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121473 No. 121473 ID: e77725

You can talk about my quests here!

Current Quests: https://tgchan.org/wiki/Audit_Quest
https://tgchan.org/wiki/Magical_Academy_Quest

Patreon: https://www.patreon.com/Larro

Feel free to discuss my quests here or post character questions!
121 posts omitted. Last 100 shown. Expand all images
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No. 122575 ID: e77725
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122575

Sometimes, the random stream doodles I do have a bit of lore in them. Someone requested Slime Matron at all stages of her life.

Here it is.
>>
No. 122576 ID: 33bf33

>>122575
The streams have more lore in them then the threads at times.
>>
No. 122583 ID: 33cbe7
File 152464558192.png - (219.41KB , 1037x600 , rosalime.png )
122583

>>122575
Seems like a good time to post Rosalyn's (theoretical) life stages as well.
>>
No. 122584 ID: 33cbe7
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122584

And this, is to go even further beyond...
>>
No. 122586 ID: ad51b8

you know I'm kinda surprised that seeing how some of the people that run through the dungeon seem to record their runs for their channels or what not that we haven't got any "let's players" like the game grumps, markiplier, or pewdiepie. And by that I mean a person or a group of people that may or may not actually be trying to complete the dungeon but are mostly their just to be a bunch of idiots and get people to laugh at their antics.

Not saying our dungeon is big enough to attract those kind of names yet but still a little surprised that we haven't got some goof runs through our dungeon.
>>
No. 122587 ID: 32dc16

>>122586
we're too loreheavy for them. not enough pratfalls for them to abuse for laughs and our bosses require too much focus to Let's Play and beat at the same time.

We might get a 'theorist' or '100% completionist' later on that takes their sweet time going through the dungeon. but for now I don't think we're popular enough for those kind of things.
>>
No. 122588 ID: ad51b8

>>122587
I did see that the game grumps did do a bloodborne play through so it's not outside the realm of possibilities though it still is probably pretty unlikely... at least for a long while anyways. Although I could see someone doing a fail compilation in our dungeon in the near future.
>>
No. 122613 ID: d6afc2

>>122588
Hmmm, since we made somone lore, someone like Vaatyvidya could also happen.
>>
No. 122644 ID: 074011

What if Mary had multiple end-bosses of different difficulties? Keep the radial theme but have multiple types of keys. Like, keys to the future for low-level challenges and keys to the past for high-level challenges. You need to gather, say, 5 past keys to get to Curi and unlock the secret that broke the kingdom.
Perhaps 4 Future keys could get into the easy boss. Lilly the tyrant needs to be stopped! But the past keys can be used for background to reveal that she had to raise taxes and impose order to protect the kingdom...
And a mid-level boss, requiring say, 5 future, 3 past, or 2 of each, to defeat... Oh, let's say that Oilivia and Ashley are secretly trying to free Jeffrey for arcane and enigmatic reasons...

Extra keys could presumably be traded in for tokens or lore or something.

It feels like a midde-ground between the earlier metroidvania/megaman discussion of forcing adventurers to repeat the same content or having completely separate quests with most of the dungeon being locked out of any one adventure.
>>
No. 122645 ID: 679a6d

>>122644

That could potentially be difficult to move everyone around like that on the fly, and I'm not sure Oilivia would even want to do so.

Come to think of it, could you even remove the NPC status on her and Ashley while adventurers are in the dungeon? We could do some neat shenanigans with that if it's possible, but I'm betting that previous DMs abused it and got it patched out.

Mind you I think you're onto something with the key thing, though actually implementing it could be pretty difficult.

Now for some random thoughts and ideas to consider.
Rune Combinations:
Hm... Water+Metal+Lightning=Quicksilver Slime?
The only slime we haven't made yet on the scale of Holy/Law/Chaos/Demonic is a Law Slime. Then again Chaos Slime is a good girl so we may want to skip it.
If we get around to runing that Glass Heart we could use the Soul rune to make what I think would be an Ectoplasm Slime? A Ghost Slime would probably need a Levitation Rune in addition or something.
...Flan Slime, Water+Candy. The most delicious slime.
Water+Fancy+Gem? Just Water+Fancy got Lily, who was IDed originally as a Royal Jelly, what would the added Gem make? May need to infuse Lily with a Gem Rune first to avoid trouble with her later.
I actually really want to see what kind of slime a combination of Water+Plain+Mundane would get.
Water+Container could probably get Bubble Slime... Or a Water Mimic or something. Depends on what we want when using them.
Using Water and Oil together didn't really work very well. Maybe if we try Fire+Oil we could get a Fire Slime?
Container+Space+World, Mini-Dungeon Mimic. Actually pulls whoever opens it into an optional Mini-Dungeon? Might be already patched to prevent such things. Need to talk to Carpenter about it.

Infusion Ideas to consider:
Force or Space Rune for Psion Slime. Bring that telekinetic insanity up a bit.
Gem Rune for Lily, get all that fancy jewelry. Though if we think she's stuck up enough already, maybe just a Heal Rune.
Holy and/or Law Runes for Rosalyn, she's already considered a paladin this would just make it official.
A Shield Rune for Reginald, for proper sword and board combat.
I actually want to suggest either a Mundane Rune or Maybe Dark for Colt. He's one of the few that doesn't actually have the fancy rune, and it would contrast Rosalyn's Paladin status to make him some kind of Dark Knight or Anti-Mage.
Nothing but Water Runes for Curi of course.
...Would adding Container Runes to the Shopkeeps be too on the nose? Ooo, maybe Container and Space for Hammer-space Merchants.
Add a Magic Rune to Flit for some enchanted forging.
There's a few Runes to improve Magnus with. Mythril is the obvious one, to further improve the material work. Time maybe to speed up the repairs? I don't want to infuse him with a sword or shield rune since that would probably make him specialize.

Rune Inverting:
Thorn Rune, possibly just Comfy but if it's something unique we could consider infusing Oilivia or Ashley with it.
Bone Rune. I don't even know what this would get.
Heal Rune. Best guess would be a Harm Rune.
Force Rune. Maybe get Gentle from the inversion?
Aqua Rune. Hopefully we'll get the Aelor Rune out of it.
Lightning Rune. Just to see what it'd be.

Misc:
We still need to get a pitcher for Ruth, we did promise her one for letting Alchemist go a while back.
We should really take a look at some of the spells Archivist can teach now that she's been upgraded a bit.
Once we get an Artificer, Container+Space for to make Bags of Holding. Lord knows those are a staple.
Speaking of which with Magnus and Flit Artificer already has a couple of handy assistants for their work, maybe we should ask about making Monsters that can act as assistants for our Constructs?
>>
No. 122651 ID: 32dc16

>>122645
Foot+Comfy+Lighting=Static Hare, Izabella's new pet/mount. I kinda want to do something with her beyond be cute for the camera, and also can't help myself from spoiling her. I would actually like her to act as a 'Rival' to the 'Adventures' for various challenges. Like she takes the position of Player 2 for a competitive puzzle (ex. a giant game of foosball) or 'arm' puzzles, like raising the drawbridge right as the adventures enter the dungeon.

>>122644

The Key idea could work, I would like to get some separate routes set up, to give adventures an 'easy mode' if they come too low leveled. Getting separate bosses for these modes will be a bit tricky though. Lily and Reginald are pretty much boss grade on their own, but shuffling people around to fill in the blanks is always annoying. Oilivia seems to be happy being the Spa Owner, so even though she tough enough for it, I don't think she's fit for the job. We could always go for the surprising betrayal and have the Final Boss be Ms. Bloops in the DEATHMACHINE 4000, but we arn't that silly of a dungeon.



