These are gonna be a slow burn at this rate... I turn some of my logs into planks, then put 2 planks in fuel, and 3 logs in output. Maybe I can sacrifice some charcoal to speed up my charges...?
6/12 flug'les eye.+1 goldhero
5/13 pams harvestcraft +1 goldhero
+1 goldhero
I decide its high time I heal myself, I've been at 14 hp for a while. if its possible for multiple people to use the furnace at once, i use 2 spare planks to smelt the crab meat. otherwise, I wait for it to rain, then look up. rain fills hunger if you have the right mods, like in skyblock. the rain refills my hunger. hunger allows the regeneration of health when full. my health regenerates. I am now at least partway to being fullhealed.
[PA] 20/20 HP Charge Overload 0/15: I bring out a flag with various symbols of healing on it. I procede to do a silly dance and heal the Mooks with the magic of a silly dance.
4/25 +3 from Plague
4/25 +3 from Plague
+6 from Plague now used.
+1 to Plague
4/10 flug'les eye.
3/15 pams harvestcraft
+1 TJW
minor note: 'You punch down a Savannah tree, yielding 7 logs! No leopard comes out of it, but you can't make a chest until your next action. Seriously, you've been heavy on the multitasking.' I did say i only punched out 2 logs- that was because i'd only need that many for a chest, and i didn't think i could fully punch down the tree and craft a chest at the same time.
(steffans supposed to only have 40 hp, and 2 speed), and it sounds like he isn't going to get to do any of the things i wanted him to do- collecting resources was an afterthought, not the main point.
ok, talked it over. looks like he'll just buff building those specific things, and maybe keep the collect resources thing?
also, I forgot to mention this, sorry, but I was going to use some of the leopards muscles and such as a frame for steffan.
I craft a wooden pickaxe with 2 logs, leaving 3 planks over, (buffed by steffan) then craft a chest with 2 logs.
mini-me takes the pickaxe and starts a mine. hes also supposed to have 20 hp now, not 10.
These are gonna be a slow burn at this rate... I turn some of my logs into planks, then put 2 planks in fuel, and 3 logs in output. Maybe I can sacrifice some charcoal to speed up my charges...?
6/12 flug'les eye.+1 goldhero
5/13 pams harvestcraft +1 goldhero
+1 goldhero
I decide its high time I heal myself, I've been at 14 hp for a while. if its possible for multiple people to use the furnace at once, i use 2 spare planks to smelt the crab meat. otherwise, I wait for it to rain, then look up. rain fills hunger if you have the right mods, like in skyblock. the rain refills my hunger. hunger allows the regeneration of health when full. my health regenerates. I am now at least partway to being fullhealed.
Unfortunately, you can't use the furnace while GoldHero is using it. It's pretty well-insulated, too, so you can't use residual heat. When mini-joe gets enough stone, maybe you could build a second furnace?
This server doesn't have that mod installed, but you do regenerate 2 health regardless!
[PA] 20/20 HP Charge Overload 0/15: I bring out a flag with various symbols of healing on it. I procede to do a silly dance and heal the Mooks with the magic of a silly dance.
4/25 +3 from Plague
4/25 +3 from Plague
+6 from Plague now used.
+1 to Plague
Ordinarily, I would have skimmed over this, but I can tell that you're stating your alliance, so your PC's been added.
If you want me to recognize your post, just don't use /null in your post.
========[End-of-Turn Events]========
Ninjatwist_ switches targets to the Shield Knight! He burst-fires into the Shield Knight's Armor, removing 9 HP from it!
The Spear Mooks continue to strike Kel'Thuzad, dealing 4 damage!
The Lightly Armored Shotgun Mook continues to fire at Ninjatwist, dealing 2 damage! This thickens his Plot Armor!
The Assault Rifle Mooks keep firing on Kel'Thuzad, dealing 6 damage to him!
The Shield Knight tries striking Ninjatwist, and it succeeds! 5 damage dealt!
The Black Knight attacks Kel'Thuzad for 6 damage!
Kel'Thuzad activates Frost Armor on himself! He will be shielded by ice for the next turn! He's biding his time to deal out some devastating crowd control attacks!
The Acolyte casts an explosion of ominous magic near Ninjatwist_, dealing 3 damage to both him and the Shield Knight! It seems that he's become reckless about his allies...
Kel'Thuzad summons a zombie to his side as a meatshield.
The Spear Mook clambers back to his feet!
The Just Writer's TV Show gains $37 this round!
========[JOE and GoldHero's Sidequest]========
Joe has established a fortification! No more camps can be made until this one is destroyed.
Mini-joe is mining through the dirt layer and should reach stone next turn.
