siren song)
  • make them fall into magical sleep (scroll of lullaby, stone of deep sleep)
  • not waking them to begin with
  • maybe stormvine
  • maybe scroll of dread to despawn them

Weeds don’t work on water. I mostly play mage and just throw an item onto the door and kill them with wands. Only things I really used was invisible potion and hourglass. Some strategies would depend on their position and how close they are to each other.

Curse of displacing especially on long range weapons like whip.

Using seeds with sandals of nature should work. Same for traps and reclaim trap.

For the original piranhas wiki says they are immune to freezing, paralyzed, rooted and gas in general. Further says that they are always twice as fast as you. But I dunno how much that would apply to ShPD.

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That’s a good point and for later reference: Time @ NethackWiki

But I never really played. At most a few times, but not enough to run into something like this.

I pretty much only played Pixel Dungeon, Shattered Pixel Dungeon, Brogue and Dungeons of Dredmor.

But this is probably more an issue for speedruns than roguelikes, because I somewhat assumed that runs should be deterministic.

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No I mean that exactly the same inputs on the same seed with same class have the same results (moving, attacking, alchemy, giving talent points…), but that depends pretty much just on how RNG works. Hero’s remains break that a bit, since your last run influences your current one.

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I mostly play mage, but it should also work when you find a wand or have another ranged class: I just run in circles (entrance room - goo room) and hit goo all the time. When it pumps I run and do ranged attacks until it has caught up or go through a door to surprise attack. This arguably easier with mage because the ranged attack gives 1-2dmg for the next physical attack and 5 shielding. I try to guide it around water if possible.

My only on-floor preparation is to discover both paths to the goo room. I generally don’t go there before I’ve reached 6 talent points (Empowering Meal +2, Lingering Magic +1, Backup Barrier +2, Arcane Vision +1) and dump all my upgrades into the staff, which makes for a strong ranged and melee weapon.

Going through doors probably only works with some kind of mind vision, since you don’t want goo to wander off and heal.

All goo does is: pump slowly (strong attack, but gives enough time to escape), heal on water and give ooze debuff occasionally, but that can be washed away.

Generally don’t get hit by special boss attacks with countdowns (goo pumping; tengu bombs and moving firewall; endboss lasers)

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Yes, but you lose satiation for the amount of rounds, the sheep block you.

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Understandable, but sad. Though deterministic RNG is indeed extreme in some way. But that means levelgen related items are deterministic?

On the other hand it could allow recording and replaying run with minimal data needed (the inputs)

I’d say the risk is low, since seeded runs are unranked and excluded from achievements. Such instruction would only work for a specific version. General “tips & tricks” tutorials already have issues with not being up-to-date and “the wiki” to keep up with new and changing content.

It would allow something similar to speedrunning (more about amount of inputs than time), which is always a very different way of playing games. Especially tool assisted speedruns would circumvent permadeath and unidentified items. But there are already speedruns happening, they just have to depend on the fixed items. Though the UI already does a good job in distinguishing game modes. It’s pretty clear in any screenshot or screen recording which version was used and if it’s a custom seed (stairs colors).

If the enemies don’t move in the same way, that would make TASing (basically botting) impossible. But there are always ways to automate inputs, since any device can pretend to be a USB keyboard/mouse/gamepad

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