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Posted by Dark-Star2018, Apr 16, 2020 at 3:11 pm
Hah, i've been doing this ever since the Lyre was implemented. I'm such a softie that I don't want to hurt anyone else when I go up against Petrus. Got to know Dulcis pretty well as I played and prayed my way around New Attnam, making sure every one of my new pals knew to run from enemies. Taking the throne with no collateral damage is the best ending.
Posted by Dark-Star2018, Apr 16, 2020 at 3:03 pm
I noticed that uranium boulders/sticks/etc. have been added. How about adding radiation poisoning to go with them?

For simplicity's sake the damage could only apply within 1 square ('touching'), but having damage ticks fall off as you're farther away could be possible if someone wants to do the maths. There should be thresholds at which damage increases, defined by how much total units of Uranium material are in a square; at high values you suffer burns while also taking Poison damage. Also take a 10x multiplier to your torso if said material is in the player's inventory, or to a limb if an item made of Uranium is wielded or worn. Throw in random Uranium golems to emphasize the new mechanic.

If you want to get really nasty:

* Add a threshold for criticality. Stack waaay too much Uranium in a square and all of the sudden it will start glowing blue with a unique message, plus taking a massive poison dose.
* Add an "Is_radioactive" tag for metallic items and have them inflict a fixed damage-per-turn based on the total threshold + turns they've been exposed. Don't pick up that +5 thunder hammer that's been lying next to the Uranium boulder...kick it away and leave it for a while.
* Have healers refuse to treat severely irradiated players.

-----
Here's a few more ideas:

* A novel use for gas immunity in the form of a small dungeon with an unbreathable environment. Mines and wands of fireball can still go boom but nothing can actually burn. The player also starts suffocating (head damage?) unless they are polymorphed into a creature that doesn't need to breathe, have an amulet of magic breathing or are otherwise gas immune. The danger itself should be subtle. Alert players might notice that no living creatures are spawning (b/c they can't survive). Maybe throw in a mystic dark frog for a chance to suddenly rip away the amulet they were relying on!

* Trap rooms. Similar to Chest Rooms except when the player steps inside the doors lock and various forms of unbreakable traps (terrain icons) pop up to make your life miserable?

* Enable death-by-stupidity on the Attnam torture devices. Sitting on the wooden horse = guaranteed 1 HP damage to torso, closing the iron maiden while 'inside' it = severe piercing damage to multiple random body parts.
** In the same vein, a chance of falling into a well and drowning if you "sit" on it and fail some kind of stat check to climb out.

* "Flatulent" status, where you randomly emit a cloud of gas, to drinking pea soup. This should be an invisible status and possibly count as a hostile action to neutral NPC's.

* "Mute" status, preventing you from chatting to anyone but healers until cured.

* A sidequest to help Petrus' unhappy wife escape from Attnam without alerting the guards. Different text screens and rewards for getting her out quietly vs. violently.

* Dipping a container of water into a container of acid should cause a minor (1x1 tile) explosion and getting acid splattered on you.
Posted by Dark-Star2018, Apr 16, 2020 at 2:46 pm
Just for the gallows humor value, you should be able to set off the nuke. Ending the game immediately with a 0x score multiplier and a short list of random snarky lines such as " (player) tore the continent a new one", "(player) was reduced to component atoms", etc.

Per the Ideas page on the wiki, red_kangaroo has generously offered to add this idea with an appropriately-sized and colored ending screen, which I've got here. A nice drawn-out explosion sound would really add to the effect, which shouldn't be hard to come by either.
Posted by Dark-Star2018, Feb 13, 2019 at 1:09 pm
Not working for me...
Posted by Dark-Star2018, Jan 16, 2019 at 12:12 pm
Download, double click and get this:

Problem signature:
Problem Event Name: APPCRASH
Application Name: ivan.exe
Application Version: 0.0.0.0
Application Timestamp: 5c1b0cdf
Fault Module Name: StackHash_0a9e
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 00000000
Exception Code: c0000005
Exception Offset: 00000000
OS Version: 6.1.7601.2.1.0.256.4
Locale ID: 1033
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789
Posted by Dark-Star2018, Dec 19, 2018 at 3:42 pm
Batman? wrote
Bottles of SA are pretty useful for opening walls you cant dig through. And dipping your weapons in poison is marginally useful when fighting lower level named baddies.

Emphasis on marginally. Between their weight, fragility (unless you do something insane like SoCM them) and not-all-that-great damage increase...meh.
Posted by Dark-Star2018, Dec 19, 2018 at 1:37 pm
In the 0.50 era, my vote would be ways between Bottles of Poison and Bottles of Sulphuric Acid. Unlike in NetHack you can't make poisoned weapons with a 10% chance to instakill non-resistant baddies, and the only real use for acid was to drink it to kill parasites, for which you had to be massively acid-resistant not to kill yourself. They were also dangerous as hell for lowlevel player-characters if they broke while carried.

Post 0.50...clocks. IRL keeping track of time underground (with no day/night cycle) would be useful. In the game they just make no sense whatsoever.