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Posted by Ischaldirh, Jun 3, 2019 at 8:22 pm
Lord_404 wrote
like a floating eye (including the fighting in the darkness makes you inmune to sleep/stoning)

Oh my god does this work how did I not know
Posted by Ischaldirh, May 27, 2019 at 9:59 am
Also, Sauerkraut.
Posted by Ischaldirh, May 26, 2019 at 1:14 pm
badbeaver wrote
Also, if we are adding canning, then we have to add pickles.

This. If nothing else in this thread, THIS.
Posted by Ischaldirh, May 23, 2019 at 12:05 pm
Following shoutbox discussion - a subsystem proposal, sort of as an extension of the new crafting mechanics. Canning food. Several elements:

Cans: Now come in sealed and open/broken. A sealed can of food will never rot, but you also can't consume the contents. An open can will rot, but you can eat out of it. Most cans found in game will still be sealed.

Opening cans: Now requires the use of something capable of dealing slashing or piercing damage, OR a new tool (can opener). Using a can opener is totally safe. Using weapons has a chance (low (maybe 10%?) for slashing, about double for piercing) of contaminating the contents. Contamination is usually generic poison varying from weak to pretty strong, but rarely will give a worse condition (leprosy? parasite? ...tetanus?) as well.

Filling cans: You can fill cans with lumps of food, which can be produced by applying a slashing weapon on a corpse or severed limb. Bananas and other fruits can be canned without needing to be chopped up; bananas become "un-peeled" in the process, so you get a banana peel out of it.

Sealing cans: Mellis will still trade open, empty cans for sealed, full cans. There might be a cannery in Attnam or another city which will seal your cans for a fee, or a rare dungeon fixture which can be used to seal cans. Dungeon canneries might require that you input some consumable fuel (sticks? wooden stuff? coal? vacuum corn? idk...) or might just have limited uses. Also, there might be a very rare Wand of Sealing which will seal cans. (Also lock doors and chests. Maybe other effects, like sealing away demons/undead/magic?)
Posted by Ischaldirh, May 21, 2019 at 8:55 am
I'm not sure that crafting is a particularly well-explored subsystem. I haven't seen much on it, anyhow. Report back what you learn!
Posted by Ischaldirh, Apr 16, 2019 at 12:29 pm
I for one would be very interested in seeing the results of this venture.
Posted by Ischaldirh, Mar 16, 2019 at 9:08 am
Humm, I wonder if this is related to the walking problems others have been having?

Sklett, no guarantee this will work, but try toggling numlock and see if that does anything.
Posted by Ischaldirh, Mar 7, 2019 at 6:15 pm
Man, I haven't even seen the Enner in years.

Probably because I don't play very often, I tend to run a half-dozen games every time there's a new release, but life is busy right now so I don't have a lot of time for IVAN...
Posted by Ischaldirh, Mar 7, 2019 at 2:10 pm
I seem to remember having this issue as well. I don't recall if/how I fixed it, but one suggestion might be turning off numlock? Bugs like this crop up in other games here and there, and are sometimes are somehow connected to numlock. No promises :S
Posted by Ischaldirh, Feb 22, 2019 at 6:34 pm
I agree that it needs tweaking. It's nifty, but as Capristo points out, it makes Perception less useful. Perhaps the ability to see distant lights should be somehow dependent on your Perception? Like, if it's lit you can see it even from far away, but it has to be proportionally closer and/or brighter if you have low Per?