Jia
Jia, one of the four pandas living in Hong Kong, was euthanized on
16th Oct at the old age of 38. Jia Jia and An An were the
first pair of pandas to come to Hong Kong 17 years ago. Although two
younger pandas, Ying Ying and Le Le, were sent to the city in 2007,
they couldn’t match the popularity of An An and Jia Jia back in
1999. It might be because of a lack of novelty, or perhaps it was the
deterioration of relationship between Hong Kong and Beijing making
such friendly gesture less effective. When we mourn for the demise of
the adorable panda, we are also lamenting the loss of a care-free
life in which politics didn’t play an important part. An An is a
sad panda, but he is hardly the only one in the city.
2016年10月17日星期一
2016年10月6日星期四
My experience learning German with Duolingo - A taste of gamification
I
first found out the idea of gamification through this video:
I
didn’t think much about it at the time, but after starting learning
German with Duolingo I realized gamification of language learning is
what that website does.
![]() |
Forgive my level 2 French, learning two languages at the same time is just too much. |
The
learning materials are arranged into “skills”, which are further
divided into several lessons. When completed, the skill icons turn
gold and it feels good to look at a page full of gold icons, just
like getting achievements in games. One difference is that in games,
achievements are usually permanent, you kill that tough boss once and
it will be recorded on your profile forever. Not so with Duolingo, it
takes into account that memories decay, if you don’t reinforce
them, you forget what you’ve learned. If you want to keep those
icons shiny, you have to do exercises to strengthen the skills from
time to time.
![]() |
Shiny! |
There
is an experience and level system, which makes as little sense as
most RPG level systems. By video game logic, you can become the
greatest swordsman in the world by repeatingly killing goblins,
chickens and rats. Of course it makes no sense in the real world.
Similarly, you can cheat the system by repeating basic lessons for xp
and level up, learning absolutely nothing in the process. Sure, this
sort of cheating fools no one but yourself, but it still shows the
designers didn’t think it through.
The
most important feature in my opinion is the daily goal tracker. It
motivates me to keep returning to reach my daily goal, even though
there are times that I don’t feel like taking lessons. Soon it
became a habit to just return everyday, strengthen one or two skills
and taking a new lesson without thinking much about it. At just 20
minutes a day, I managed to devote 40 hours, into learning German
within 4 months. Such is the power of habits. Es ist langsam, aber
ich lerne täglich.
2016年9月29日星期四
軀寒老薑?No, thanks.
Today
I came across a sign that read 軀寒老薑in
the market after lunch. It was supposed to be驅寒老薑
– “mature
ginger that drives away the cold”, but the way it was written made
it “mature ginger that makes the body cold” instead.
![]() |
This is used to keep you warm. (Source:https://commons.wikimedia.org) |
The
character驅 coincidentally
corresponds to the English word drive in many of its uses. We
can drive cars (驅車)
and livestock (驅牛羊),
activate hardware with device drivers (驅動程式,
literally driver program) and drive away (驅逐)
unwanted persons or even demons (驅魔).
In the navy there are 驅逐艦 (destroyers),
given their main role is to escort more important ships like aircraft
carriers rather than destroying stuff with massive firepower, the
Chinese name might be considered more accurate.
The
character軀 is
much less versatile. Common vocabulary items include 身軀,
軀殼 (both
mean body, but the latter usually used in contrast with the soul) and
軀幹 (torso).
It can combine with 捐(to
donate) to form 捐軀,
which has nothing to do with donating organs or leaving the body for
anatomic studies, it means sacrificing ones life.
2016年9月23日星期五
Dangerous Adventure 2 Walkthrough part 9 – Useless Trivia, Known Bugs and a short Review
Useless
Trivia
Everyone
has the same stats in the tutorial.
You’ll
still have the starting skills and a plain garb even if you skip the
tutorial.
You
can click the cat in the potion shop to make it meow.
The
background in the top part of the screen changes depending on your
location.
It
is possible to tell apart stones of different colors by the icons on
them. But color blind people will still have trouble with the color
of shields.
No
two enemies will have the same color at the beginning of a battle.
Known
Bugs
In
Map 5, some of the enemies’ names do not match their graphics and
stats, a group of enemies in Map 7 have the same problem.
In
Map 6, Ogreps' skills appear in the queued action, but the icons do
not deploy onto the field, making their skills completely useless.
