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Posted by Azhael, Jan 6, 2019 at 12:13 am
I was wondering if this is a bug or what exactly causes enemies to spawn with negatively enchanted gear. In the latest version I seem to have run into this more often than I did when I played 0.50. In the screenshot you can see I encountered Rondol, who spawned a bit late considering my equipment and stats. Rather than having enchanted gear to counter this, all of it is negatively enchanted which is odd. Any clues?

Edit: Not much later I ran into Guugzamesh and he had properly enchanted gear (+2/+3), so it's weird.
Posted by Azhael, Jan 4, 2019 at 11:43 pm
IVANT in forum IVAN Variants
Isn't it just beautiful that you're quoting and replying to what someone said over 10 years ago?
Posted by Azhael, Jan 4, 2019 at 11:37 pm
Pretty awesome I'd say. Although those numbers would probably eat a whole processor, right?
Posted by Azhael, Jan 4, 2019 at 11:30 pm
They're quite annoying. The damage seems to linger quite a bit, also, even if you run out of the gas as soon as possible, at least in my experience. Nevertheless, usually with a bottle full of healing liquid you can sip a bit every time your health gets to dangerous levels and survive with no problem.
Posted by Azhael, Jan 2, 2019 at 6:14 pm
Haha, beautiful!

Recently, a mustard gas mine spawned in Merka's shop in one of my games. When I got there one of the guards was already dead and I wondered why, until I stepped on the trap. Stupidly enough, I stepped on the same mine a couple more times because I kept forgetting it was there.
Posted by Azhael, Jan 2, 2019 at 6:06 pm
But what if you had another check run first when you get damaged to account for the source of the damage. So whenever you get damaged, it checks how the damaged is applied (here poison damage would always fail) but the scar isn't inflicted yet, and only if a valid type of damage is inflicted, the healing process of the hp removed would have your system run. If you're healing and get damaged by poison, since this check is run everytime you get damaged, there would be no chance of scars only for those hit points lost by poison.

I don't know if this is even possible, though. I don't know anything about programming.
Posted by Azhael, Jan 1, 2019 at 4:06 pm
I think that would be better than the current system. I also like the idea of being able to remove them.
Posted by Azhael, Dec 31, 2018 at 2:28 pm
But through armor?
Posted by Azhael, Dec 30, 2018 at 5:14 pm
Ischaldirh wrote
If it's handled on a "took minimum percent damage", be aware that virtually every blow to the head will result in a scar.

No, my idea is not that if the hit takes more than the minimum percentage set it will always leave a scar. The minimum percentage is for the chance to roll, so if the damage dealt is more than the set percentage of the body part's hp, only then it would be a chance for it to inflict a scar. In any case, it can be tweaked but the main idea is to avoid super weak monsters leaveing scars through strong armor via critical hits.
Posted by Azhael, Dec 29, 2018 at 9:18 pm
capristo wrote
Maybe scars should only affect HP, and not other stats? I never realized they affected agility if they were on legs.

Then the frequency of scars wouldn't have to be altered.

That I could live with. Still, it doesn't make sense that any critical hit can leave a scar. I think the chance for inflicting a scar should only roll if the hit takes a minimum percentage of the body part's hp, or if said body part is already at low hp.