And now for something compleately different. What's going on for Isabella's Hometown? The reason she was begging at the dungeons was so she could raise funds to rebuild the town, and revive her family. So... what happened to that contract? Is she still paying it with her paycheck, is she even getting a paycheck? I don't want to have this come back to bite her in the ass later, plus I want to make sure she isn't being scammed by a loan shark.
>>
No. 122653 ID: b53bd0

people can't leave their rooms once locked it. is why dungeoneer noted if we runed alex she could be a "wandering boss" that specifically could go from room to room. the only other room traveler we have is metal slime because we specifically asked for something that could flee. metal slime is incredibly fast and hard to hit but has basically no offensive power at all. basically you need a tradeoff or special circumstances to create a wanderer.
>>
No. 122655 ID: 679a6d

>>122653
I was actually thinking of a work-around for that, if we split the boss room into three pieces and made so it could rotate around we could maybe get it to work.
>>
No. 122656 ID: 5fd619

>>122651
Contract? What contract? She just wanted money to pay for a service. There was no third party involved yet.
>>
No. 122664 ID: 32dc16

>>122656
50 gold (the specific amount she was hoping to earn begging) isn't going to be enough to pay for the repair of an entire town, and you might have noticed she wasn't hauling a sack of gold coins bigger than herself, So she must be either hording the money, or more likely, giving the money to the person who directer her to 'adventuring'. I want to make sure she isn't being scammed Oliver Twist style, with a guy making orphans do all the work for him.

>>122653
People can leave their rooms, that is how Mrs Bloops ended up in the entrance fountain in the first place. And Curi technically leaves her Boss Chamber to oversee "so you think you can Slime?" They however cannot respawn if they die outside of their designated room. That is why I was suggesting non-combat roles for her.
>>
No. 122668 ID: 5fd619

>>122664
I dunno, that seems like reading too much into it. Gold probably isn't treated as an entirely material object in this world, as befits the underlying RPG theme (for example, the guys in the first raid weren't visibly carrying a sack of gold either, but they spent thousands anyway), and it's probable she hasn't been able to make much, especially since food is something you have to pay for outside of a dungeon and she was incredibly hungry when she came to us.
Still, couldn't hurt to make sure.

Also, Ms Bloops could move freely because she wasn't supposed to be in the dungeon, which is the whole reason why she was in any danger (and why nobody who was could go help her)
>>
No. 122669 ID: b53bd0

>>122664
the curi in the dance hall is a coreless copy. and bloops got into the fountain before we activated the dungeon. the moment someone walks into the dungeon the character are locked in their rooms unless something allows them specifically to leave. the princesses can leave their rooms as "helper characters" but not if they are an enemy character.
>>
No. 122699 ID: 777681

>>122645
As far as I currently remember, you could in theory switch staff from NPC to Combat, but only do that before the start or end of dungeon runs. Probably to prevent cheesing. Besides, I'd be concerned about what something like that would do for our public profile, even if it would be a fun anti-griefing tool.

As to the discussion about runes and rune ideas I like most of them, but I think you would just remake magma slime with Fire and Oil, but that might just be me thinking these things. Could be something to try.

As for the gem rune to Lily, my thoughts are similar to what I can say for infusions. I think we're playing a very dangerous game in just continuing to add runes to all of our monsters, while it looks like we can now alter the difficulty by adding restrictions here and there in the form of orders, I think if we really wanted to improve the units we have now, in the interest of keeping difficulty from spiraling to out of control for lower level clientele, we may want to consider just giving them items as the form of enchantments. Items can add that flavour that you're looking for, while not going all out on making our guys beefy.

For example the shield rune for Reginald, if we wanted, could just be a shield item he uses. Remember that especially for Lily and RSK, adding more runes makes them more frightening when we fuse. I'd argue that of all our monsters, those two need runes the least.

The other concern I have is that we keep adding third runes to two rune slimes which actually hinders our generation of slimes. I would rather we just build new slimes instead of continually infusing them. I realize that in the short term this seems like it will not be efficient runic distribution, but I think we are having to spend to many runes on building additional slimes to bridge the gap for the ones that can no longer split off to create more slimes and thus more runes. We could always build more slime birthing chambers to bump efficiency, but with expansions upcoming, its not the thing I would spend our money on until AFTER dungeon runs in the new expansion take place.

You're point on infusing our NPC staff though has merit, infusing them will allow us some new services to consider. And new services lead to new cash opportunites(more on that later)

Rune Inverting, I think you got them mostly right but some possibilities that I think are:

Thorn Rune=Flower, [erhaps? They are both plant based, but seem like natural opposites
Bone Rune=Flesh Rune seems the most obvious
Heal Rune=Harm seems right to me
Force Rune=Gentle is a maybe, but it may also just not invert, sadly...
Aqua Rune=Ooooooh I like Aelor...
Lightning Rune=Thunder? To on the nose?

Some other things I think we should consider looking into for rune generation that I have thought of include
>Asking the Chef if he has a chicken or something. We could get Feather Runes for future winged creatures, maybe even harpies for the colosseum?
>A Candle for Wax runes. I don't know if that will do any good right now, but maybe there is some decorative purposes for it. We need to spruce up the place
>Pelts for Fur Runes also for decoration as well as making animals that aren't slime based or made of glass if we do the whole glass horse idea
>Lizards for Scale runes, same reason I want Feather or Fur. Need those so we can make all sorts of animals And with Fur and Scaly we could make two different kobolds, which is amusing to me
>A Potted Plant, which we could technically rune for both Clay and Plant runes, I completely forgot we did not have plant runes, thinking we had it because Rosa and Ashley are more plant based, but they used wood runes.

Buying those seem like really easy expenses that won't break the bank too much. Something to look into...

You discussion on adding assistants to help out our staff caught my attention. Because if there is one place we could go hog wild with assistants that already exists, its the spa!

Its already a money maker for us, but at a flat rate. We have a bonus free treatment service for those that spend 1500g at the Spa, but at a paltry 50g per person, its highly unlikely that adventurers would ever hit that level to make it a worthwhile goal. So there are a few things we can do to improve that.

First and foremost, we up the basic service package something a little beefier, maybe 100g per person. We don't want to scare them away, but we do want to get a little more cash on hand. This service is pretty basic, and most importantly because it leads into my next point, offers no bonuses to the adventures, save for a clean bath and some R&R, which admittedly, is enough for many an adventurer.

Now what I propose is that in addition to that, we start adding some bonus services, it doesn't have to be immediate, and given our runic situation right now, it probably shouldn't. BUT in addition to these services being new ways for a hero to rest and relax, they also give minor buffs for heroes. These services have higher costs, naturally to make us still get some gold out of our guests, but also allows heroes to be more inclined to use these services to help them as they progress through the dungeon. Put the buff on a timer, or restrictions involving the next time heroes use a tent(sleep) or revive(should they die) the buff is gone, to prevent gaming the system.

Some attendees and services include the following:

>Mud Bath Slime (Water+Stone+Comfy) 250g
>This attendant runs several small baths filled with mineral rich mud that helps harden up any adventurer (Resistance to melee attacks increased by 15%)

>Seaweed Wrap Alarune (Water+Wood/Plant+Comfy) 200g
>Using the natural oils in her naturally occuring seaweed, adventurers are left feeling more flexible than they had been before (10% temporary boost to agility)

>Rock Elemental Masseuse (Stone+Stone+Comfy+Comfy) 500g
While this attendant seems intimidating, they're really just a sweetheart with a...unique way of getting the kinks out of an adventurers back (15% agility, 10% temporary hitpoints, 1% resistance to physical attacks)

>Twin Flower Alarunes (Wood/Plant-Wood/Plant-Perfume x2) 600g
Time spent in the Zen Garden with these lovely twins moves slower here, and adventurers find that their time spent with the company leaves them feeling clear and free (Temporary Immunity to Mental Status Effects)

>Comfy Slime Hyperbolic Chamber (Water+Comfy+Comfy+Comfy) 1000g
>The height of luxury, adventurers spend an hour in the chamber with the attendant, where they will find themselves at one with the slimes that live there, well rested, and truly content (Immune to Sleep, Significant increases in other resistances, slight mana/skill point regen)

Of course these are really just spitballing here, and no price should ever be considered set in stone, but I think if we balanced out what these buffs did and what their costs were, we could leverage a significant amount of gold before our adventurers kicked the bucket, which would mean that we could also either use said gold for treasure should the buffs take them far(which also takes them to harder and harder parts of the dungeon anyways), or for improvement later on after they die.