Sometimes
the game appears to freeze mid-turn, and the only thing you can do is
running from the battle.
Review
This
game really could use some better documentation. The ways many skills
work are far from intuitive (Fist of Fury comes to mind), and the
only way to find out is to test them on the battlefield. It gets
worse with boss skills, ordinary enemies have their skills listed on
the cards, but bosses don’t. When a great part of the challenge
comes from figuring what the bosses can do, it feels like the game is
about finding missing pieces of a puzzle rather than solving the
puzzle itself. I am not sure this is a good design.
Obviously
I still consider this a good game, or I wouldn’t spend three weeks
on and off writing a walkthrough for it. A marked improvement from
the original Dangerous Adventure is that there’s little need for
level grinding. With a good understanding of how the game works and
maximizing the effectiveness of meals and items, I only had to level
grind to fight the Acolyte Master, which was entirely optional. I
also appreciate the effort put into details like the changing
background and the tutorial is pretty effective at teaching the
basics.
Dangerous Adventure 2 Walkthrough part 8 - Understanding some Game Mechanics
Action
Priorities
Tamed
monsters attacks and active skills act instantly
Your
passive healing skills → Enemy passive damage skills
The
good news is that you can heal before the enemy passives can kill
you, the downside is that you won’t have full HP when the enemies’
normal attack hit.
Your
passive damage skills → Enemy passive healing skills → your
normal attack → poison/bleeding →enemy normal attack
The
characters (heroes or enemies) always act from top to bottom. So if
your Blue and Red heroes hit hard enough to kill a Purple monster,
your Purple hero doesn’t have to attack it, and you can make better
use of the move.
It
also means killing an enemy attack booster on the top is really
important as you will have to face up to four boosted attacks right
away. If the attack booster acts last, you’ll only have to worry
about boosted enemy attacks next turn.
Damage
calculation
Damage
is simply your Attack Multiplier times the number of matching colored
stones played. Adjacent color do only half damage (rounded down).
Adjacent colors modifier stacks multiplicatively with front/back row
modifier. i.e. adjacent color does 75% damage to enemy in the front
row and 25% to enemy in the back row.
Power
calculation
The
amount of mana a hero gets is equal to the Power Multiplier (PM),
which shows up when you hover your cursor on a character during
battle, times the number of matching colored stones played. A
character’s PM is calculated by dividing the Power Percentage (PP)
on the character stats screen by 20, rounded up.
Example
1:
A
Wizard with 285% PP will have a PM of 15.
Since
285/20 = 14.25, which is 15 after rounding up.
Example
2, consider this situation:
The
sword is obviously inferior to the dagger. But is the 6 attack from
the scimitar a worthwhile trade-off for 5% power from the dagger? Let’s do a little
calculation to find out.
PM
with dagger: (186 + 25)/20 = 10.55, rounds up to 11
PM
with scimitar: (186 + 20)/20 = 10.3, rounds up to 11
It
turns out there’s no trade-off in this case, the scimitar is
objective a better choice since it hits harder and gives the same
amount of mana.
Also,
the power increasing effect of meals apply to the PP instead of the original PM.
So in the case of 60% power boost, the Wizard in example 1 will have
a new PM of:
(285
x 1.6)/20 = 22.8, rounds up to 23 instead of
15
x 1.6 = 24
Escape
If
you run away from a battle, power gained in that battle by playing
stones will be lost. But power gained by meals and potions will not
be lost. Used power and lost HP will not be recovered, and meal
duration will still decrease. There are also several bosses that
require restarting the map for a re-match if you run. (Blue Dragon,
Acolyte Master, Yellow Dragon)
2016年9月22日星期四
Dangerous Adventure 2 Walkthrough part 7 - Secret Boss (Spoiler Alert!)
The
secret boss is unlocked by selling Dead Soup (or all “bad” food?)
to the Gourmet. Instead of paying you, he runs away, turns into a
mutant and tries to eat you. Unlocking the battle adds 4% to your
game progress.
![]() |
Why does he run to the forest instead of fighting you right there in the tavern? |
Boss:
Red
Gourmet 122/8000/1
Immunities:
Poison, Direct Damage, Change Line
He
uses his skills in a 4-turn cycle:
1
– active, 1 turn, 6 stones, steals 1 item each
2
– instant, reduces 200 mana of all colors
3
– field change, destroys all Blue stones
4
- instant, heals himself 800 HP
after
which the cycle starts again
There’s
no limit to how many times you can fight him if you’re defeated.
