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Posted by Ischaldirh, Jun 12, 2020 at 8:01 pm
Cestus. It's a gauntlet type. Less AV than a normal gauntlet with a given (primary) material. Two materials: Leather, and some metal which has more volume than a normal gauntlet. This gives it more mass, hence increasing unarmed damage appropriately.
Posted by Ischaldirh, Jun 5, 2020 at 9:01 pm
1) From the chat, what if some monsters COULD pray?

2) Mass applies to the weapon damage calculation. Does the mass of your gauntlets apply to your unarmed melee damage? 'cause it should.

3) I recall that some monsters are "HP-gated". (This may have been changed? I don't keep up on changelogs.) This has caused strategic consternation in the past. Can this be changed to an overall "stat-value" gate? I.e. if your total stats are greater than some number, then the stronger monsters spawn? If so, I suggest that only your raw stat value should be counted, that is not counting the bonus from your Gauntlets of Strength or penalty from your plate armor.

4) This one is out on a limb, it's a bit wild and game-altering. The suggestion is giving weapon skills unique effects, which become more effective with higher skill. They would be present at any level including 0, but unlikely to proc until you gain a couple levels in the associated skill. My initial idea was for kicks: granting a chance to kick any time you make another attack. The chance would be doubled for unarmed attacks and halved for bite attacks, and would increase with skill level. Other ideas I had were giving blunt weapons a knockback effect (like kicks), giving small blades a critical strike effect, and giving unarmed strikes a chance to attack again.
Posted by Ischaldirh, Jun 3, 2020 at 5:28 pm
Have you tried uninstalling and reinstalling?
Posted by Ischaldirh, Jun 3, 2020 at 3:23 pm
Can you give us some information about your machine? Windows, mac, ...?
Posted by Ischaldirh, May 26, 2020 at 12:04 pm
Stihdjia wrote
Oh and another bug, bears eat wood. That's kinda weird.

This could be a feature, actually. Real world pandas eat bamboo, right? Well, what if we add dire pandas, which will eat any kind of wood? Even going so far as to try to eat your shield while you fight them (if the shield happens to be made of wood).
Posted by Ischaldirh, May 21, 2020 at 4:55 pm
It might be interesting if there was a way (wand? scroll? spell? carpet?) to cause an item to "levitate" and then follow you around like a slow pet.

Actually, this could be handled by making a magic carpet which behaves like a pet with no ability to attack and a very large carrying capacity...

Or maybe something more esoteric. Anybody know an esoteric word for a rug?
Posted by Ischaldirh, May 16, 2020 at 9:00 pm
Using a key in a lock should disarm any associated traps. Also, personally, I think only locked doors should have traps, but idk... it is IVAN - random death is part of the !FUN!
Posted by Ischaldirh, May 8, 2020 at 4:00 pm
red_kangaroo wrote
Omega is !!FUN!!.

ftfy.
Posted by Ischaldirh, May 7, 2020 at 10:23 pm
Actually, this could be interesting.

Currently, gas simply fades. What if instead of simply being deleted, it "dissipated" in to neighboring tiles? Reducing in strength obviously, and below a certain strength it would actually delete when it spread. The exception might be stair tiles - to represent ventilation, clouds on stair tiles might fade via deletion more quickly than other clouds 'fade' by dissipation.

This would require some careful thought though as it would have far-reaching consequences. For example, a skunk leaving a trail of stink could pretty quickly drench the entire dungeon level in foul fumes, and it might be virtually impossible to get rid of it. Much like actual skunks.

We might need some fairly easy to acquire (non-magical?) way to actually delete clouds. Clearly, a source of fire ('a'pplying a lamp might work?) should make flammable gasses ignite. Speaking of which, fart clouds should be flammable.
Posted by Ischaldirh, Apr 30, 2020 at 6:05 pm
They spawn with stronger materials. I don't know the exact mechanics, but due to the stronger materials strongboxes seem to protect their contents better. Their small size means that they are actually portable - moving an iron chest around would be a real chore.