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Posted by Ischaldirh, Aug 1, 2017 at 1:12 pm
As a side note, here is the cape I wrote. Balance is likely off. It's been a long time since I wrote an item so it's possible I screwed this up somehow; also, because it's been so long, I wasn't able to figure out how to get the game to boot after slapping this into items.dat.

cape /* armor-> */
{
  DefaultSize = 200;
  Possibility = 200;
  Category = CLOAK;
  DefaultMainVolume = 1000;
  StrengthModifier = 75;
  BitmapPos = 32, 352;
  FormModifier = 20;
  NameSingular = "cape";
  MainMaterialConfig = { 5, LEATHER, HARDENED_LEATHER, TROLL_HIDE, NYMPH_HAIR, OMMEL_HAIR; }
  MaterialConfigChances = { 5, 2000, 1000, 500, 250, 100; }
  Roundness = 70;
  IsTwoHanded = true;
  InElasticityPenaltyModifier = 30;
  AttachedGod = CLEPTIA;
  WieldedBitmapPos = 160, 144;
  CanBeBroken = true;
  CloakBitmapPos = 48, 416;
  EnchantmentPlusChance = 10;

  Config BROKEN;
  {
    Possibility = 25;
    BitmapPos = 64, 304;
    InElasticityPenaltyModifier = 25;
    MainMaterialConfig = { 4, TROLL_HIDE, NYMPH_HAIR, OMMEL_HAIR, DRAGON_HIDE; }
    MaterialConfigChances = { 4, 500, 250, 100, 25; }
    EnchantmentPlusChance = 20;
    CloakBitmapPos = 48, 496;
  }
  Config CAPE_OF_FLYING;
  {
    Possibility = 15;
    GearStates = LEVITATION;
    Price = 250;
    MainMaterialConfig = { 5, LEATHER, HARDENED_LEATHER, TROLL_HIDE, NYMPH_HAIR, OMMEL_HAIR; }
    MaterialConfigChances = { 5, 2000, 1000, 500, 250, 100; }
    EnchantmentPlusChance = 1;
    PostFix = "of flying";
  }
  Config BROKEN|CAPE_OF_FLYING;
  {
    Possibility = 1;
    BitmapPos = 64, 304;
    InElasticityPenaltyModifier = 25;
    Price = 150;
    MainMaterialConfig = { 4, TROLL_HIDE, NYMPH_HAIR, OMMEL_HAIR, DRAGON_HIDE; }
    MaterialConfigChances = { 4, 300, 200, 100, 50; }
    EnchantmentPlusChance = 4;
    CloakBitmapPos = 48, 496;
  }
  Config CAPE_OF_QUICK;
  {
    Possibility = 15;
    GearStates = HASTE;
    Price = 250;
    MainMaterialConfig = { 5, LEATHER, HARDENED_LEATHER, TROLL_HIDE, NYMPH_HAIR, OMMEL_HAIR; }
    MaterialConfigChances = { 5, 2000, 1000, 500, 250, 100; }
    EnchantmentPlusChance = 1;
    PostFix = "of quickness";
  }
  Config BROKEN|CAPE_OF_QUICK;
  {
    Possibility = 1;
    BitmapPos = 64, 304;
    InElasticityPenaltyModifier = 25;
    Price = 150;
    MainMaterialConfig = { 4, TROLL_HIDE, NYMPH_HAIR, OMMEL_HAIR, DRAGON_HIDE; }
    MaterialConfigChances = { 4, 300, 200, 100, 50; }
    EnchantmentPlusChance = 4;
    CloakBitmapPos = 48, 496;
  }
}
Posted by Ischaldirh, Aug 1, 2017 at 1:03 pm
I got the idea to write scripts for a couple new items (capes - basically, small cloaks which don't provide as much protection, plus magical versions which grant haste or flying), and while doing that I thought about writing Greatcloaks as well. However, for these it would make sense if they also occupied the Helmet slot (in addition to the Cloak slot). I'm wondering if such items would possible/desirable?
Posted by Ischaldirh, Aug 1, 2017 at 9:47 am
Valpurus forbid! Quick, trash this idea and come up with something more mundane!
Posted by Ischaldirh, Jul 18, 2017 at 10:02 am
That... is ... actually a really decent idea. Though to be fair halberds are designed to do a fair bit of poking.
Posted by Ischaldirh, Jul 15, 2017 at 5:23 pm
I suggest a post on /r/roguelike when it comes time for the release.
Posted by Ischaldirh, Jul 13, 2017 at 9:23 am
Chao: I'm pretty certain it is.

Re: Stamina and blocking - It's already not much of a problem. It's extremely rare in my games, for exhaustion to play any role at all. You would need to nerf weapon blocking in the same way you are proposing a buff to shields for this to be relevant. I dunno if that's good or bad, but just something to point out.
Posted by Ischaldirh, Jul 12, 2017 at 9:53 am
Combat styles would be fun! It would be tricky to make something worth the time to code in, but which doesn't overpower the armed styles.

I've been toying in my head with a "trait" system where you would chose one of a small list (10 max, probably less) of perks on player creation. Perhaps style choice could be part of this?
Posted by Ischaldirh, Jul 12, 2017 at 9:49 am
If a tweak that doesn't involve adding new mechanisms is what is needed, one option would be to simply increase the ability of shields to block (and also how much they block), and likewise reduce the how much a weapon can block. (It makes no sense for a dagger to be capable of blocking an incoming halberd, no matter how good you are with them.) I do know that shields already outperform weapons in this regard, though it doesn't seem to be enough. I also don't know how dodging plays into this.
Posted by Ischaldirh, Jul 10, 2017 at 12:10 pm
A bit of recent discussion reminded me of something I had read ... a while ago, which I can't find now, regarding the original devs' goals for balancing dual-wield, two-hander, and sword-and-board. They wanted them to play rock-paper-scissors to each other, with sword-and-board beating dual wield (the shield negating most of the small, quick attacks), dual-wield beating two-hander (striking vulnerable areas several times for each blow the two-hander gets in), and the two-hander beating sword-and-board (heavy blows able to cause damage through, or even break, the shield).

I don't know how well this works as it stands, as very few enemies utilize the many-small-attacks combat method. Additionally not many of them use sword-and-board, beyond guards and dark knights. Most truly dangerous enemies use big, hard-hitting, slow attacks (golems, frogs, Danny, etc) or bypass direct combat altogether (Enner, Izzy). The only dangerous dual-wielder is Sherry, and she's a pretty rare spawn.

Perhaps adding new enemies of these types could help even out the balance, and increase the frequency of great-weapon and sword/board runs?
Posted by Ischaldirh, Jul 9, 2017 at 11:30 pm
That's a good observation. The inherent disadvantages of sword-and-board - reduced damage output - do not at present outweigh the advantages, in a similar way that light armor is generally superior to heavy armor. As such most successful runs dual-wield and wear soft armor. There could be an entire discussion thread about the subject of shields, if there isn't one already.