The TV Crew accumulates money for Roslyn's TV show.
====[The Battlefield]====
A shoreline reaching down the coast. A lot of grueling fighting has taken place here, and a lot more will in the near future.
ender 2 Headless Horsemann Harmer's Howitzer §¶ (9/16 Souls)(Shotgun, Base Damage: +2, Earns 1 Soul per kill, Souls can be unleashed into an entity that can be drawn back into the gun if above Orange Health (40%), Deals +1 base damage for every 6 Souls kept in the gun) Drunken Fist (+1 base damage, 20% crit chance, and can attack twice when not using an item, automatically disappears upon death or Episode end) Ring of Flamestrike (Deals 24 damage and 2-damage Burning for 4 turns when used) Talisman of Evasion [Dodges: IIIII] (20% dodge chance, upon achieving 5 dodges with this equipped, the entire Anti-Acolyte faction will receive Haste (20% dodge chance, +1 Speed Value) for 1 turn)
Pricey12345 Helm of the Juggernaut §¶ [Cooldown: IIIIII](+1 Speed Value and 30% damage reduction when equipped on an enemy, using this item boosts this value to 60% and the wearer's attacks always hit twice for 2 turns)
auyuengyat Wicked Ring §¶ (Dealing lowering an enemy into a health threshold adds +1 charge point to all charges) Seashell (Crafting ingredient) Inferno Stick (Base Damage: +4) Staff of Ice (Can strike up to 3 entities at once)
ConsumerOfAll Tank Artillery Tube §¶[Cooldown: II] (Deals 12 damage to an enemy and 4 damage to its surroundings as splash)
Emerald_Mann Scrambling Eggs (x2) (Deals 4 damage 6 times to an enemy or group of enemies when used) Shield Module §¶[Cooldown: III] (Grants Shielded (75% damage mitigation) for one turn on any unit of entities once used)
MrMirrorMan Forgotten Fang (Blade, Base Damage: +2, 50% crit chance instead of 25%) Remembered Revolver (Sniper Rifle, Base Damage: +2, 15% chance to apply Stasis on hit for 1 turn)
DathVader [N?] HP: 3/20.
The Just Writer/Roslyn [N] HP: 20/20.
Itinerary Objectives:
Anti-Acolyte:
Damage the Acolyte as much as you can! Create entities to muster board control against the Mooks!
Protect Ninjatwist_! The damage he can dish out and board control he can establish will help keep the Mooks in check!
Manage your Charge Overloads carefully!
Pro-Acolyte:
Protect the Mooks! Losing them will inevitably get the Acolyte damaged!
Manage your Charge Overloads carefully!
Dropped Items:
Welcome to the Looting Gallery! Only one item can be looted from this at a time and are anyone's for the taking.
No items have been dropped.
Beretta 93R Pistol §¶ (Base Damage: 4, Burst Fire (Fire a single shot with the damage of 3 shots each burst))
Base Damage: 4
Speed Value: 4
This entity can perform unique actions like a Player Character can, such as performing special actions.
Plot Armor:
This entity has a default 50% dodge chance against ranged and melee attacks.
The maximum amount of damage this entity can take is 50% of its maximum health.
This entity gains a damage reduction as its health decreases, up to 80% when at RED HEALTH.
Can target and damage the Acolyte.
Kel'Thuzad [AA] HP: 39/80. Frost Armor: II. Frost Nova:III. Death and Decay:IIII. Iceshield (25% damage reduction, 1/1)
Base Damage: 6
Speed Value: 2
Frost Armor gives a friendly entity Iceshield (25% damage reduction) for 1 turn. Frost Nova deals 6 damage to one target with a 3-damage splash. It afflicts Frostbitten (50% attack damage penalty) for 1 turn. Death and Decay gives Frigid (1 damage over time, Speed Value reduced to 1) for 2 turns to all Pro-Acolyte entities.
Summons a 10-health, 3-damage, 2 Speed Value Zombie every 2 turns. Maximum of 3.
Zombie [AA] HP: 10/10. Base Damage: 3. Speed Value: 2.
Marvin [$] HP: 38/38. Base Damage: 5. Speed Value: 3.
Vending Machines HP: 8/8. +$5 revenue per round. Items will be annoyingly claimed from this machine, but destroying it will remove this irritating effect.
Shield Knight [PA] HP: 40/80.
Black Knight [PA] HP: 52/80.
Base Damage: 6
Speed Value: 3
The Acolyte [AC] HP: 80/100.Dark Magic Meter: 100%. Kills: 27.