Also, if we did do this, we'd have to create a super service for Oilivia which is hers and hers alone. And while it does give some buffs, its more about her interacting with the dungeon guests, and maybe, just maybe, hinting at some of that sweet lore we have suggested with her being Curi's sister...

I've gone on for way to long though, and should get some sleep. I'll inevitably come up with more ideas for spa or dungeon rooms anyways, but feel free to suggest ideas that I could have missed.
>>
No. 122705 ID: 679a6d

>>122645
In the previous raid their use of the spa refreshed their Stamina, Psion, and Magic Points. Having said that, expanding it to provide more services sounds like a wonderful idea but some of your suggestions may be a bit excessive. We already do a pretty damn good job bleeding adventurer's dry with Ashley's Healing service, and while the buffs are a good idea I'm not sure all of those are worth the price separately. Maybe set it to different tiers of cost, where the higher price gets access to that and everything under that price?

Admittedly when I first suggested assistants my thought was something like builders for Carpenter or sous chefs for Chef. Maybe something with magic runes to help Archivist out, I'm not sure.

Aaand looking back at that thread with the raid, apparently inverting the Force Rune was attempted and failed. Darn. Also inverting the Lightning Rune got Magnet.

Part of why I keep looking at infusing monsters with more runes is because more 5 rune monsters drops the price for Archiver's next upgrade.

>Archiver III: Hidden runes can be drawn from items. If an item has two runes, both runes can be obtained from the item. Cost G-20000. Drops by G1000 for every 5 rune or higher monster.

Right now that drops the price down to 17000 between Curi, Oilivia, and the Music Slime.
>>
No. 122707 ID: 777681

>>122705
That may be a way of doing it, the reason I had such a high price points was to create a natural barrier of entry. I'd like to give buffs, but I want to avoid giving them away freely.

Pricing tiers aren't too bad, we'd have to figure out the right scheme. We'd just need to make sure we have enough services for each of those price points to make it worthwhile.

As to the issue about getting lower costs for Archiver III. I totally understand the desire to rush to get her for free or at the very least, sub 10k. I think we may want to pursue other avenues first.

>Demonologist III: Price to create demons dropped by 1 rune. 5 rune demons will cost 4, 3 will cost 2, etc. Demons can go on Expeditions to retrieve material for the dungeon if they are 3 runes or higher. Higher runed demons bring back greater rewards. G- 4000
>Dungeoneer III: Allows for the creation of 7 rune monsters. Can alter the runes in a demon once, only. Allows Final Boss rooms to contain 6 rune monsters. Allows Extra Boss runes to contain 7 rune monsters. G-5000
>Carpenter III: Allows for the creation of a mini dungeon. These dungeons are fully automated and run on their own. The Dungeon Master needs to only add demons in it. It can be either a Puzzle Dungeon, Adventure Dungeon, or Gimmick Dungeon. Cost- G15,000
>Artificer: Allows the creation of Dungeon Master Gear. This gear can augment the Dungeon Master. Can only equip the dungeon master with the equivalent might of a 3 rune monster. Cost- G4,000
>Archiver III: Hidden runes can be drawn from items. If an item has two runes, both runes can be obtained from the item. Cost G-20000. Drops by G1000 for every 5 rune or higher monster.

Looking at what is available, I'd be much more inclined to focus on demonologist III over others. For now I think we pump the breaks on making everyone level 5 just yet, and gently over time as we go through dungeons runs make some new 5 rune monsters, or infusing others in the future so long as if doesn't inflate difficulty too much, which at this point seems to be our perpetual issue.

And after all, with Demo III they're going to be 4 rune monsters which is a lot less expensive when we want to create new guys, which, with the Colosseum being a popular idea, is where we may want to put some of these future 5 rune monsters.
>>
No. 122709 ID: 5fd619

>>122699
As per last yesterday's stream, one thing we should ask from the Chef: table salt. Also, we should see what that fruit Slime Matron was talking about runes to.

>>122707
I know she's expensive, but we really do need Archiver III. Just like we have the Glass Heart with the Glass2 and Soul runes, it's a pretty common occurrence that we get items with more than one rune we don't want to lose. We really need to make more bosses.

That said, Demonologist III is a priority not just because she'll save us a lot of runes in the long run, but even in the race to lower the price of Archiver she's invaluable.

Artificer is probably another priority if we want to make Mary to be able to fight.
>>
No. 122713 ID: 679a6d

Okay, I decided to go over the previous threads to find the previously inverted runes and get them listed.

Light -> Dark
Magic -> Mundane
Fancy -> Plain
Law -> Chaos
Levitation -> Gravity
Sword -> Shield
Fist -> Foot
Time -> World
Holy -> Demonic
Explode -> Sturdy
Candy -> Poison
Lightning -> Magnet

I think that's all of them so far. I'm not entirely sure inverted runes would turn back into the opposite if we inverted them. I mean, would poison really turn into candy if inverted? Just a thought.

Secondly, was the poison rune we got from inverting Candy the same poison rune as the one we already had, or are they separate Poison Runes like the bottle Glass Rune and Glass Spinner's Glass Rune?
>>
No. 122722 ID: 074011

Archiver III is very nice, and I would want that just to upgrade her, she doesn't get much attention... but items can just be put into storage. There really is no hurry there, we already have plenty of runes to play with. Meanwhile, the rune-creep in our monsters is serious. We are massively top-heavy aside from the 2-rune slimes, and even then, they are two-runers, 1-rune monsters are supposed to actually exist. Even if we were over-levelled for 1-rune monsters, they an still serve as support for more powerful demons, like maniacal pencils supporting a library elemental...

5-rune monsters are bosses. It is best to build a boss-shaped hole and then fill it rather than building a boss and then making a place for it. We just aren't equipped to drop the archiver's price right now. Maybe later we will have room for more bosses, the coliseum might be good for half-a-dozen by itself, or there might be enough gold on hand that 20000 is not a big deal. but right now itr would be too much of a compromise to the rest of the dungeon.
>>
No. 122723 ID: 679a6d

>>122722
Which is why I made my earlier suggestion for assistants for our constructs, monsters that would still be useful to have that aren't part of the dungeon as enemies. We could probably give Ashley another rune without increasing the difficulty of things, Magnus and Flit are viable infusion choices, and then there's our little wood merchants. That isn't even going into all the spa upgrade suggestions made earlier.

While we seem to be skewed in high level monsters, keep in mind that with Curi's ability to produce weaker slimes we can easily fill out the dungeon with weaker 1 or 2 rune coreless slimes.
>>
No. 122731 ID: 5fd619

>>122722
We don't really get a penalty for having boss level monsters that don't act like bosses. Siren slime and Oilivia don't fight at all, and remember that boss monsters CAN fight in other places with reduced effectiveness, like Curi in SYTYCS. In that sense, giving an extra rune to our 4 rune monsters wouldn't really affect their ability to fight, and would get us closer to Archiver. Giselle, Germaine, Ashley, Rosalyn, Colt, Simon: just 6 runes would mean a massive 6k discount and not much of a difference in terms of dungeon difficulty (I'm intentionally leaving Reginald out just in case it affects his ability to fuse). And in the topic of being top-heavy, we have 6 1-runes, 22 2-runes, 10 3-runes, 7 4-runes, 3 5-runes. That's almost half our entire army being 2-rune, hardly top-heavy at all. We can go ahead and make a bunch of 1-rune monsters if it makes you happy, but there's a reason most of our monsters are 2-rune: that's the minimum amount of runes we need to make special slimes, and that's our theme after all.
>>
No. 122733 ID: 5fd619

>>122731
add another 3 2-rune monsters in there, I didn't count the mud, magma and plant slimes assuming that we only had one of each and turned them into the princesses, but I'm rereading #8 and that seems to not be the case. Also, I'm just counting each slime type once, but with the amount of duplication we do, actual numbers of low rune slimes used in-dungeon are WAY higher.
>>
No. 122734 ID: 777681

>>122709
On a personal level I want to plan upgrades like so

>Demonologist III
>Artificer
>Dungeoneer III
>Archivist III
>Carpenter III

Mainly because Demonolgist III is cheap and full of utility. We could probably get her after 2-3 runs depending on if we focus our attentions on building additional floors/rooms, beautification, etc.

