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Posted by 4zb4, Oct 14, 2016 at 6:32 pm
Detective Azba is on the case!

Exhibit A:
An empty bottle.
Likely contained a harmful substance. Given the vomit, I would assume this was poison.

Exhibit B:
Lumps of human flesh.
Lumps are created when a more... defined object is destroyed by some means.

Exhibit C:
A Zombie corpse.
Zombies are very low intelligence monsters and equally unwise. Well, it is clear that our victim was a zombie.

Exhibit D:
Vomit.
Vomit is only created when a character becomes sick or poisoned, if they do not force themselves to vomit.
It is also quite acidic, especially in thick pools.

Conclusion:
A zombie was in the room and came across the bottle of poison.
Due to being very stupid, the zombie drank the poison and immediately became ill, vomiting everywhere and producing the puddles as well as bleeding from the damage caused by the poison itself.
As the poison worked its way through the zombie's body, some of its limbs fell off due to rot and landed in vomit puddles. The acidity of the vomit puddles reduced the limbs to mere lumps of flesh.
Meanwhile the zombie, now missing limbs, either died from the poison or dragged itself through the acidic vomit, killing itself.

I rule this mystery a suicide!
Posted by 4zb4, Oct 12, 2016 at 5:09 am
chaostrom wrote
Actually, if we're going that far, why not a temperature mechanic?

If we ever get this implemented I'm coding monkey npcs.
A brass monkey would have a chance to drop a brass nut when it gets extremely cold.

Posted by 4zb4, Oct 11, 2016 at 5:06 pm
The Gloomy Cave is stated to be pretty cold too so it's possible ice golems within could last longer than those found elsewhere.

On the subject of the icebox, a more simple but less advanced method of implementing the icebox melting would be to simply give it a life expectancy like mirrored items, and print a unique message when it vanishes like "The icebox melts away".
Posted by 4zb4, Oct 11, 2016 at 5:03 pm
Ischaldirh wrote
The way the game is designed to calculate BlockModifier favors large and "round" items. I'm not sure what "round" refers to exactly

From what I can gather roundness is exactly what it says on the tin - how round the item is.
This plays a big part in blocking because an effective block doesn't take the full force of a blow, it deflects it by redirecting the force in a different, less harmful direction as best it can.

So, shields have high roundness due to their convex shape which makes it easier to deflect strikes.
I don't really get the roundness comment on maces either but maybe it's easier to block with the mace's handle than it is to block with the actual ball part which honestly sounds like a really bad idea.

Of course IVAN's implementation of roundness is quite silly. If we take roundness as literally as its name implies and push it to its maximum extent, you'd have godlike blocking abilities by wielding a large orb or ball.
Posted by 4zb4, Oct 11, 2016 at 5:55 am
fejoa wrote
You speak for me also. Problem is, do we call it an ice box, a chilly bin or an eski? I want to call it an esko.

I vote chilly bin because it is my duty as a New Zealander.

Also we could include an icebox as a red herring - it serves the same purpose but eventually melts and drops all your items on the floor.
Posted by 4zb4, Oct 10, 2016 at 10:56 pm
Hey, you should write up a blocking page on the wiki!

A table with the spreadsheet's data on the wiki would be very handy.

I guess I could also do it myself if you'd like.
Or at the very least get the formatting straightened out for you.
Posted by 4zb4, Oct 9, 2016 at 11:17 pm
A magnet helmet might be a neat idea. Right up until you start pulling metal golems toward you, or redirecting sword blows into your head.
Posted by 4zb4, Oct 8, 2016 at 2:04 am
Oh! My mistake.
Posted by 4zb4, Oct 6, 2016 at 10:14 pm
All this discussion about sound damage and sound resistance got me thinking:

Currently, only the Enner Beast deals out sound damage, and the damage produced is ENORMOUS!
If we're adding items and materials that resist sound damage, I think it'd be a good idea to include other sources of sound damage too so that these items don't serve the singular purpose of countering the Enner Beast.

  • Lions should occasionally roar, producing a much smaller version of the enner beast roar (that will likely not do that much damage). This is based on the fact that actual lions can cause damage to rival lions by roaring at them in battle! I think it can go so far as to cause hemorrhages, from what I remember. At the very least, being roared at is not very good for your ears.
  • A special type of ghost could be a banshee, which attacks using only sound damage instead of touching you like a regular ghost.
  • Elpuri could have a final desperation attack where the last thing he does before dying is bellow horribly, causing a powerful sound-shockwave.
Posted by 4zb4, Oct 6, 2016 at 9:54 pm
Serin-Delaunay wrote
Raising END to 1000 in wizmode and getting instakilled by a critical hit while naked makes it pretty clear that AV provides some kind of protection far greater than just being subtracted from damage values. :>

Sorry, my fault here for not being clear on what I meant.
All I meant was that, unless you knew the code behind it, the AV value you see in game isn't actually all that helpful to know except for making decisions on what armor is better than others.
i.e. you can see a new body armor and say "OH! This armor says 18! It must be good. But 18 what?" because it isn't a flat damage reduction or anything (and even then you can't see flat damage numbers.)

And the reason I brought that up was in the context of needing to have two different AVs for sharp/blunt damage - since the currently displayed value isn't really all that helpful I don't think it's something we need to worry about.
As it is, you need to put a metal plate mail on before you figure out that the bigger AV has its downsides like the DEX and AGI penalty, so I think it'd be fair to leave the AVs as is and have the players figure out that the "lower AV" flexible armors are actually better against blunt damage.

There's definitely benefits to wearing armor of some variety over going nude, I think it was covered in another thread (probably the "anything you don't want to make a thread for" thread) where, as far as I remember, there was some code that did a check to see whether you had a piece of armor equipped on a certain bodypart when doing the damage check and there were severe penalties for not having one - particularly for being bitten by canines.
Of course there's that on top of the fact that it has all the other nice effects like stopping zombies from inflicting leprosy, or being able to punch hedgehogs.