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Dungeon Rats - first impressions and general feedback

ComradeReptiloid

Educated
Joined
Nov 12, 2016
Messages
50
Liquid fire doesnt help nor against worms, nor against scolopendra if you dont have 2 handed spear. If you gonna use it for raw damage, then your build sucks.
 

Whisper

Arcane
Vatnik
Joined
Feb 29, 2012
Messages
4,357
Liquid fire doesnt help nor against worms, nor against scolopendra if you dont have 2 handed spear. If you gonna use it for raw damage, then your build sucks.

Go ranged, also use poison, it works on them). Easiest fight if you can hit with ranged.
 

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,550
Location
Russia atchoum!
Liquid fire doesnt help nor against worms, nor against scolopendra if you dont have 2 handed spear. If you gonna use it for raw damage, then your build sucks.
So, I died on first Molerat gang.
But I didn't used nets or alchemy, also if I need to rely on this in every fight than have no sense at all.
It was mostly crossbowman who did major damage, but also I coudn't block even the one attack of guy with hammer.
 

Goral

Arcane
Patron
The Real Fanboy
Joined
May 4, 2008
Messages
3,570
Location
Poland
Pretty significant change is incoming: http://www.irontowerstudio.com/forum/index.php/topic,7299.msg148204.html#msg148204

Elhoim/Oscar said:
New Design for bombs:
- Chance to knockdown uses the CS value. Before it was tile based (100% if you were at the center, half for each tile away).
- Center of explosion adds 30% to CS chance. Distance from center of explosion lowers this value.
- Knockdowns are less likely to happen, and even negated by very high CON characters (or increased for very low ones!).
- Added chance to break armor. Frag bombs increases the chance.
- Criticals increase damage.

Regarding knockdown, it now depends a bit more on CON. A CON 4 character gets 90% to be knocked down if at the center of the explosion, CON 9 10%, CON 10 negates the chance. Facing bonus applies, though! Can range from 10 to 25.

They hit harder, and will break armor more often. And have improved visuals and sounds.
 

Whisper

Arcane
Vatnik
Joined
Feb 29, 2012
Messages
4,357
Pretty significant change is incoming: http://www.irontowerstudio.com/forum/index.php/topic,7299.msg148204.html#msg148204

Elhoim/Oscar said:
New Design for bombs:
- Chance to knockdown uses the CS value. Before it was tile based (100% if you were at the center, half for each tile away).
- Center of explosion adds 30% to CS chance. Distance from center of explosion lowers this value.
- Knockdowns are less likely to happen, and even negated by very high CON characters (or increased for very low ones!).
- Added chance to break armor. Frag bombs increases the chance.
- Criticals increase damage.

Regarding knockdown, it now depends a bit more on CON. A CON 4 character gets 90% to be knocked down if at the center of the explosion, CON 9 10%, CON 10 negates the chance. Facing bonus applies, though! Can range from 10 to 25.

They hit harder, and will break armor more often. And have improved visuals and sounds.

Also in all my solo Psycho runs i never used 3 bombs at start.
For 2 ant nests and for 3 warrior ants.

and than 4 DR piece bombs for shooter constructs.


I had like 20 bombs for final battle, just spammed them.


And for sure Emperor fight is easy without any bombs, you dont need them to beat Emperor.
 

Goral

Arcane
Patron
The Real Fanboy
Joined
May 4, 2008
Messages
3,570
Location
Poland
http://www.gry-online.pl/S015.asp

Dungeon Rats has been mentioned among most interesting games of this year.

Taktyczna gra cRPG stworzona przez niezależny zespół Iron Tower – autorów ciepło przyjętego Age of Decadence. Gracz trafia do fantastycznego uniwersum, znanego z poprzedniego dzieła studia, jakie łączy stylistykę Cesarstwa Rzymskiego z postapokaliptycznym fantasy. Tym razem wcielamy się w rolę więźnia mającego spędzić resztę życia na niewolniczej pracy w kopalni, a zadaniem, jakie czeka na wykonanie, jest wywalczenie sobie drogi na powierzchnię. Rozgrywka w Dungeon Rats koncentruje się na starciach z przeciwnikami, z których każde jest unikalne i specjalnie zaprojektowane. Walki toczone są w systemie turowym, a kluczem do sukcesu jest nie tylko korzystanie ze zdolności bohatera, lecz także robienie użytku z umiejętności towarzyszy. Prowadzona przez nas drużyna może składać się z maksymalnie czterech śmiałków, jednak zdobywane punkty doświadczenia dzielone są pomiędzy wszystkich jej członków – zatem im liczniejsza jest grupa, tym wolniej rozwijają się poszczególne postacie. Cechą charakterystyczną tytułu jest wysoki poziom trudności, nawet na najniższym z trzech dostępnych wariantów.
 

