Re: kerkerkruip v9 tactics?

Different sizes have different advantages and disadvantages. Basically, being bigger makes you do more damage, but also makes you easier to hit. being tiny makes you do less damage, but makes you harder to hit. It is especially important that the weapon you use isn't much bigger or smaller than you are.

The power of the blood ape makes you bigger, which is a mixed blessing, but also heals some of your health, which is why it is good to have.

Of course, as far as the order of rogues goes, it all depends on the exact lay-out of the dungeon, which enemies you find, and so on. If the overmind is present, I often try to go 14..., for instance; as Soul Keeper pointed out, the jumping bomb can sometimes be taken out as the first monster; and so on. Religion is more useful if it is harder to do an 'optimal' run, so it functions as a sort of balance.

We did increase the difficulty of some of the lower level monster, I believe (though it is some time ago!). On the positive side, you also have some new tools, including religion and grenades that can be thrown into other rooms.

There will certainly be new rogues in Kerkerkruip 10! I just posted this on the website: http://kerkerkruip.org/2015/02/02/automatos/

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