TV Station [$}:$78 Total Earnings. $(15*1.1+M+5)*(1+H/10) Revenue per Round. HYPE: 7/10.
TV Crew: Level 1. +$10 revenue per round.
TV Studio: Level 1. Increases revenue gained from TV Crew by 10%.
Merchandising: Level 1. +$1 revenue per group of non-$ entities on the board per round.
Hype Meter: Adds 5% revenue per unit of hype. Increases when an entity goes into a health threshold or is killed. Decreases over time.
====[The Savannah]====
A flat savannah full of trees and not much else. Houses JOE and GoldHero's sidequest.
Steffan the Sciencer [N] HP: 80/80. Base Damage: 8. Speed Value: 3. Can collect resources. Buffs certain crafting recipes.
mini-joebob [N] HP: 20/20. Base Damage: 2. Speed Value: 3. Knows how to use basic tools, no inventory. Mining with Wooden Pickaxe.
JOEbob Flint Pickaxe (Hammer, Base Damage: +2, 50% Bleed chance when used as a weapon) Linear Growth Perceptual Amulet (Generates Shield when out of combat, Shield gives a dodge chance depending on the interval depending on the attack (Dodge chance = Shield x 10), dodging a hit will remove shield equal to the damage of the attack that blocked it, guaranteed recovery once after death) Raw Crab Meat (x3) (Food ingredient, can be cooked) Crabshell Armor (30/30 HP) (30% damage reduction) Logs (x3) (Crafting ingredient)
GoldHero101 Splattershot (Assault Rifle, 25% chance to inflict Inked (30% miss chance)) Splat Roller (Sword, 50% chance to inflict Inked (30% miss chance)) Planks (x2) (Crafting ingredient) Logs (x11) (Crafting ingredient) Stone Pickaxe (Base Damage: +1)
You should scan this area for anything of note! It should be easy because of the flat terrain.
Small Camp [N] HP: 40/40. Houses cover (50%) and Furnaces. Fortification.
Input: Logs (x3)
Fuel: Planks (x2)
Product:
Wheat Crops [N]: Immature, freshly planted.
TV Crew [$]: Generates $5 in revenue per round.
Items/Areas of Interest: Savannah Trees (x5) (Can be logged for wood, but may harbor danger) Crafting Table (Used to make simple crafting incredients) Leopard Carcass (Can be looted)
The rest of the objects are unknown. Scan the area to find more!
//If MrMirrorMan is using his +Assists last round, I WILL call back ALL my +assists. Why on the earth #346 prevents him from using it, but uses them on #364?
I then run my Staff of Ice on the 6HP Spear Mooks, 5HP Assault Rifle Mook and also the 15 HP Assault Rifle Mook.
Total + assists:
Last turn(confirmed): +1 from proc of Wicked Ring
Calling back +assists from:
+1 by ender2 on #256 #271 #276 #295 #299 #315 #328
+1 by proc of Wicked Ring on #266(twice) #282 #297 #318
Totaling 12 charges.
7/12 flug'les eye
6/13 pams harvestcraft
+1 goldhero
hm... miniJOE might get us gravel, but I also need clay and sand.
miniJOE orders: keep mining. if you come across gravel, punch it to grab. if you come across an ore block, report back so I can mine it.
Steffan: there probably aren't going to be any pickaxe or door crafting attempts this round. spend the round harvesting stuff from the leopard carcass.
as for myself, I exit our base for a moment, ask my health to update to 18/20 instead of 14/20, since i healed 2 last round and the encampment is +1 regen a round, and look around, scanning mostly for possible sources of sand or clay.
9/12 flug'les eye +1 ghero
8/13 pams harvestcraft+1 ghero
+1 goldhero
if i found a possible clay/snad source, I go to get it. if I did not find one, I keep looking. if a predator showed up for any reason, I stab its face in with my pickaxe.
[PA] 20/20 HP Charge Overload 5/15: I shove Kel'Thuzad into Ninjatwist_, who I shove into Kul'Thuzad, who I shove into Ninjatwist_, who I shove into Kul'Thuzad, who I shove into Ninjatwist_, who I shove into Kul'Thuzad, who I shove into Ninjatwist_, who I shove into Kul'Thuzad, who I shove into Ninjatwist_, who I shove into Kul'Thuzad, which I then give to the Acolyte to throw into the nearest area of extreme pain.
2/25-3 waiting to use assists until charge overload is down enough is not allowed
2/25-3^
+1 to Plague
As visible on the DTG Discord channel, I've run into a bit of a crisis with this game lately. I've run into quite a few health issues lately, but despite my dedication to the game, I can't help but notice it turning static and stagnant. I've consulted with the community and I've tried to come up with the best solutions to the main players of the game, the game itself, and me as the game master, having slow, tedious, and unrewarding progress. Thus, I'm putting the following admittedly volatile changes in place- hopefully for the better.