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,550
Location
Russia atchoum!
Pretty significant change is incoming: http://www.irontowerstudio.com/forum/index.php/topic,7299.msg148204.html#msg148204

Elhoim/Oscar said:
New Design for bombs:
- Chance to knockdown uses the CS value. Before it was tile based (100% if you were at the center, half for each tile away).
- Center of explosion adds 30% to CS chance. Distance from center of explosion lowers this value.
- Knockdowns are less likely to happen, and even negated by very high CON characters (or increased for very low ones!).
- Added chance to break armor. Frag bombs increases the chance.
- Criticals increase damage.

Regarding knockdown, it now depends a bit more on CON. A CON 4 character gets 90% to be knocked down if at the center of the explosion, CON 9 10%, CON 10 negates the chance. Facing bonus applies, though! Can range from 10 to 25.

They hit harder, and will break armor more often. And have improved visuals and sounds.

Awesome! Because I won fight that I lost previousy - the first Molerat group, but l lost the next one - with alchemist. This bastard dropped me two times with all negative outcome.
Actually I already have some thoughts about how to solve this fight.
Does your character automatically move from place if it on fire? NPC obviously do that.
 
Last edited:

ComradeReptiloid

Educated
Joined
Nov 12, 2016
Messages
50
So, I died on first Molerat gang.
But I didn't used nets or alchemy, also if I need to rely on this in every fight than have no sense at all.
It was mostly crossbowman who did major damage, but also I coudn't block even the one attack of guy with hammer.

Awesome! Because I won fight that I lost previousy - the first Molerat group, but l lost the next one - with alchemist. This bastard dropped me two times with all negative outcome.
Actually I already have some thoughts about how to solve this fight.
Does your character automatically move from place if it on fire? NPC obviously do that.

haha. Call it before you died. Actually I beted that you gonna survive up to Yngvar fight. Block sucks hard for solo. Impossible to beat Scaurus, and (or) Enforcer fights.
 

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,550
Location
Russia atchoum!
I think if I'll drop LF near alchemist, so he cant moveanywhere, with my char near him, I'll solve this fight easily.
Also, what's the problem with Yngvar? Is he really that strong?
 
Self-Ejected

vivec

Self-Ejected
Joined
Oct 20, 2014
Messages
1,149
Fuck this shit. Bought. Vault Dweller you happy now? I trust you and yours enough not to read a 18-page long review thread to buy a game your company makes.
 

Trash Player

Augur
Joined
Jun 13, 2015
Messages
495
I think if I'll drop LF near alchemist, so he cant moveanywhere, with my char near him, I'll solve this fight easily.
Also, what's the problem with Yngvar? Is he really that strong?
That is exactly what CR did in his winning run. As for the Yngvar fight, it is just fighting without a winning plan is bound to kill you at some point.
 

kryminator

Augur
Joined
Sep 4, 2013
Messages
117
Don't know if it was already reported but there are dialogs with Marcus before and after the first fight and these dialogs exist even if Marcus didn't participate in the fight because You dismissed him at the very beginning of the game.
 

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,550
Location
Russia atchoum!
That is exactly what CR did in his winning run.
I only watch his video till poin I already played (because what's the point then), with the exeption of skill distribution befor Barca fight - that was my major mistake to rise 8-9 lvl in spears instead of rising alchemy to 4.

As for the Yngvar fight, it is just fighting without a winning plan is bound to kill you at some point.
Well, at least I'll have such plan if I'll lose. )

I'm only answering there.
I think he is usual oligofren.
 
Last edited:

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,550
Location
Russia atchoum!
Pretty significant change is incoming: http://www.irontowerstudio.com/forum/index.php/topic,7299.msg148204.html#msg148204

Elhoim/Oscar said:
New Design for bombs:
- Chance to knockdown uses the CS value. Before it was tile based (100% if you were at the center, half for each tile away).
- Center of explosion adds 30% to CS chance. Distance from center of explosion lowers this value.
- Knockdowns are less likely to happen, and even negated by very high CON characters (or increased for very low ones!).
- Added chance to break armor. Frag bombs increases the chance.
- Criticals increase damage.

Regarding knockdown, it now depends a bit more on CON. A CON 4 character gets 90% to be knocked down if at the center of the explosion, CON 9 10%, CON 10 negates the chance. Facing bonus applies, though! Can range from 10 to 25.

They hit harder, and will break armor more often. And have improved visuals and sounds.