Artificer I want to get because one way or another Mary will probably have to fight one day. Or at least protect herself, bling will do this for us. And maybe this will unlock new staff we don't yet know about.

Then its a matter of what are the cheapest upgrades.

>>122713
I believe that the Poison rune we got was not actually from inversion. Might have been something we got from Alchemist. Seems like the person we would likely get it from. Unless Ronin poisoned a blade, which is also possible.

I also have suspicions that Larro just changed the glass runes and forgot. Maybe? Its just a weird coincidence I think to have two different types unless its somehow very very specific like stained glass or something.

>>122722
Thank you for putting it so succinctly, I was struggling to figure out how I wanted to explain it, my concern is that the scaling of the monsters would be too steep a price if they were all combat monsters, better to as you said, fill in the boss shaped hole we make through expansion rather than make too many bosses and stifling them in rooms that won't let them breathe.

We're in a weird spot already in that if we really wanted to (and I'm actively pushing it) we have the two bosses we need for the two sections of the dungeon, should we expand upward. Lily/RSK and Curi.

We could always add some five runes into miniboss rooms later, if we so wanted, hell I have some ideas for the other three princesses, and even one for Colt should we decide to go with the Castle Town as part 1 and the Castle 1st floor as Part 2.

And yeah the Colosseum is totally a place I want to just create some fun five rune guys along with some smaller 2-4 rune guys.

>>122723
Now you raise an interesting point I was going to discuss in that, yes, we could and probably should look at leveling up. I mean, that's how we did it to make Demonologist II cheaper. We upgraded Ashley, Giselle and Germaine to get better discounts. Though I suppose some of my hesitating is me just liking them the way they are. They're in a good spot, and yeah we can add runes and it wouldn't likely change things much, but it just kind of feels shallow. That's all. I would rather we have a narrative reason to upgrade our 4 runes rather than doing just because we're greedily asking for discounts.

As to the discussion on two rune slimes, yeah Curi can create them, its definitely a plus, but if that is the case, we really need to find things for them to do. Puzzles, combat, things like that. Make them feel like living members of Slimecrown, you know?

>>122731
When put that way, yes the breakdown isn't too bad, but I think one thing that should at least be considered then is the spacing of rooms and events and how many of the runed creatures are actually being used within our dungeon and how many are NPCs.

I think part of the issue is that with the current layout, our dungeon feels like its got sudden jumps in ability, which has kind of been a problem anyways. With expansion upcoming we can look to alleviating this with some more unique level design, which may help a bit.
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No. 122735 ID: 777681

>>122734
Also on the discussion of 20k being not a big deal.

Its true, we're now getting closer to the point where we can actively start saving money and therefore we don't have to actively search for discounts.

Once we have a second floor/part to the dungeon ready to go, the major expenses are going to be more for acquiring items(runes mostly), beautification(a must), and treasures for adventurers. We're going to be starting to look forward to saving away for bigger projects and needs really easily.

Hell, we should start looking at what we're doing now, after we build the rooms we need for the next upgrade and start looking at making rainy day funds with each dungeon run.

Having a good 50% of gold be put aside for future projects is a good way of getting us more comfortable for either emergencies or for dungeon construct upgrades.
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No. 122738 ID: 5fd619

>>122734
>runes
We did get the Poison rune from Alchemist, it's just that when we tried to invert the Candy rune we got Poison too.
And yes, Larro did forget that we had the Glass rune already, which is why in a stream he said he'd make it so they had different effects, the GS one being superior.

>upgrades
Actually, I've been thinking about upgrading them even before Archiver III came up. I'm a firm supporter of the UO paradigm of "if you go out of your way to attack nonviolent NPCs, prepare to have your ass handed to you", like what happened when Wizard attacked Ashley. The exception to that would of course be Ms Bloops, who would be completely altered by a rune-up. For the 4-rune slimes it just won't be that much of a change to worry about it.
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No. 122741 ID: 5fd619
File 152515441267.png - (108.79KB , 800x600 , 1500780979155.png )
122741

Weird thing about the Poison rune is that it changed looks at some point; compare the one you can see in the wiki with the Toxic Sisters' halos. The one we got from the Candy rune was the latter, I guess that's when it changed.
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No. 122743 ID: 1a6fd4

Have we ever made anything with Alcohol, Aqua, Bone, Candy, Foot, Force, Gem, Glass, Plain, Poison, Space, Sturdy, Thorn or World?
Also, I think we used Mundane to make a room anti-magic (or at least considered it) and Tech to make Isabelle's prostheses, but did we make any monster with them?
>>
No. 122744 ID: 5fd619

>>122743
Magnetron is Tech+Magnet, and we never made anything with World, but we were talking about using it to make a Stand Slime for Dia last stream.
We haven't had time to make anything with Alcohol or Bone. We also didn't make anything with Foot, Sturdy or World in the short time we had them.
I'm not sure about the rest.
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No. 122750 ID: 777681

>>122738
To be fair, Wizard attacking Ashley was due to us not performing our due diligence and actually NPCing them. I think as a general rule we can avoid tricks like this rather than actively baiting them with the ability to attack NPCs.

>>122743
Like >>122744 says, we have used tech. And we actually used Bone for an Ocre Jelly at the end of part 8 as well.

For my part I think we're getting to the point where some runes are more useful to us for other means.

Runes like Glass, Alcohol, Aqua, Plain, Sturdy, Thorn and Gem runes are going to be more useful for Items and Decorations I think. Though some can be used for monsters pretty easily.

For example, glass can be used for some lovely statues, or for a decorative aquarium, someone has suggested aquarium slimes, so its not like we couldn't make an aquarium with Glass+Container+Aqua and put some slimes in there. And Gems are always great item enhancers, you could make some plain treasure where you combine Plain+Gem and make like, a tankard with a few gems adorning the handle or the cup. You could also mix Alcohol and Container to just make an alcoholic beverage as a mundane item for adventurers to find and enjoy for themselves if they so wish.

There are also some runes that probably are more effective for traps and the like. Force runes for pushing adventurers back, Poison for rather obvious applications. Same goes for thorn if we find ourselves wanting to make a more nature based trap(though not as likely for Slimecrown, admittedly)

If we did go with making monsters with runes, these new runes do give some rather unique ideas now to help make Slimecrown more of a kingdom with some subjects of the realm not being slimes, or for making some more unique looking challenges. Some examples I have thought(and some have suggested) about include:

>Glass Horses (Glass+Glass or Glass+Container)
Animals that are horses, but hollow inside. Used by the Slimecrown army's cavalry division as a means of rushing the enemy, improved mobility for slimes, and the added bonus of harming adventurers on impact for the more reckless slimes.

>Undines (Aqua+Aqua)
Most of these creatures live in seaside towns in Slimecrown, with personal independant settlements in the oceans and lakes below. Strong allies of Slimecrown, some brave Undines move closer to land, but always live close to sources of water to remind them of home. These guys could make some good combatants, but also some nice NPC's, like a Jellyfish Undine for the Spa as a masseuse, or local fishermen, or an Undine Diplomat etc. Plus more unique creatures living in the kingdom can help spawn future ideas for expanding the world of Slimecrown.

>Bramblewoods (Thorn+Wood)
A type of carnivourous bush that feast on birds and other large prey that brush its large branches. Sometimes found in local gardens, either for its unique beauty or for pest control, slimes, by their very fluid nature, trigger the bush, but are left unharmed as Bramblewoods struggle to grip them. This is a type of monster I could see being added to like, the royal gardens as a type of monster to spice up from just fighting slimes all day, which is admittedly a concern.

>Sentry Statues (Plain+Stone+Magic)
What look like ordinary statues are in fact an elaborate security device for slimes that want to keep valuables hidden away. If triggered by theives prying their noses where they shouldn't belong, these statues will activate, and will fight until either they apprehend or kill the intruder, or the threat vacates their zone of influence/is no longer visible to the statues. These guys are great for traps, without being actual traps, we could place them in the hallway near a treasure room so that they activate when the adventurers pass them and try to enter the room, which provides another unique combat.

