Search Results
Searched for posts by JoKe in all forums

Showing results 121 - 130 out of 273 total
Modify your search
Posted by JoKe, Dec 26, 2013 at 7:58 am
Eagle V wrote
We'll probably need a FROZEN status, too. I'd imagine there are quite a few baddies that can freeze you for a few turns. Maybe just slowed would work though.
Frozen is functionally similar to unconsciousness, so that's an alternative as well. How would these be triggered though? Spells, special attacks, procs on hits, on death effects? Weapon procs, chance to contract leprosy when fighting zombies and hattifatteners exploding with an effect already exist and could probably be used here as well.

4zb4 wrote
Somehow I think being frozen would be a death sentence
...and then again this is IVAN.
Absolutely, it would need to be very short and/or limited to some rare monster variety. Floating eyes that actively fight you would be hell to take down in melee. Maybe as a sort of an active slow effect, delaying your next action by a step after a hit or something? ("Snowman hits you. You shiver uncontrollably.")
Posted by JoKe, Dec 25, 2013 at 7:41 pm
Falling off the tower should not be too difficult to implement as we already have liquid surfaces; all you'd need to do is give it a new graphic and replace the material with air. Moving up and down between levels with a belt of levitation on the other hand would be.

Speaking of the levels in towers, the current level generation doesn't really allow for specific shapes outside of the pre-built rooms. Randomly generating a round level surrounded by open air is possible with a large amount of dummy rooms on the level boundaries, but that's really just a dirty workaround for the issue. Stair placement is another concern, as there's no link in the generation between the up and down stairs. Underground that's acceptable since there's a lot more room for where the level could possibly be located in relation to the stairs, but towers are straight solid structures. It makes no sense to go up on one side of the tower and magically appear on the other side on the next level.
Posted by JoKe, Dec 14, 2013 at 7:52 pm
Enner beast flesh, frog flesh, frog flesh. The two latter ones to catch the mystic frog as soon as possible.
Posted by JoKe, Dec 14, 2013 at 11:04 am
In all seriousness, burning through two detect materials for enner is rather counterproductive for the late game. Of course if you've got plenty and don't intend to go for the knight or high priest ending it's fine, but under normal circumstances you rarely have that many. For me, a proper run for Elpuri takes a minimum of 3 scrolls (GC5, GC7, GC9), more if something goes wrong on the said levels. Going up to Oree needs anything between 0-4 depending on gear quality, meaning in the worst case you'll be looking at blowing 7 or more of them for a high priest run.

IMO enner just doesn't need the map detection, there's plenty of opportunities later to use that scroll.
Posted by JoKe, Dec 13, 2013 at 6:39 pm
Bones let you skew the normal spawn rules, yeah. The minefield should not spawn twice in a normal playthrough.
Posted by JoKe, Dec 13, 2013 at 6:38 am
You're right, the explosion strength is very much random. It can be anything from the door booby trap level to something akin to the Legifer blast strength. Judging purely by the graphic size and apparent damage here, a code dive would be needed for real values.
Posted by JoKe, Dec 12, 2013 at 5:49 pm
The Turox proc is much riskier, since you can't reliably keep any wands, scrolls or bottles on you out of a box. Lightning doesn't break anything. Other than that, it does more damage at the cost of being heavier and less accurate.

I don't think enchantment level has anything to do with the proc damage. Flaming sword proc doesn't improve with enchants at least, I haven't used Turox or thunder hammers enough to be sure.
Posted by JoKe, Dec 12, 2013 at 11:34 am
Which really aren't a huge deal, really. Kamikaze dwarves and golems are both very easy to play around with some invisibility. Even better, a single zap from a wand of fireballs spectacularly takes out a dwarf. They're both are a complete non-issue, especially with how effective the hammers can be.
Posted by JoKe, Dec 12, 2013 at 10:27 am
Maybe, maybe not. I certainly have never had a problem with thunder hammers personally, even though they impose certain limits as to where and how you can fight things without proper resistances. The danger level increase has always been negligible compared to their usefulness.
Posted by JoKe, Dec 9, 2013 at 5:16 pm
Neat way to train ASTR: wield carnivorous plant corpses for weapons in UT3 with Genny still alive.