Btw can you ask there or maybe someone can tell me here, would bonuses for netting opponent applied for increased knockdown chance?
 

ComradeReptiloid

Educated
Joined
Nov 12, 2016
Messages
50
You have higher chance to hit netted enemy head, but critical chance dependent only at STR modifier and cs bonus. Applied inderectly is right word for that.
 

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,550
Location
Russia atchoum!
Died in fight with first Molerats gang again - yesterday flew through it with 30 hp left, today I felt greedy, didn't used sharpening stone, and without it hasta suck BALLS at that point.
Greedy idiot died as it should be.
 

ComradeReptiloid

Educated
Joined
Nov 12, 2016
Messages
50
Died in fight with first Molerats gang again - yesterday flew through it with 30 hp left, today I felt greedy, didn't used sharpening stone, and without it hasta suck BALLS at that point.
Greedy idiot died as it should be.
I told you that you cant pass enemies DR with hasta and criticals. What was the point to make shield dudes block and cs defense so high? They unstoppable tanks without you owning proper gear and right stats.
 

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,550
Location
Russia atchoum!
Yeah, dodger with two-handed spear looks superior.
He uses better weapon, had no THC penalty from shields, can counterattack...
The only weak point is that he need space for maneuver...
But you already won with it, what's the point to repeat your path?
I'll try to win with my suffer-it-all one-handed spearman.
 

ComradeReptiloid

Educated
Joined
Nov 12, 2016
Messages
50
Problems with other builds is following:
1) For all two-handed weapons there will be same strats as for spear, because you use dodge and must go for archers first, or hide from dangerous opponents.
2) Killing enemies before they kill you is unreliable tactic, because you will need 10 STR and high PER for that. Based on that or any other variations you will be left with 4 INT. This means that you will max attack and dodge only before molerats, if you do not invest in other skills.
3) To max dodge rating and general survavability you must go for 10 CON and at least 8 DEX. DEX contribute to initiative 2 times more than PER. So expect to be outmanuered by scolopendras and most melee enemies starting from Yngvar fight. With 10 CON and 10 DEX you left with only 6 stat points. Axes and hammers require STR. That means low hit chances, and perfect blocks or low damage against high skilled high DR shield enemies. Two-handed swords simply suck.
4) You cant use shield with two-handed weapons, which will result in humiliation by medbot and emperor. You wont survive without good gear, and 4 INT will force you to develop weapon skill, dodge and crafting, leaving you only with 6-7 alchemy at this point. Since you dont have reach and shield --- constructs gonna outdamage you by crits and high damage triple attacks.
5) One handed versions of all this weapons doesnt provide enough damage for constructs and enemies after Yngvar. Low INT resulting in low skills or mediocre gear + low PER + high enemies defense skill + enemies DR + enemies CSdefense + low passive proc chance doom all one-handed weapons except daggers + dodge + 10 PER, swords + dodge + 10 PER and crossbows + dodge + 10 PER.
6) All high STR dodge and block builds sucks, and I already stated why before.
Two-handed spear with transition into Scaurus spear + shield is the best way to go. Crossbow gonna be second, sword third and dagger worst one.
 

kryminator

Augur
Joined
Sep 4, 2013
Messages
117
Guys, how does the potent poison work? I am asking because it is said in game that it does 11 (the best one) dmg and lasts 5 turns, but it seems that it does only 2 dmg (after applying the poison to my uberspear I was confused why aurelian soldiers are hit by poison for 0 dmg and weapon panel in inventory shows 2 dmg) so I dont know if potent poison is some kind of poison modification which my frail mind cannot understand or is it a bug?

Usually I use only normal poison and not even the best one and it always worked as it was described (e.g. 9 dmg for 3 turns) but since I am playing solo and had a lot of SP I have maxed alchemy so I wanted to take full advantage of it.
 

hoverdog

dog that is hovering, Wastelands Interactive
Developer
Joined
Jul 8, 2010
Messages
5,589
Location
Jordan, Minnesota
Project: Eternity
Guys, how does the potent poison work? I am asking because it is said in game that it does 11 (the best one) dmg and lasts 5 turns, but it seems that it does only 2 dmg (after applying the poison to my uberspear I was confused why aurelian soldiers are hit by poison for 0 dmg and weapon panel in inventory shows 2 dmg) so I dont know if potent poison is some kind of poison modification which my frail mind cannot understand or is it a bug?

Usually I use only normal poison and not even the best one and it always worked as it was described (e.g. 9 dmg for 3 turns) but since I am playing solo and had a lot of SP I have maxed alchemy so I wanted to take full advantage of it.
High CON gives poison resistance.
 

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