Current Doom Hounds


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Dis Charger

Posts: 2057

Joined: Wednesday, 7th August 2013, 08:25

Post Friday, 1st January 2016, 16:54

Current Doom Hounds

How do you deal with them? They are like Iron Brand Convokers that don't need a multi-tun windup these days; I just retreated from Tar in my current game because entering it went all; hound summons 3 fiends, a shadow dragon and another hellhound...and...I didn't see more conflicts like that going well.
I'm beginning to feel like a Cat God! Felid streaks: {FeVM^Sif Muna, FeWn^Dithmenos, FeAr^Pakellas}, {FeEE^Ashenzari, FeEn^Gozag, FeNe^Sif Muna, FeAE^Vehumet...(ongoing)}

Dungeon Master

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Joined: Thursday, 23rd October 2014, 03:08

Post Friday, 1st January 2016, 17:06

Re: Current Doom Hounds

Doom Hounds can only howl once and can't summon more Doom Hounds. Summoned Doom Hounds don't howl at all.

Swamp Slogger

Posts: 135

Joined: Saturday, 21st February 2015, 07:40

Post Friday, 1st January 2016, 17:21

Re: Current Doom Hounds

CanOfWorms wrote:Doom Hounds can only howl once and can't summon more Doom Hounds. Summoned Doom Hounds don't howl at all.


Is that how they've been changed to work? Or is that a proposed fix? If it's a proposed fix, why not remove them entirely because they're just a pack of shittier reapers now?
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Dis Charger

Posts: 2057

Joined: Wednesday, 7th August 2013, 08:25

Post Friday, 1st January 2016, 17:22

Re: Current Doom Hounds

Fairly sure the current version no longer summons just other hounds but pulls normal creatures from around the floor, like a convoker...
I'm beginning to feel like a Cat God! Felid streaks: {FeVM^Sif Muna, FeWn^Dithmenos, FeAr^Pakellas}, {FeEE^Ashenzari, FeEn^Gozag, FeNe^Sif Muna, FeAE^Vehumet...(ongoing)}

Dungeon Master

Posts: 625

Joined: Thursday, 23rd October 2014, 03:08

Post Friday, 1st January 2016, 17:29

Re: Current Doom Hounds

WalrusKing wrote:
CanOfWorms wrote:Doom Hounds can only howl once and can't summon more Doom Hounds. Summoned Doom Hounds don't howl at all.


Is that how they've been changed to work? Or is that a proposed fix? If it's a proposed fix, why not remove them entirely because they're just a pack of shittier reapers now?

http://git.develz.org/?p=crawl.git;a=co ... 21acddc366

Doom Hounds are Tartarian Mangroves.

Swamp Slogger

Posts: 135

Joined: Saturday, 21st February 2015, 07:40

Post Friday, 1st January 2016, 17:32

Re: Current Doom Hounds

Ah, that's way less bad than what I thought it was. I guess you still want a wand of para or something to deal with them, but at least now you can't lose a level to them outright if your damage wasn't high enough
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Mines Malingerer

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Joined: Sunday, 29th November 2015, 17:31

Post Friday, 1st January 2016, 19:46

Re: Current Doom Hounds

WalrusKing wrote:Ah, that's way less bad than what I thought it was. I guess you still want a wand of para or something to deal with them, but at least now you can't lose a level to them outright if your damage wasn't high enough

Yeah, a wand of paralysis will neutralize roughly half the doom hounds you come across. The rest will get a howl off... just blow them and their summons up I guess? I dunno, I don't find Tartarus monsters very threatening, as Hell goes.

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