I can probably come up with a few more later, but just wanted to suggest a few things while adding some lore reasons to having them around.
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No. 122752 ID: 5fd619
File 152520406036.png - (46.10KB , 355x408 , ochre jelly.png )
122752

>>122750
Ochre Jelly is Water+Stone, actually. We didn't get Bone until 8.5, after all, so it would've been impossible for us to do that in 8.

And heroes can still attack NPCd units, like when Lightning Mage killed Ms Bloops.
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No. 122753 ID: 777681

>>122752
I thought we kept her as not an NPC, for the explicit reason of finding out what adventurers we're dealing with.

But I might be wrong.

And you're right now that I think about it, ohcre jelly was something else. Guess my confusion is the difference between it and someone like Sophie.
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No. 122755 ID: 91ee5f

>>122753
You’re correct, we didn’t make her an NPC for those exact reasons.
>>
No. 122759 ID: 074011

Our demons can use items, right? We should make some items for them. I really want a ribbon for Ms. Bloops, but I can't think of any way to justify it. It would probably need to be water + cloth to actually wrap around her nicely and a two-rune item on a one-rune slime might be problematic. But it would be a ribbon on Ms. Bloops!
Curi I think would suit a sceptre. Maybe some sort of tuning fork to help detect sounds? Make it heavy enough to brain people who get close during throne mode?
The original comfy slime should have a comfy cloak and comfy mittens for maximum weaponisation of comfort.
Give Ashley a wand of gender change to maximise the respect given to N.P.C.s and boost the memeness.
I want to give top-hats and monocles to the entire bottom row, but especially D.Fence and Watcher(monocle necklace?).
Spiked armour for gravity slime.
An Ice shield could boost the Ice elementals without going overboard. They feel like they should be tougher than they are.

I am not sure that Curi can mass-produce slimes. Didn't it require some of her own slime? I think that Curi Clones result in a weaker Curi, whereas the two-rune ones require time but have no upper limit.
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No. 122767 ID: 777681

>>122759
I believe that the nature of slimes for mass production is kind of nebulous. Because slimes can essentially cell divide, I believe we can basically run with copies of them as we need so long as we have a source slime. Kind of like cell division. Curi also can do this because she’s the Mother of Slimes. I don’t know how that rule plays out for Mud/Magma/Plant slimes because Sophie, Mirelle and Rosa use 3 separate runes, but that might apply the same way. At least that’s how I think it works.
As for the items on demons.
Ruth is proof enough that demons can use items. And I definitely think we could look to making a few for very select members of our team, partially as potential (like 25% rate) drops, partially because adding items to people seems like something that should be rare and partially because if we do it too much we might actually throw our balances out of wack.

I am absolutely okay with Bloops just ruffling through a wardrobe of items though if she feels like it. She has definitely shown up with a hat on one or more occasions. Though I kind of prefer that her items be purely aesthetic, she doesn’t need anything for power. Her power is being cute.
Speaking of items. I think now is a good time to bring up the ol’ master list of items/token shop. Keep in mind that this list is super old and could probably use as much of a rework as the dungeon when we get ready to expand. Items could use descriptions, revamping of what they actually do, etc. Not to mention we can probably better decide what items should be purchasable, and which one should be left on drop tables. Hell, it looks like I didn’t even have Reginald’s separate boss drop sheet, which I’ll need to improve upon.

Prices will need to probably change, or we need to up token drops too, or maybe both as I do recall a comment on our last raid that we should consider making drops higher, so that adventurers can actually use items when they wish to.

This is probably going to be an ongoing pet project, but other thoughts are always appreciated.
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No. 122768 ID: 777681

>>122767
https://pastebin.com/xFaWq3Wp

Aaaaaaand I guess I can't use the PDF anymore...here's a pastebin version.
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No. 122781 ID: 33bf33
File 152539478876.png - (116.18KB , 800x600 , NMslCQQ.png )
122781

>>122744
Dia should be fine just getting the World Rune directly. Larro's even drawn the upgrade at one point.

If anything goes wrong, we can just pick up Dungeoneer III to fix it.
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No. 122847 ID: 679a6d

>>122768
I've been looking all over for any of that list, thank you!

I've got a few different ideas for loot drops but I didn't want to suggest anything that would overlap.

Jelly Gem: This squishy gem is highly prized by slime-kind, though most other races value it for it's flavor. Can be traded to Slimecrown's shop for 15(or however many is thought appropriate) Slime Tokens or consumed as a potent healing restorative.

Here's something to help address Bulk Mage's concerns on the Slime Token drops. I'm thinking it would be limited to Curi and Queen Lily. Maybe as a rare/lucky drop for the Princesses? If we make a Gem Slime and it ends up like the Metal Slime this could be a good drop for it. Speaking of which, is there anything Metal Slime drops currently?
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No. 122857 ID: 777681

>>122847
Yeah, as the guy who created the list, I was just looking for the right time to bring up the old thing, because it needs work anyways.

I really like the Jelly Gem item, I think it could work as an occasionally dropped item in combats with more basic guys, because you can use it for some basic healing or for Tokens. I wouldn’t add too many, maybe 2-3 in a dungeon at this time. 1 for a monster drop on floor/part 1 of the dungeon, 1 for part/floor 2 and then another to be found in a treasure chest or a secret room. It means that, at a minimum, regardless on if we add more token drops(more on that in the next bit) or not. Solo adventurers will get a maximum potential of 45 Slimecrown tokens, which will actually allow guests to buy items in the uncommon/rare items shop and even some ultra rares. This might mean adjusting the prices for inflation, as I’d like to encourage those that want really really rare items to run this dungeon multiple times.

Which leads me to the concerns I have regarding your suggestion to help address Bulk Mage’s concerns. See, the primary concern he had was actually that the number/amount of drops for tokens is actually quite small. So I guess the real question is, if we had a perfect run of the dungeon, optimized for an adventurer that is directly aiming for tokens (so they are using the Jelly Gem for tokens, not healing), what should be the high end of maximum tokens.

Looking at how it stands right now, here is the breakdown:

>5 Tokens from Queen Lily OR Reginald, The Right Hand of the King (I need to confirm the drops we had for when the two of them are defeated separately(though that might change if we can forcibly add cutscenes). Dependant on Loot Roll
>5 Tokens from Curi, The Mother of Slimes Dependant on Loot Roll
>5-15 Tokens from Random drops, dependant on how generous the crown is feeling.

So, supposing that everything went well, an adventurer, playing solo will get tokens as a maximum of 25. Which, when you put it as just one adventurer, is a really really good run, and will actually get many items on the chart as it currently stands. But it’s dependant on a lot of factors to make it work well. You HAVE to hit the right numbers for Token drops for our boss fights and considering how inconsistent/benevolent we are feeling as a collective, the rate of return isn’t great. And that’s not even including if parties split their tokens, making that return even smaller. As our store is supposed to be one of our more unique attractions for our dungeon, along with the spa, I see this as a reason for us to change things a bit, mainly because they have to.

So I think the first question is, what is a perfect Token run? For me, I’m thinking something like 60-70 Token is probably a reasonable run if we build the dungeon right.

So if we rolled like that, we could look at the following option helping smooth things along:

>5 Tokens for Lily/Reginald Fight (dependant on roll)
>15 Tokens from Curi in the form of a Slime Gem (replacing her 5 Token drop, dependant on roll)
>15 Tokens from a Slime Gem in a secret room
>10 Tokens From A separate Treasure/Secret Room
>20 Tokens from assorted missions/fights(which we can break down upon the remodelling)

This would grant heroes approximately 65 tokens at the end of the dungeon upon a perfect run. With adventurers getting a fair number of chances to get 20+ for their troubles, which is still enough for a fair number of uncommon items should they want to (provided we don’t alter the prices accordingly, which we may need to do a tiny bit for inflation, but not too much). And in a party of 4 players, is still 5 tokens per player, versus the 2-4 tokens that players usually got prior to this proposed change.
>>
No. 122860 ID: 777681

And while I’m still here, how about a few more monster ideas!

