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Posted by Chiko, Oct 26, 2017 at 1:39 pm
That'd be pretty cool. It reminds me of the joke "scroll of cure blindness" item in ADOM. Getting yourself splashed with a liquid could also apply a weak blindness status.
Posted by Chiko, Oct 23, 2017 at 5:40 am
I just use them to fill at least 3 bottles with water since water help with combat tiredness. I'd never drink from them directly again. xD
Posted by Chiko, Oct 16, 2017 at 8:45 am
What about allowing the smithy and tailor shop to only sell items related to them? Like metal weapons and armor for the smithy and fabric/leather for the tailor shop?

I kinda did it for my version of the game but I couldn't remove their ability to buy items from players/NPCs with the money they earn with this new feature.
Posted by Chiko, Oct 16, 2017 at 8:27 am
Aww... well, it's still a good idea. I would have loved the idea of using a vial as a way to refill my empty bottles with a measure of 200ml each.
Posted by Chiko, Oct 16, 2017 at 6:42 am
I agree with the idea of healing liquid only healing and doing nothing else. I did some testing and if you put the EffectStrength string in it and set it to 15, it will prevent limb regrowth even if you drink a completely full bottle of it. It also affects the normal healing quite a bit but the healing potion restoring to full health was a bit too OP, IMO.

I also like the idea of flasks... I shall steal it. :3
Posted by Chiko, Oct 13, 2017 at 2:22 am
Well, yeah that works too. I usually keep shopkeepers restocked but having something like the shop restarting itself after some days would also be nice.

I noticed this behavior just now at a general store I added in New Attnam like a while ago. The husband tourist has 5k gold so he bought a lot of equipment from the store... especially stuff I was gonna buy next. xD
Posted by Chiko, Oct 13, 2017 at 1:49 am
Thanks for the replies!

Ever since I noticed you could encounter your previous characters, I always make them carry loot around instead of keeping the gold, since it can't be recovered otherwise.
Posted by Chiko, Oct 12, 2017 at 9:16 am
Is there a way to make an NPC enter town, stay and roam in a lvl for some time and then make them leave town? Kinda like banana growers.

I noticed if you give NPCs enough money, and if they enter a shop, they will buy and equip armor and weapons. This could be used as a way for a shopkeeper to have a chance to sell some of his goods and get money so he can buy more of our loot.

I kinda want to add an adventurer NPC that arrives in Attnam and does that.
Posted by Chiko, Oct 11, 2017 at 8:35 am
I have some question about bones... I've died so many times I'm starting to find the ghosts and corpses of more than one hero wannabe in the same dungeon floor. So here are the questions:

1-Do all heroes leave a bones file when they die or is it just random?

2-If a bone file is loaded, does it get deleted later when the hero that got it dies?

3-If question 2 is yes and the current hero dies outside of a dungeon then all the stuff is gone, amirite?

Also, it seems not everything is saved in a bones files. I found Miller, which died in a magic mushroom infestation but the floor was missing the tons of hostile magic mushroom and corpses. Maybe the monsters were too high lvl for the underwater tunnel so they got deleted to avoid unfairness?
Posted by Chiko, Oct 10, 2017 at 8:17 pm
After some testing, this is how satchels are working so far:

-They are really weak, so even throwing one against a wall will break both its lock and the fragile contents inside, if any.
-Can be used as a way to deliver harmful liquids and gasses by filling them with bottles and dwarven bombs and throwing the satchel.
-They have less storage space but enough to fit another satchel or a strong box, if these are not filled with items themselves, that is.
-Most (cloak)backpacks won't fit in them unless they are made of a light material.
-I renamed the "backpack full of gunpowder" to "satchel full of gunpowder" and gave them the satchel sprite instead. They do not fit in (container)satchels.