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Posted by JoKe, Aug 30, 2016 at 3:16 am
red_kangaroo wrote
An easy and cheesy way of taking the edge off ethereal would be to spawn more creatures that can walk through walls, just as invisibility increases spawns of creatures who can see invisible.

Incidentally this also fits the theme quite well, so long as they get at least a short range ESP to see the player through walls. Not a perfect solution to be sure, but it'd at least make skipping things slightly more hazardous.

It would also show off the new ghosts really nicely.
Posted by JoKe, Aug 30, 2016 at 2:24 am
At 0 AV and no SoCM allowed, the veil would be strictly a situational item for saving on some teleport charges. Which would be totally fine! The player can always carry a conventional cloak for combat purposes and only swap out for breaking into secret rooms, avoiding hostiles or just walking through everything to the next set of stairs.

It would however mean the dungeon layout has to be designed around the player possibly having it. Ethereal status could trivialize a lot of content if you can simply walk past every obstacle. The status is not limited by charges the same way controlled teleports are, which are already somewhat problematic from a level design perspective.
Posted by JoKe, Aug 29, 2016 at 2:19 am
4zb4 wrote
The passive lighting is apparently set inside the source code rather than by script.

It did seem hardcoded in this case, thanks for the confirmation 4zb4. I can likely get around it for now with luminescent ground materials to fake daylight to a degree, but that obviously isn't a viable long term solution.

IMO sunlight colour doesn't need to change, so long as we assume there's only a single sun. A lot of the location aesthetic can already be handled via ground clutter, material choices and BackGroundType. Instead of touching sunlight colour, it might be better to instead implement a basic ambient colour filter. This'd allow for more flexibility in dungeon building in general instead of being limited to above-ground locations. A slight orange haze for caves in volcanoes, a pale yellow for a sweltering dusty desert, a bluish tinge for glazier caverns, a dark green touch for dense rainforests or so on. This is not to say I've mocked up the effect on a screenshot, so no guarantees I'm not just speaking out of my ass and it'd look like shit.
Posted by JoKe, Aug 28, 2016 at 9:00 am
fejoa wrote
AutoReveal = true;

It's used in the New Attnam script file as well. Might be missing from the wiki page...

Awesome that you are considering doing this, by the way

AutoReveal doesn't affect lightning, so only areas with lanterns and such are visible. Unlit tiles just get a slightly bluish black of "you know it's dark in here".
Posted by JoKe, Aug 28, 2016 at 5:25 am
I've been toying around a bit with making Bazaria (tourist dialogue) into a new quest hub for a branch I've had in mind. Is there a way to set ambient lightning via script such as the core settlements have? I did notice IsOnGround prevents earthquakes, but it does nothing about light. Currently the place is dark as a cave.
Posted by JoKe, Jul 31, 2016 at 6:53 am
4zb4 wrote
SPOILER ALERT. Click here to see text.
Unfortunately, it does not record the polymorphing in the victory entry.
I was hoping it'd tack on the whole "...while polymorphed into a [creature]" thing so it'd be "Defeated Petrus and became the new High Priest of Valpurus while polymorphed into a mutant ass" or similar.

SPOILER ALERT. Click here to see text.
You could complete the whole game as a human and only polymorph into an ass right before sitting on the throne though. Your current status doesn't matter as much in a win as it does for getting killed.
Posted by JoKe, Jul 30, 2016 at 4:13 pm
Eating normal bones is useless sure, but I could see how eating ommel bone armor could save you in some specific situations.
Posted by JoKe, May 24, 2016 at 12:19 am
Well done, that's an awesome way to eke out the Petrus kill with little to no extra resources! I'd most likely have just ended the run there with a knight win.

Is there a reason you kept extra wands of cloning instead of breaking them for more clones? Moreover, seeing as both your weapons could be cloned, wouldn't it have made more sense to focus all enchantment scrolls and skill gains on one weapon instead of spreading it over two weapon types? I could see it as a way to reduce limb hits in the late game, if that's what you were going for.
Posted by JoKe, May 19, 2016 at 10:53 am
Social creatures would be a neat addition, instead of having every NPC act as an individual only. Even simple group behaviour similar to player pets for things like orc patrols or wolf packs could go a long way.
Posted by JoKe, May 13, 2016 at 12:11 am
4zb4 wrote
There's not much reason to use a lantern because it'll level your Misc. weapon skill, which won't be handy further into the game.
Light gloves (leather/cloth materials) are actually surprisingly decent weapons, even up to and including killing the enner beast in melee. They do kind of fizzle out once armour starts to be a thing.