Once Act 2 begins, the Pro-Acolyte faction will no longer exist.
The Pro-Acolyte faction has largely been an obstacle not only to the Anti-Acolytes- who I never denied were the main focus of the story, but an obstacle to my progress as a GM and the story as a whole. This is adding both unnecessary length to the game time-wise and frustration to the Anti-Acolyte side, again, the protagonists. I should have learned with that ridiculous castle back in Episode One. This might be too little, to late, or too much, too soon, depending on your views, but effective at the end of Act 1, all Pro-Acolyte players will automatically join the Anti-Acolyte side. I'll try to use the incoming Act Boss to justify it as much as I can, story-wise.
Once Act 2 begins, the Neutral faction will no longer be joinable.
I feel like this faction is just... superfluous for player entities? There's not really much of a reason for it to be there, especially since neutral players have a nominal effect on the story if at all. In addition, they prove to be a considerable tax on my willpower and GMing energy, since the sidequests these players start are considerably expansive and in-depth. Not to say that these sidequests aren't enjoyable- I've encountered some along the course of this game (sadly those players are since gone)- but they are using up energy I could use elsewhere. So, effective at the end of Act 1, players cannot join the Neutral faction. Any existing Neutral players will keep their alliance until they are incorporated fluidly into the main plot. Hopefully, this will let sidequests become a temporary, and not permanent thing for players to embark on to earn some items quickly.
Pro-Acolyte Mooks will have their health decreased by 25%, resulting in 12 health from the previous 16 health.
A complaint and trend I have taken into account recently is that the Acolyte's basic Mooks are far too beefy for the sake of the game. 16 HP is just a little larger than a magic number, so they take too long to kill in a quick amount of time. I want them to be as the name suggests- easy and satisfying to wipe out, but killing them thus far has been, annoying, prolonged, and a chore. So effective when the Acolyte sends out his next wave of Mooks, Mooks will have 12 HP instead of 16 HP. Hopefully this will be the magic number that I yearn for. It might have even been their original health value- why I didn't test this value further is beyond me.
Creative attack bonuses have been doubled.
This is a complaint I got from a long-time item user- that items just seem too good compared to more creative attacks. As they pointed out, why put effort in to get a smaller damage boost if they could use an item for a significantly bigger damage boost or status effects? As complex (which may be a hinderance) as items are, I don't want them to be a necessary piece of the game to do viable amounts of damage. So, effective as of next post, creative attacks will deal up to x2 Base Damage instead of x1.5. The ceiling for a sufficiently creative attack to benefit from the maximum bonus will be increased, but not by much, so people who really put in effort and not just that one attack that takes you a day to master writing for will hog the spotlight.
I will be making multi-day updates until I can get myself on good mental footing.
As I stated in my two-year address, the worst mistake I can make right now is to become another Tazz- spend so much time on this game in the name of it all that they forgo and sacrifice their own health, causing the game to deteriorate, and their health to spiral down. It becomes a caustic cycle of decay for everyone involved, and it doesn't well at all for anyone. I've decided to slow down progress before this game pushes me so hard that it destroys me- I've been getting to bed later because of this game. This isn't a statement of disillusionment or disinterest- I love telling my story and acting out these grand-scale actions. If I have to spend a decade working on this, this will be a decade well spent. But if I don't have the strength to last that decade, this game and my idea will die in its crib, unable to develop into an able-bodied adult.
I'm still going for an update tomorrow, so don't stop posting as of now.
Overall, I've learned over the course of this obstacle that this game is crucial for me to tell my story effectively, and not just a medium. You guys need a good game to play, otherwise this story/game will go kerplunk. I've learned that I need to draw you guys in and keep you entertained. Speaking of which, how else can I keep you guys entertained? How can I keep you attracted to this game? How can I make you anticipate the posts I give out? If there's any suggestion you have for me on how I should conduct this game so that you guys enjoy it more, please let me know!
I'll be glad to hear it.
17/25. The Decadent Dandy
17/25. C-137
+1 Mirror
I show Kel'thzuad the worst side of YouTube. Durv, Ruby Rube, Misha the Pokémon Go kid, Keemstar, GradeAUnderA, and the worst of all let's players, Dark. Syde. Phil.
I continue to slap the Shield Knight in HIS face; hoping also that 'misgendering' him will cause him to get irrationally angry. I then throw the Black Knight at him; hoping that they start fighting each other.
Portal to Hell:10/25
+1 to sunnyau
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