>Large Spiders (Poison+String, add an additional Poison rune for Giant Spiders)
A common nuisance in storage rooms, and the darker depths of Slimecrown. These beasts feed on insects, rats and other vermin usually, but will eat unsuspecting slimes if they are given the chance. This type of monster gives us a bit more variety and makes for a great random encounter for smaller rooms or potential quest. It could even work for Colosseums.

>Lightning Bug (Lightning Rune)
Fast little creatures that pack a mean punch, where one is found, five more are surely close by. This is a good swarm monster, similar to the lag mite, that is easy to hit, but could prove challengeing for the uncoordinated.

>Gummy Wyrm (Candy+Candy+Water+Mind+Force)
These noble creatures are scattered throughout Slimecrown, known for their colourful scales and their sour (and sometimes sweet) personalities. Reclusive, prideful and these intelligent creatures are not to be trifled with. People have been talking about wanting some extra bosses, this seems like a very good secret boss we can hint about with some lore OR use as a major boss to be fought in the colosseum. I wasn’t sure about the rune makeup, but this seemed like the right mix based on what we have. Though I could also see Mind being replaced with Soul and you could run Psionic instead of Force. If there is a might rune, we could roll with that too. Lot of variety out there.
>“Living Armour” (Mithril+Sword+Shield)
This suit of armour seems weird. Its alive, but its very slow. Also, why is it leaking? This is more of a puzzle battle more than an actual monster. It’s just a suit of armour, piloted by a bunch of 1 rune slimes. Knock the slimes out of the armour in combat and they’ll run away. You knock out enough slimes, they will scatter, leaving the armour empty.
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No. 122866 ID: 33bf33

>>122847
>>122857
Metal Slime drops tokens, I believe. He's suppose to be the big jackpot monster, if you can catch and kill him.
Which is to entice people to chase him into traps and triggering rooms.
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No. 122868 ID: 7f3fc1

>>122768
the only thing i dont like about that list is that we had lore text on a lot of the items, this list doensnt have the lore text with it.
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No. 122870 ID: 777681

>>122866
You raise a good point, for some reason I had forgotten about out sweet little guy. Probably because nobody caught him yet.

I kinda think that catching him should be a more monetary reward, but could settle for a split. Something like 500g plus 10 tokens. Hell you could take out the token bonus from the secret room and just place them with metal slime. The breakdown would then be:

>5 Tokens for Lily/Reginald Fight (dependant on roll)
>15 Tokens from Curi in the form of a Slime Gem (replacing her 5 Token drop, dependant on roll)
>15 Tokens from a Slime Gem in a secret room
>10 Tokens From Metal Slime
>20 Tokens from assorted missions/fights(which we can break down upon the remodelling)

Honestly this kind of works better for me mentally, saves us the trip too:

>>122868
True, the lore isn't here. But that can be added and worked upon. This pastebin was actually just a copy/paste from a PDF that I had produced, and was more focused on itemizing the list, and assigning what the item does, and what the item costs in the store. The lore, as far as I am recall, has been only really assigned for Lily/RSK and some of the items we gave as raid bonuses for the group in part 8. You may also note that said items haven't yet made my list yet, partially because I don't know what I would price them at in the store and partially because I don't know if they should be included in the store. I think they should, but that's just me.

I like the lore we're adding to each item, trust me. It's why I've been adding some lore snippets in the monsters I've created here >>122750 and here>>122860.

Might be a project I'll work on myself, seeing as items might need to be reshuffled anyways, and I don't quite like the layout I have in the pastebin anyways because I did it on the very quick and I really want to spend the time to craft it.

I'll be adding the Lily/RSK drop list, along with any other drops that I have forgotten, as I think Colt has one hidden somewhere as well.
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No. 122871 ID: 679a6d

>>122857
We can adjust how much the Jelly Gem is worth, 15 just seemed like a decent estimate to me. That's assuming we don't end up doing something like making different sized ones worth different amounts of tokens or something like that.

As for your concerns on the number of tokens. Frankly, if a solo adventurer can get through Slimecrown by themselves then they deserve all the tokens they find. Even then most of those are loot drop dependent, where they're placed mainly as a consolation prize for a low loot roll.

>Colt's Regret: Rare Colt Item, +2 Defense, resistance to lightning. This helmet once belonged to Colt, Guard Captain of Slimecrown. Granted to him as a gift, it was damaged and lost in battle. He keeps the scars on his face from its loss in memory of the brave slimes slaughtered back then. The comfy-cloth slime lining the inside of it makes it quite comfortable to wear and keeps it from getting sticky!

This could probably be reflavored for Rosalyn if it seems more appropriate, but I thought something hinting at a reason for Colt's facial scars would be nice... The thought of a comfy-cloth slime tempts me to suggest infusing Cloth Slime with a Comfy rune though. Would that get us a Blanket Slime, or a Nap Slime?

>Dungeoneer's Spare Eyepatch: Ultra-Rare Item, Unobtainable from Token shop. Wait, where did you find this?! Grants +2 HP Per level, +1 All stats, +3 Perversion. No seriously, she doesn't even keep a spare, where did you get this?!

It needed to be made. Stats debatable. Only obtainable through an incredibly convoluted Guide Dang It method, preferably involving Gazer. My first thought was getting Gazer a date with Sophie. :D

>Blessed Armor-Shield/Paladin's Determination: Rare Rosalyn Item. +1 Defense, Endurance effect(if the user takes damage that would kill them, survive with 1 HP once per Dungeon instance. Resets if killed and revived) A makeshift shield that was originally the Slime Paladin Rosalyn's Armor. It's not so effective as a shield, but it's spent so long in the Paladin's presence that it's inherited a fragment of her devotion to the Royal Family.

Something to commemorate the fight Simon and Rosalyn had against Ronin and Alchemist.
>>
No. 122872 ID: 679a6d

>>122871
Maybe change the rarity of the Shield to Uncommon, and the Eyepatch to One-of-a-Kind?
>>
No. 122875 ID: 25d0e6

If we are redistributing Token Gen with the remodeling, I suggest we actually give the entrance rooms a bit of a heavier distribution of Tokens verses the rest of the dungeon, Like 20 in total. (about 5 from the encounter, and 15 from a secret chest)

Since it is the first thing people encounter in the dungeon, it sets a positive mood for the run. And it encourages spending Tokens, since they got a good chunk by the time the party first hits the shops.

It also makes the room feel less like 'make-work' for the veterans. Which is useful if we ever want to do the Warp Shop idea.

Basically, I want to do the 'free 1000 Arbitrary Currency!' all F2P games do to get you to start dropping phat stacks on their in-game store.
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No. 122887 ID: 777681

>>122871
Well, for now, 10-15 seems like a reasonable number to throw about as a suggested number. Not too high to game break, not to low to be considered cheap(unless we scattered them about)

I think we can withhold the need to bring in different sizes of gems right now, we’re still going to be too small for it to be something we need to worry about. If we become a sprawling multi tier dungeon, (which is my personal end goal for Slimecrown at least) then we can consider it, but for now, we’ll probably be fine with what we have.
And yeah, the point I’m trying to work towards is that they do deserve what they can find, but we have to actually GIVE them stuff to deserve, which is what was originally labeled as a problem from Bulk Mage. We need to upgrade from offering a pittance to giving them a bit more of a sum, to help encourage actual use of our store.

I’ll probably be putting those items in soon. I’m kind of thinking about whether Colt, et all need loot tables themselves, much smaller ones. After all, we’ve given away Colt’s cape and sticky scars, so its definitely something worth considering.

>>122875
I don’t know if we need to go ridiculously heavy, especially since the remodeling entails the entire dungeon, not just the entrance we’re actually going to have a lot more area to cover in regards to an even spread of tokens so I think there is actually less burden to put it in immediately. Offering 5 tokens before they enter the main hub is fine, and that bonus 15 tokens room in the moat is definitely worth while as a secret.

