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Posted by 4zb4, Jun 12, 2016 at 7:24 am
red_kangaroo wrote
I was thinking about a dungeon where you would be locked in until you complete some kind of quest - smilarly as you cannot leave Oree's lair, but with larger dungeon. Maybe the Tomb is Xinroch's prison and no one can leave without finding a key to the door? You can enter but before you can get out again, you have to find a key somewhere deeper in the dungeon.

Similar to how the portal to Oree's place works as discussed in the thread, we could go with something a little simpler for the Tomb of Xinroch.

On the "ground floor" or level you enter from the world map, there could be only one way in, which just so happens to be a hole in the floor that works the same way as a downward staircase. Difference is there's no upward staircase on level 1 of the dungeon.

When you beat Xinroch at the bottom there could be some sort of magical item that just calls the wizard mode level teleport code to return you to the ground floor when used.
You COULD make it break afterward, but an item that returns you to the first floor of the dungeon would be a pretty damn cool reward for fighting your way through an optional dungeon.

Quote
I'm thinking of a dual-enner beast level, about Level 7 (that's level index 6). Do you think this is a good idea, or just too crazy?

I've had this idea in my head of a dungeon level where some smaller enner-beast-like creatures are hidden around the map locked into little cells, and the objective of that level is to find and kill them so that they stop breaking your stuff and inflicting minor damage.
Could work here too? Maybe you could put them inside the walls and eventually their cries might break them out?
Posted by 4zb4, Jun 9, 2016 at 7:37 pm
Speaking of dungeon scripting, maybe we should finish off the Dragon Tower and Xinroch's Tomb?
Posted by 4zb4, Jun 7, 2016 at 6:16 pm
Sure, why not?
Make sure you keep that mithril plate around for when it starts to rot though. If possible you should cast Slow on the plate as much as you can.
Posted by 4zb4, May 19, 2016 at 4:24 pm
Guess I'll have to try back in 0.50 then
Posted by 4zb4, May 19, 2016 at 3:28 pm
As it I have trouble with just one mage (especially mystic frogs) so if I can help it I won't touch the mage room with a 10 foot barge pole.

Meanwhile I have been considering whether it's possible to polymorph into a golem and gain temporary invisibility so you can reap the benefits of being truly invisible, for times such as that. After all, they can't blast what they can't see.
I'm thinking maybe a prayer to Cleptia might do it?
Posted by 4zb4, May 18, 2016 at 3:42 pm
I wonder if simply adding the IsScary flag (or whatever it was Brown Gas had) to mustard gas would be sufficient to stop people walking into it and make people walk out of it?
Might be a problem if they get stuck in the middle of a 3x3 cloud though.
Posted by 4zb4, May 16, 2016 at 8:18 pm
While golems are probably the best choice for kicking damage, you can also make pets with various missing limbs simply by removing all the limbs from a monster before killing it (beartraps work well, and having excessively high stats seems to make the player target limbs before torso).
Once you have de-limbed the monster and killed it, simply place the legs back on the same pile as the corpse but leave its arms elsewhere. Then use a wand of resurrection!

Bam, armless pet!

This is something I learned a while back when I figured out how to change your head's material.
Posted by 4zb4, May 16, 2016 at 4:04 pm
Aww, that's a damn shame.
How about detonating them by applying a backpack of gunpowder far enough away from people, but close enough to break the grenades?

Though, I do have a vague recollection of detonating myself and pissing off the town.
Posted by 4zb4, May 16, 2016 at 4:00 pm
You could make the shops have a "safe" which is a 1 tile room made of some tough material like Octiron or something.
When you sell a volatile item to the shop, the shopkeeper or a shop guard would initiate a script to pick up the item and place it in the safe, then close the door.
This way dangerous items are contained at all times, so that they cannot damage anything or anyone if they get detonated by accident.

Could make use of the script used for the banana growers dropping off bananas in New Attnam for this.

Also on the topic of that exploit - does praying to Silva in Attnam piss off the town? If not, you can just donate gas grenades to the cathedral by dropping them in a pile around Petrus and pray to Silva so they all detonate.

Posted by 4zb4, May 16, 2016 at 3:23 pm
From what I've seen there's 3 types of secret room:

1. Obvious secret room. This is a room-within-a-room, like that one that appears a few floors into the Gloomy Caves.
2. Less obvious secret room. This one is one or two tiles deep into a wall and can be identified by checking for suspiciously square shaped gaps between rooms on the map once you've explored the whole floor.
3. Super secret room. This one can appear in the middle of nowhere, far away from any other rooms. You're unlikely to find this one unless you're specifically looking for it with scrolls of detection, or by being teleported into it by accident.