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Posted by 4zb4, Jan 9, 2014 at 5:09 pm
One of each UT4 item works quite well, or just the blue itself.
Of course having a practical light source like a flaming sword or lightning hammer is much better if you are indeed using those weapon classes.

Also worth noting is that mutant animal blood glows. It's pretty neat lighting up a corridor with the gore splattered on your chest, and fleeing mutants can light up the entire way to where they're hiding!
Posted by 4zb4, Jan 9, 2014 at 12:43 am
A trip to UT4 can net you some of the more pretty ones
Posted by 4zb4, Jan 8, 2014 at 12:41 am
I am not entirely sure, but I have definitely encountered a UT secret room at least once, perhaps twice.
Chances are it was a variant, something in the back of my mind says it was IVANT but can't say for sure.

In any case they are NOT common and are very hard to find unless say a landmine blows up a hedgehog and reveals one.

EDIT: Had a look through the variants. Turns out it is LIVAN that has the potential to spawn a secret room in UT:
RandomLevel 0:2;
  {
    Room /* vault */
    {
      GenerateLanterns = false;
      GenerateFountains = false;
      GenerateDoor = false;
      GenerateTunnel = false;
      AltarPossible = false;
      Size = 7,7;
      Flags = NO_MONSTER_GENERATION;
	  UseFillSquareWalls = true;

	        Square, Random;
    {
      Items == Random { MinPrice = 250; MaxPrice = 2000; }
	  Times = 3:9;
    }
	  
      OTerrainMap
      {
        Pos = 1,1;
        Size = 5,5;
        Types
        {
          x = BALSA_WOOD wall(BRICK_OLD);
        }
      }
      {
        xxxxx
        x...x
        x...x
        x...x
        xxxxx
      }
    }
  } 
Posted by 4zb4, Jan 7, 2014 at 6:14 pm
Secret rooms can also spawn in UT, although the only time I've ever found one was in UT2. And it was full of active bear traps.
Posted by 4zb4, Jan 7, 2014 at 2:35 pm
Quote
Config WAND_OF_MIRRORING;
{
Possibility = 15;
Price = 1000;
IsPolymorphSpawnable = false;
PostFix = "of mirroring";
MainMaterialConfig == SAPPHIRE;
BeamRange = 5;
MinCharges = 1;
MaxCharges = 3;
CanBeCloned = false;
BeamColor = PINK;
BeamEffect = BEAM_DUPLICATE; /* difference from cloning overridden */
AttachedGod = INFUSCOR;
BreakEffectRangeSquare = 0;
BreakMsg = "shatters, its slivers reflecting each other recursively ad infinitum";
}

Wait wait wait, you found wands of mirroring in a polypile?!
Also no you can't clone them, sadly.
Posted by 4zb4, Jan 5, 2014 at 3:44 pm
If I find one early into UT I also like to haul them to New Attnam on the off chance that a hostile genie gets a lucky hit in on Decos so I can use his armor.
They're also an unbreakable light source for the Enner Beast floor.
Posted by 4zb4, Dec 28, 2013 at 6:41 pm
Warheck wrote
Also, I think it is impossible to slip on a banana peel in wizard mode.

Not true, at least in CVS:


Warheck wrote
Has anyone ever tried killing Huang Ming Pong with banana peels and then resurrecting him with a wand to beat him in the wrestling match?
This does work:



Lost limbs do carry over to the match, hence why people like to make him lose his legs on vomit/bananas/broken glass.

You might also notice the tourist group got caught up in my antics.
Posted by 4zb4, Dec 26, 2013 at 6:08 pm
Likewise you could set "cold resistance" on different materials. Would be a good excuse to get some new armor types in (ugg boots, fur coats etc) which have a naturally higher cold res.
Adding temperatures in sounds like a LOT of work though.
Posted by 4zb4, Dec 26, 2013 at 7:49 am
Somehow I think being frozen would be a death sentence
...and then again this is IVAN.
Posted by 4zb4, Dec 26, 2013 at 5:14 am
Warheck wrote
Edit: it doesn't matter whether you go up or down the stairs, they are there to connect you to the next level.

Oh, that's very good to know. I was thinking what with the LIVAN dragon tower's up staircase sending you back to the worldmap that this was going to be a big issue.
Warheck wrote
The tower doesn't necessarily need to be round.
In the tower level, are the levels open? Like open platforms with no walls? Or are there walls surrounding the tower?
How does everyone feel about having floating platforms (rooms) further up the tower and more solid foundations on the first couple of floors?
Could work similar to how IVANT's special UT level does. Although we would have to work out an easier method to invoke levitation - I had a look to see if I could just make a potion that induces levitation status temporarily, but alas there doesn't seem to be an EFFECT_LEVITATION, only levitation as a state so that rules out the easy way forward.