As to your arbitrary currency, I think you have an idea that could work, though we would have to be very careful in its execution. I think what we COULD consider this; As we will be bringing in our second floor/part of the dungeon, its going to be a rather large event in itself, so I think what we could do is advertise a special passcode, that is only usable once per player(including prior visitors so that they do not feel left out) that offers them 10 bonus Slimecrown tokens upon entry. Players recite this passcode to Ashley in the lobby, get their bonus, and can either use it immediately in the store, or save it for something really special. This code will always be advertised from here on out, similar to how other entry level promo codes work. We keep records anyways, so its not like we’d have to worry about significant exploits, especially since you can’t just up and by items in our shop with regular currency.

New Players upon entry could then find themselves with 15 tokens upon entry, which would get them enough to buy common items, along with some uncommon ones, should they wish (price fluctuations not accounted for at this time).
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No. 122902 ID: 074011

What about equipment to equip our demons? They can use items I believe. Properly equip them rather than cheat Ruth-lessly.
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No. 122910 ID: 33bf33

>>122870
>Probably because nobody caught him yet
Tali did.

Also, I'm of the opinion Metal Slime should hold 15-20 tokens. Mainly because that's his entire point, and he has to be valuable enough people will chase him instead of ignoring him.
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No. 122920 ID: 1a6fd4

>>122910
Metal Slime should hold actual money along with the tokens. If we just give stuff that works only in our dungeon, it'd feel like a scam (and it kinda is, since we don't have to pay for tokens).
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No. 122921 ID: 1a6fd4

>>122910
>>122920
Actually, judging by what happened when Tali caught it, I'm not sure we actually have any say over what MS drops. It just does its own thing. I mean, we hadn't given it any money, and we didn't lose any when it exploded into gold. By the way, I know we tried runing gold once and it didn't work, but did we try with an Alm? I want the Money (or Gold) rune.
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No. 122937 ID: 777681

>>122910
I keep forgetting about Tali in these things.I always view his thread as Pseudo-Cannon. It's Cannon,, but not indicative of the rules of this place. He's an inter-dimensional hopper that doesn't play by our rules.

>>122920
>>122921
I'm in agreeance with anon here. We need to start looking at handing out gold in addition to tokens. It was kind of forgivable back then because we were considerably poorer, but now with this expansion upcoming, once its finished we need to split rewards a bit giving both tokens and gold. Especially since some of that gold we may just get back via services throughout prolonged stays in the dungeon. I think as a preventative measure, we need to set aside a portion of gold so that the dungeon can afford to pay adventurers, without dipping into personal reserves to be used for expansions, investments, decoration, and other sundries. Think of it like a personal rewards war chest. Put 1500g-2000g in, and that should be enough to cover an adventurer on a 100% run.

For metal slime, I'm actually more inclined for a hybrid of like, 10 tokens, 500g. Or something similar, because that way we still are giving out a significant chunk of money, and also making sure that our token store sees use.

As for the question of Alm, I'm pretty sure the only loot we got was runes, there was the Aqua rune, and the vest that was either a pittance of 100g or two runes, and we went with runes.

That and I expect trying to rune alm will be the same result as if we runed gold. Nothing. The man is very much against money cheats, probably patched that out. Which does lead to the question about how we can get a gold rune, because making ornate things out of gold is cool.
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No. 122940 ID: 1a6fd4

>>122937
The Gold rune I imagine we could get out of the actual metal. The question would be how we can get the Money rune, since it's one that actually appeared. It could just have been a joke rune, though.
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No. 122971 ID: a363ac
File 152623387504.png - (41.25KB , 731x349 , unknown.png )
122971

for people new to the site the rules are https://tgchan.org/kusaba/news.php?p=rules
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No. 122972 ID: a363ac

I did phrase that weirdly but leave reactions or any images to here even if they are relevent to the thread it makes archive reading much nicer for future readers, and anything that needs to be referenced to to explain can be done in the discussion thread
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No. 122974 ID: 33bf33

>>122972
Why are you causing trouble? We've been using referral images and such since the thread started, Larro himself has said it's fine.
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No. 122975 ID: 69d4b9

>>122972
If you want a pretty archive you're using the wrong sort of web software in the first place. Image boards make ugly archives no matter what. Fuck off with your web 2.0 attitude, we like stuff looking like shit. It's why we're here instead of on all the other sites that are good for running quests/CYOAs/interactive web novels.
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No. 122976 ID: 69d4b9

Besides the familiar imageboard format, the other big advantage this place has over other similar sites is that it's got a reputation for giving authors the freedom to do pretty much whatever. If Larro said "hay keep the non-quest images on the discussion thread or in IRC" there'd be zero pushbaack. Instead you're acting like one of those SV moderators, and they're all shitheads.
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No. 122978 ID: a363ac

>>122974
because since the start of the thread the site underwent rule changes and one of them was putting in a unspoken rule of only letting authors post images in /quest/ (unless image feedback is requested for a purpose) and my job is to let people know about that stuff if they aren't following the rules.
>>122976
>>122975
Dude I don't even know what an SV is but don't be a dick. The site has let AUTHORS do what ever they want basically and it has caused issues in the past, any rule that is there is there because its important not because of personal issues. I also don't know what web 2.0 or image boards have to do with anything I said.
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No. 122979 ID: 33bf33

>>122978
Nobody can follow the rules if they're changed arbitrarily and again, Larro has said it's fine if we post references and related images in the thread. If the author of the quest doesn't mind, there's no reason for you to be in here waving your dick around.
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No. 122985 ID: e77725

Don't be a dick, guys. Only post images in the main quest thread if it's relevant to the topic being discussed. That's all.

Carry on with your discussion and don't be rude to the mods here.
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No. 122992 ID: b1b4f3

It kinda looks like the new rule says that you can only ever post an image if the author prompts it in the prior update, even if the author would be okay with reference images and such.

In that case, perhaps reference images should be linked to, instead of uploaded directly. Imgur is an easy to use image upload site, if anyone needs one.
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No. 123000 ID: 1a6fd4

>>122978
Mindless bureaucratic adherence to the rules is never a good answer. Larro said it's fine if they're relevant, so that should really be the end of it. Let's use common sense here.
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No. 123002 ID: a363ac

>>123000
I did if I mindlessly adheared to the rules I would have deleted and banned at least three people instead I chose to let you guys know about it and since Larro is on the mod team I can talk to him if I think something is amiss. Calling people assholes as a gut reaction like people above did is just likely to get you banned for a day in general for future reference if you have a problem use your big boy words and discuss it without trying to attack the site or the mods. I let you guys know because you might have come from other sites and my gut reaction tells me to alert you to the rules of the site rather then slapping a ban hammer down like I could have. its fine to talk about a moderator action but don't assume that because the author said its ok gives free reign to anything. (It gives alot but not above the honestly very few rules on the site) Larro said that the images were related to his update so they do get a pass.
*Future note might need to move this to Big Dumb Argument thread*
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No. 123006 ID: 33bf33

>>123002
Yet you come in here, talk down to people, and throw around threats of banning. Aren't there rules against not causing drama, not being a jerk and not causing a mess of a thread? Because you've done all three, or are mods above the rules?
Also, nobody called you an asshole, putting words in people's mouth as an excuse for moderation is childish, and if you're really following through on that you need your moderator status reevaluated.
Larro is also a mod, if there was a problem with the images, he would very well be able to deal with anything in his own thread. Instead you come in here, throw your weight around and cause drama and don't even manage to moderate properly. If you had been complaining about an actual reaction image or off-topic image, the blowback wouldn't be nearly this hard. Instead you were complaining about reference images Larro has said are fine for us to post in the quest thread, started screeching about no images at all, caused massive amounts of drama and even after Larro has put his foot down, you're still here continuing the Drama, saying that what Larro says doesn't matter.
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No. 123007 ID: 679a6d

Right, so uh.
https://tgchan.org/wiki/Audit_Quest_Statistics
Here's a Statistics page for Audit Quest, I just finished compiling the Dungeon Staff upgrades onto it. It also has a list of runes and our current services/basic store items list. I don't know if >>122768 wants to move the loot stuff there or not. Maybe better if it's kept to Pastebin and just linked to the statistic page to keep it from getting too messy?
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No. 123008 ID: e77725

>>123006
>>123000
>>122992
Guys, stop. Seriously. I said my piece on it, nothing more needs to be said. Keep discussion here relevant to my quests, not rules. It's already been settled.
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No. 123010 ID: 777681

>>123007
Yeah, I think for the purpose of clarity because the list is SO BIG. I think a Link will be better. I'm currently working on revisions to add some placeholder lore that people can then discuss alterations to at a later date. I'll post a new pastebin when its time.
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No. 123011 ID: 33bf33

>>123007
>>123010
If you do a loot page, make sure to keep it only loot that's currently dropped and not loot that's being considered or hasn't been implemented yet. It'd probably keep the page size down.
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No. 123012 ID: 777681

>>123011
I'll keep that in mind. It's a bit of a balance since this list includes items that don't officially drop, but we sell in our token shop.

