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Posted by Ischaldirh, Nov 15, 2017 at 4:55 pm
Could this be an item? Having more magical shields might help improve shield-user viability. We have (and have had) the Acid Shield, but I typically pass it up since I don't want to melt swords that I might want (or at least want to sell).
Posted by Ischaldirh, Nov 15, 2017 at 4:53 pm
Quote
BTW, a radical idea - what if we prevented most magical weapons and armor from spawning in UT? This way we could have a nice change of pace from lowly crawl through tunnels to mroe exciting adventure in caves/tomb.

I like this idea, actually. Perhaps prohibit everything non-mundane from spawning in UT1 and only allowing more basic magic items - flaming swords, thunder hammers, daggers of venom, rings, wands, scrolls etc - in UT2/UT3, maybe unlocking some of the stronger items, like named weapons, only after G:3 (or equivalent)...
Posted by Ischaldirh, Nov 15, 2017 at 3:01 pm
Item generation might need to be revamped. IIRC (and please correct me if I'm wrong), each time the game generates an item anywhere, it rolls a random number and picks from the full list of spawn-able items. We can control how often a given item spawns by weighting it, sure, but you are no more or less likely to walk into a room containing a +5 flaming adamant sword in UT1 than you are in GC6. (Not accounting for monster influence, i.e. a kobold walking off with said sword or Rondol spawning with his diamond spear.)
Posted by Ischaldirh, Nov 15, 2017 at 2:57 pm
I have been considering taking some time to comb this thread, find the interesting ideas, post them all in unique threads, then locking this thread. Eight years ago this thread was reasonable in scope, but it is now 15+ pages long and probably a bit useless.
Posted by Ischaldirh, Nov 12, 2017 at 12:00 pm
I've also noticed this. Goblin Berserkers in UT with two-handed swords - copper or no - are extremely dangerous.
Posted by Ischaldirh, Nov 10, 2017 at 10:52 am
I've taken to carrying around all my extra (intact) bottles, even if I don't know Mellis. I fill them at every fountain, mostly for this exact purpose. They also come in handy if I need to cover ground quickly, as I can run and not worry about exhaustion as much.
Posted by Ischaldirh, Nov 10, 2017 at 10:50 am
The forge is (currently) decoration. The cloak of protection is, well, exactly what it says on the tin: a cloak which provides more AC than usual, with less of a movement penalty than (normal) iron cloaks.
Posted by Ischaldirh, Nov 7, 2017 at 2:48 pm
Oh that's awful D: This was .50.9 yes?

I recently lost a promising character on GC3. I found a big mine. I didn't want the thing, but I figured I could use it to blast a hole in a wall and maybe find goodies, so I planted it. Quickly tapped left twice to get away.

Unfortunately I was confused. The first step had me step RIGHT. The second step went as planned. "You here a thump. You look down. You see a big mine."
Posted by Ischaldirh, Nov 3, 2017 at 1:14 am
Hi Drenkus, welcome to the forums!

For the sake of clarity, can you provide an example? Make sure to let us know exactly what you typed into the prompt. A screenshot would be ideal! (You might want to use wizard mode to help you get what you need for the test. Just don't do it with your main character.)
Posted by Ischaldirh, Nov 1, 2017 at 11:04 am
I'm cool with it personally. I just get tired of backtracking a couple steps down a tunnel every time there's a corner, just to satisfy my OCD.