But once you win he’ll be gone for good.
Dangerous Adventure 2 Walkthrough part 6 - The Tower
The
Tower is unlocked after completing the main quest of Map 4, it is
quite challenging and is a great way to level up your heroes quickly.
The
enemies for each floor are randomly generated up to Floor 80, if you
quit and return to the floor, you will probably face a different
group of enemies. Because of this randomness, what you will encounter
are probably different from mine. And it’s possible that I might
miss some enemy types. The attack and HP of the enemies increase
gradually as you go up the tower, so these stat are given in ranges
that I have encountered in this playthrough.
Each
floor counts as one battle for meal duration, but Paladin does not
heal your team between floors.
Enemies
found in Floor 6-20:
The
types of enemies from Map 1-2.
Dryad
42-47/737-873/2
Dryad
Poisoner 43-48/764-906/3
passive,
2 turns, 6 stones, deals 12-14 damage each
Dryad
Soldier 45-47/812-870/3
Ghost
44-46/790-835/3
field
change, 1 turn, adds 5 obstacles
Mummy
44-48/782-904/3
Skeleton
41-48/710-904/3
Skeleton
Archer 41-48/708-894/2
instant,
stuns a hero (80)
Skeleton
Rouge 42-47/737-873/2
active,
2 turns, 4 stones, deals 12-14 damage each
Enemies
found in Floor 21-30:
The
types of enemies from Map 3-4.
Croc
49/928/3
Croc
Guard 49-53/933-1075/3
instant,
shields itself (80)
Croc
Mage 49-51/926-1006/2
passive,
1 turn, 5 stones, heals 7% HP each
Croc
Warrior 50-53/961-1075/2
Gigica
50-53/965-1059/3
active,
2 turns, 5 stones, deals 10 damage each
Mosquito
50-52/968-1035/2
active,
2 turns, 5 stones, heals 5% HP each
Stone
Commander 49-52/925-1065/2
active,
2 turns, 4 stones, quickens enemy actions by 1 turn each
Stone
Defender 49-53/928-1067/3
passive,
1 turn, 6 stones, deals 9-10 damage each
Stone
Shooter 49-53/942-1072/3
instant,
stuns a hero (100)
Stone
Warrior 50-53/960-1076/3
Enemies
found in Floor 31-40:
The
types of enemies from Map 5-6.
Bandit
56-60/1181-1271/3
Beater
58/1218/2
instant,
quickens enemy actions by 1 turn
Dead
Bandit 55-60/1147-1257/4
Dead
Jaeger 54-60/1096-1274/4
instant,
-30% hero attack
Dead
Thug 55-60/1141-1271/4
instant,
-50% mana gain
Jaeger
54-60/1103-1265/3
instant,
blocks 1 random hero skill
Jagar
60/1264/2
Magus
54-58/1098-1217/2
active,
2 turns, 6 stones, +10% enemy attack each
Ogrep
56/1184/4
active,
1 turn reduces 120 mana each (It’s bugged and doesn’t actually do
anything)
Ork
54/1101/3
Shaman
54-58/1099-1233/3
instant,
all non-mages +20% attack
Thug
54-55/1104-1143/2
active,
2 turns, 5 stones, steals 1 item each
Enemies
found in Floor 41-50:
The
types of enemies from Map 7-8.
Acolyte
62-66/1298-1410/3
Acolyte
Fighter 62-68/1304-1449/3
active,
2 turns, 5 stones, deals 12-13 damage each
Gang
of Demolition 62-70/1323-1514/3
active,
2 turns, 6 stones, deals 12-14 damage each
Gang
of Diggers 62-70/1307-1507/3
instant,
stuns a hero (140)
Gang
of Searching 64-70/1363-1505/2
Pirate
62-68/1322-1438/3
Pirate
Fighter 68/1438-1459/3
field
change, 2 turns, adds 6 obstacles
Storm
Trooper 70/1495-1508/2
active,
2 turns, 4 stones, quickens enemy actions by 1 turn each
Enemies
found in Floor 51-60:
The
types of enemies from Map 9-10.