Might have to consider separating from boss drops and store items.
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No. 123013 ID: 33bf33

>>123012
Aren't store items mostly cosmetic anyways, like Dakis and Keychains, or did we actually add in useful shit?
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No. 123015 ID: 777681

>>123013
The intention was to add some useful items as well. Yeah. Equipment, weapons, trinkets, etc. Along with Daki's, Keychains, shirts and figurines. You'll note them in the pastebin as they are listed.
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No. 123248 ID: 5ddaa1

If the present group wins against Curi, I strongly suggest that we give them Curi's necklace. It buffs all mental stats, and is likely to give Aberration better control of her monster parts. It'll stick with them, even if they die, and it'll also be a test of character for Keeper not to pawn it.
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No. 123254 ID: 679a6d

>>123248
You mean the Royal Slime Necklace? Eh, the stats might help but something specifically to grant resistance to such things would probably help more.

>Tabard of the Slime Guard: Uncommon Drop by Knight Slimes(Rosalyn, Colt, Reginald), Rare Drop from Squire and Archer Slimes. 22 Tokens. +1 DEF, Resistance to Mental Effects. Patterned with the heraldry of Slimecrown, the reminder to protect their homeland steels their resolve.

This was my first idea, but I'm not sure a general resistance to mental effects would really work since it's more an issue of her body functioning properly than anything. Hm...

>Light Slime's Halo: Ultra Rare Drop from Light Slime. 40 Tokens. +2 Charisma, +2 Willpower, suppresses demonic influence. The halo of a Light Slime typically dissipates with the slime's destruction, but in very rare cases it becomes infused with enough Light to become a permanent item. The glow it emanates can suppress some dark or demonic effects on the wearer.
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No. 123284 ID: 5fd619

>>123248
>>123254
Ohhh, I like that idea. Give them something like that and it'll keep them coming back.
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No. 123285 ID: 91ee5f

>>123254
>Light Slime's Halo
Don’t forget to add that it glows in the dark and can provide a little bit of light in dark areas.
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No. 123298 ID: 777681

I would be slightly leary about giving up the rolling drop table for the purpose of getting people to come back. The Curi Necklace is great, but it should remain a challenge to get it, so the rolls should kind of stay, I think.

That said, the idea of making some smaller drop tables for smaller fights, like the Rosalyn's and Colt's of the world. That would be good. Make it a 15-20% chance for the rare drops and then add like 2-3 other minor items and you're going in the right direction I think.
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No. 123317 ID: 5fd619

>>123298
Sure, let the Curi Necklace remain a challenge. The good idea is dropping an item that helps against their problem, not giving them a rare one; the Light Slime's Halo as defined is ultra rare, but it could also be, I dunno, something like a drop from Monk Slime that "grants mastery over one's own body" or something like that.
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No. 123324 ID: 5ddaa1

>>123317

The Slime-Fu manual would probably be his item. "Mind like Flowing Water" or something.

>>123298

As for staying with the roll table, I think we've been fairly liberal about breaking that for the purposes of giving people loot they want/need. I'd say the challenge of beating Curi is already high enough. However, if we want to give them a lower tier item that serves the purpose well enough, I'm not opposed. I honestly think Curi will be too much for Aberration, phone or no, based on her level and how Curi has performed against those in her range in the past.
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No. 123326 ID: 5fd619

>>123324
Aberration appears to be a lot more powerful than normal for her level; but then again, if there's the possibility of her not surviving Curi (or Jeffrey, as it may be, I want her to challenge him), it'd be better to make the item in question a consumable with a permanent effect. So yes, a manual would be ideal.
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No. 123328 ID: 5ddaa1

>>123326

Items and gold acquired in the dungeon go with the party when they die, I believe. While it's true we get a certain amount of gold for killing them and runes from their items, most of that is protected because of their insurance. They definitely keep the items, as Spark Mage, Mage, and the most forgettable rogue all kept theirs despite meeting untimely ends.

There's also the whole "Could she actually read and absorb the message of the Slime manual?" which I'm not sure of. Still, I have no objection to the Halo or the Manual making an appearance before the Curi fight to give them a sporting chance. A permanent buff as opposed to a salable item to tempt her owner(?) misses one box I had hoped to tick, but my only major objective is that we help Aberration earn a bit of independence.
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No. 123334 ID: 5fd619

>>123328
Not quite. The items they brought into the dungeon with them may be covered by insurance (apparently insurance isn't all-or-nothing as Moon Elf had some stuff that wasn't), new loot acquired inside it are not. Individual deaths don't matter, but if the whole party gets killed or they withdraw, they lose everything they didn't bring with them.
Oh, and individual deaths definitely do matter for us. As long as someone dies at least once, even if they leave the dungeon alive, we get a copy of their stuff. I'm not entirely sure if it's only the insured stuff that we get in that case, tho. Never mind that last line, Angie came in without insurance and we still got a copy of her stuff.
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No. 123412 ID: 33bf33

>>123334
I'm pretty sure people keep anything they win, even if they die. Especially since originally our goal was to funnel them into the basement for a sure death, those adventurers kept any items from bosses they had beaten.
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No. 123761 ID: e78a70

Fuck I need to go to sleep. Hope I get to participate in the thread next time.
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No. 125883 ID: 2202fb

This update schedule is insane
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No. 125884 ID: fd6b99

>>123761
You havent lived until you've missed out on enough of a Larro Quest to not want to catch up out of fear that all your invested time will be for naught when it is dropped for another quest on another site and then you repeat the cycle over and over until you just give up and run away from the IRC out of a combination of shame and fear
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No. 125886 ID: cdb781

>>125883
The old days on /qst/ In which you had to read through 2000+ posts were fun times. But this is slightly better for our mad lad.
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No. 125908 ID: 1a6fd4

>>125886
>old days
>/qst/
pick one
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No. 125919 ID: 1a6fd4

>>125883
No need to "rip anyone a new one". You complained about the update schedule here, no need to go do it in the Audit thread too, where it's in the way.
Oh, and you had complained about it before: >>/quest/896658
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No. 125928 ID: d9f902

Larro kinda works two jobs, which doesn't leave a whole lot of time for questing, nowadays. We had a holiday recently. So, he took the time to update when he actually had a chance. I know this is wildly inconsistent for some folks, but bear in mind it's really all he can do at this point. Just try to be patient, and realize that long droughts are kind of a Larro quest staple between bursts of activity. In the meantime, rest assured, the IRCs and everyone on discord are constantly set to max bully reminding him to run whenever possible.
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No. 125937 ID: 2202fb

>>125919
Ah, i see the disconnect. While the first time was a complaint, the other two were not. They were just comments on the extreme contrast. In my experience, quests tend to update fairly regularly, but in small updates that are usually anywhere from bi-weekly to monthly.
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No. 125939 ID: 2202fb

>>125919
Updating multiple times in one day is just kind of an alien concept for me.
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No. 125941 ID: e1d580

>>125939
You must not read Lago quests then, either
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No. 126513 ID: 2a7417

I'm really curious to see if Abomination will even write a review.
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No. 126675 ID: c26b8d

Could someone please compile all the lore pictures. The characters, monsters, and items. Preferably on somewhere easy to find and reference, like the wiki.
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No. 126676 ID: 824c43

>>126675
You mean these? https://imgur.com/a/xRrl2
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No. 126677 ID: 080aaf

>>126675
Already there.
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