Barbarian
74-80/1585-1772/2
Berserk
74-80/1619-1786/3
active,
2 turns, 6 stones, deals 22-24 damage each
Castle
Arbalester 72-80/1552-1783/3
instant,
stuns a hero for 1 turn
Castle
Lancers 74/1592/2
passive,
2 turns, 6 stones, deals 22 damage each
Castle
Mage 76/1651-1664/2
field
change, 2 turns, freezes 5 stones
Castle
Spearman 72-78/1557-1718/3
instant,
shields all enemies (140)
Castle
Warrior 72-80/1557-1782/2
Champion
74-80/1608-1767/3
instant,
all non-mages +20% attack
Corrupted
Barbarian 72-80/1560-1782/2
Corrupted
Slayer 72/1550/2
passive,
2 turns, 5 stones, deals 28 damage each
Corrupted
Spirit 74-78/1607-1726/3
instant,
reduces all mana by 150
Fallen
Priest 72-78/1549-1712/3
active,
2 turns, 5 stones, heals 10% HP each
Furious
Dog 72-78/1553-1724/2
passive,
1 turn, 6 stones, deals 21-23 damage each
Jaeger
74-78/1611-1715/3
instant,
blocks 1 random hero skill
Standard
bearer 74/1608/2
active,
2 turns, 6 stones, quickens enemy actions by 1 turn each
Enemies
found in Floor 61-70:
The
kinds of enemies from Map 11.
Corrupted
Barbarian 82-93/1841-2122/2
Mutant
n80 84-93/1921-2132/3
active,
2 turns, 6 stones, deals 33-37 damage each
Mutant
n81 84-93/1896-2115/2
instant,
-20% hero attack
Mutant
n82 82-93/1847-2118/2
instant,
shields all enemies (180)
Mutant
n83 82-93/1855-2094/2
instant,
-30% mana gain
Zetetic
Alchemist 82-87/1845-1990/2
field
change, 2 turns, freezes 6 stones
Zetetic
Arbalester 87/1976/3
summons
Corrupted Barbarian
Zetetic
Warrior 82-93/1831-2093/2
instant,
stuns a hero (160)
Enemies
found in Floor 71-80:
The
kinds of enemies from Map 12.
Mashima
Blade 96-109/2184-2526/3
passive,
2 turns, 6 stones, deals 38-43 damage each
Mashima
Hammer 96-108/2182-2497/2
field
change, 2 turns, freezes 8 stones
Mashima
Shield 96-105/2189-2409/3
instant,
shields all enemies (200)
Mashima
Soulmaster 99-108/2263-2316/2
instant,
quickens enemy actions by 1 turn
Soul
Defender 102-107/2343-2482/3
Immunities:
Poison
passive,
2 turns, 5 stones, deals 31-32 damage each
instant,
stuns a hero (400)
Soul
Defender 96-99/2198-2251/2
Immunities:
Bleeding
active,
2 turns, 5 stone, deals 48-49 damage each
instant,
stuns a hero (400)
Floor
81-100 each features a unique enemy, their attack and HP will vary
slightly depending on your level. Their skills and traits are similar
to bosses fought in the overworld.
Floor
81
Blue
Werebear 156/5157/2
Immunities:
Poison
active,
1 turn, 5 stones, deals 62 damage each
instant,
stuns a hero (60)
Floor
82
Yellow
Queen of the Dryads 156/5195/2
Immunities:
Poison, Slowdown
active,
2 turns, 5 stones, deals 78 damage each
instant,
shields itself (120)
Floor
83
Red
Undead King 159/5372/2
Immunities:
Bleeding, Direct Damage
instant,
shields itself (80)
summons
a Skeleton 28/369/3 whenever it attacks
Floor
84
Green
Undead Queen 159/5418/1
Immunities:
Bleeding, Direct Damage
field
change, 1 turn, freezes 8 stones
Floor
85
Purple
Giant Frog 165/5596/2
Immunities:
Poison, Change Lines
field
change, 2 turns, adds 3 obstacles
instant,
stuns a hero for 1 turn
Floor
86
Blue
Undead Mage 166/5541/2
Immunities:
Bleeding, Poison
passive,
2 turns, 5 stones, deals 83 damage each
Summons
a Skeleton Rouge (78/1150/2, skill damage 23) whenever it attacks.
Floor
87
Yellow
Undead Archmage 171/5774/2
Immunities:
Slowdown
-100
mana of all colors whenever it attacks
summons
2 Skeleton Rouges (93-96/1489-1500/2, skill damage 27-28) whenever it
attacks.
Floor
88
Red
Crocogod 171/5767/3
Immunities:
Bleeding, Slowdown
active,
2 turns, 5 stones, deals 85 damage each
passive,
2 turns, 4 stones, deals 85 damage each
turns
all skill icons into “?” marks, memorize where the active/passive
icons are to avoid taking damage.
Floor
89
Green
Forest Witch 176/5997/3
Immunities:
Slowdown
active,
6 turns, 6 stones, deals 88 damage each
summons
a Dead Bandit (63-65/1008-1050/3) whenever she attacks
Floor
90
Purple
Big Bozz 176/5957/4
Immunities:
Slowdown, Change Line
instant,
stuns 2 heroes (60)
field
change, 2 turns, destroys 20 stones
Floor
91
Blue
King of Gangs 183/6117/3
Immunities:
Bleeding, Change Lines
active,
2 turns, 6 stones, reduces 30 mana each
Moves
to the back row before first attack
Floor
92
Yellow
Incubus 183/6093/2
Immunities:
Slowdown
active,
2 turns, 6 stones, heals 10% HP each
instant,
blocks 5 random hero skills
instant,
-10% hero attack
instant,
- 10% mana gain
Floor
93
Green
Slime 186/6426/3
Immunities:
Poison, Slowdown
Does
NOT summon Gigica.
active,
2 turns, 8 stones, deals 37 damage each
Despite
hitting harder, it is considerably easier than the overworld version
without the summons.
Floor
94
Green
Acolyte Master 187/6354/2
Immunities:
Poison, Slowdown
Summons
2 Acolytes when he attacks
Floor
95
Green
Dragon of Nature 192/6614/2
Immunities:
Poison, Slowdown
active,
2 turns, 3 stones, -1 move each
field
change, 1 turn, covers an area with an initial size of 1 square,
radius +1 for every move you make
It
is possible to marathon all the way up to this point, but consider
changing your skills and replenish your inventory before attempting
the last five floors.
Floor
96
Blue
Dragon of Water 193/6545/3
Immunities:
Slowdown, Direct Damage
For
each skill you use, it will use one of the following:
active,
2 turns, 15 stones, deals ? damage each
active,
2 turn, 15 stones, heals 5% HP each
active,
2 turns, 15 stones +5% enemy attack each
passive,
2 turns, 15 stones, deals ? damage each
(It’s
just too dangerous to test how hard its skills hit)
If
this triggers 5 times in a turn, it will run out of space to add more
skill icons.
It
will only use its normal attack if you don’t use skills.
Floor
97
Red
Dragon of Fire 199/6857/2
Immunities:
Slowdown, Change Line
active,
3 turns, 3 stones, deals 199 damage each
adds
1 indestructible obstacle per turn, starting from the corners
Floor
98
Purple
Dead Dragon 199/6815/3
Immunities:
Poison, Slowdown, Change Line
stays
in the back row
active,
2 turns, 5 stones, deals 159 damage each
Does
NOT summon mutants.
Like
the Slime, not having summons makes this very easy. Consider maxing
your powers before proceeding.
Floor
99
Yellow
Dragon of Source 110/8500/1
Immunities:
Poison, Bleeding, Slowdown, Change Line
Takes
half damage from all colors and skills.
It
will always use this:
active,
1 turn, 8 stones, +5 mana each to you
And
four of the following:
active,
1 turn, 8 stones, deals 20 damage each
active,
1 turn, 8 stones, quickens enemy actions by 1 turn each
active,
1 turn, 8 stones, -1 move each
active,
1 turn, 8 stones, heals 5% HP each
passive,
1 turn, 8 stones, heals 5% HP each
passive,
1 turn, 8 stones, deals 20 damage each
Floor
100
Black
Tower Master 100/250/1
Immunities:
Poison, Bleeding, Slowdown, Change Line
He
is also immune to normal attacks, tamed monster attacks and skill
damage. The only way to defeat him is by playing black stones, which
deals 1 damage each. Black stones can be affected by skills such as
Fist of Fury and Substitution. And they hit the Tower Master
immediately when played, like active skills do to other enemies.
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