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Posted by capristo, Dec 2, 2016 at 4:41 pm
That was amusing. I'm impressed that you got so far, but I guess the lower danger level helps

Did you kill Enner or simply run past him?
Posted by capristo, Nov 30, 2016 at 3:22 pm
I think in most roguelikes, the more HP you have, the more quickly it recovers. And since HP is directly based on Endurance, yes that is the case with IVAN too
Posted by capristo, Nov 28, 2016 at 11:08 am
chaostrom wrote
Personally I'm of the opinion that there needs to be more questionably useful items.

Agreed
Posted by capristo, Nov 27, 2016 at 2:01 pm
I think they're sort of like the armor of great health, attractive, but they do way more harm than good
Posted by capristo, Nov 5, 2016 at 8:00 pm
It was always like that. But yeah especially with the # of conversations that are being copied and pasted into topics, I'd be ok with switching the order
Posted by capristo, Nov 3, 2016 at 11:09 pm
That wouldn't surprise me at all. It's just like the SPOILER ALERT. Click here to see text.
valpurium sword +10
. So attractive and hard to resist for someone who hasn't learned the hard way
Posted by capristo, Nov 3, 2016 at 11:06 am
What are all the talents?
Posted by capristo, Nov 2, 2016 at 12:27 am
4zb4 wrote
In fact I'd like to make a bunch of subtle changes to the language used based on stats, just for flavor's sake.
e.g. low INT would start using dumb language like "a two-hunded sward are there", high INT starts using more colourful language like "A skeleton warrior menaces here" (instead of "is standing here")

I like that
Posted by capristo, Nov 1, 2016 at 11:59 pm
lots of good points 4zb4

For the charisma thing, isn't charisma sort of tied into leadership / honor / esteem? If so wouldn't someone with higher charisma actually treat lower creatures / poorer people with more respect? So I kind of feel like the charisma thing is backwards if we do implement that
Posted by capristo, Nov 1, 2016 at 1:39 pm
Ischaldirh wrote
That all aside, there are other reasonably valid explanations for referring to these creatures as "it". For example, it may simply be that morphologically, male and female monstrous humanoids are nearly indistinguishable. It would not be unprecedented - many animals on Earth are difficult to sex. Perhaps it would require a high INT or WIS score to be able to tell the difference. Additionally, they may actually simply all be sexless: creatures spawned by Cruentus for the sole purpose of war and violence.

+1
Yeah I don't think it has anything to do with charisma. It's just that there's no discernible difference, or they don't have a sex at all.

Look at the animals vs. the humanoids:

- lions have a visible difference (mane), and I think all the lions in game have a mane. But they're still referred to as "it" not "he" right?

- That makes me think it has less to do with charisma and more with intelligence. The "it" seems to me more referring to them as savage creatures with lower intelligence. And of course this is relative - to the humans the kobolds are savage dumb brutes, even though they may have their own society

- for animals that don't have a visible difference, it would be strange to say "he" or "she" - how can the player tell? (The odd exception is the adult male vs. female carnivorous mutant bunnies. Maybe we should remove those gender modifiers and just call them "adult")

- the same should apply to kobolds, orcs, etc. They're all ugly, their gender bits are covered by clothing, so the player can't tell. I do think it would be somewhat interesting to read "she blocks your attack" or "he hits you" when fighting a goblin. But we should look at each species individually and decide which ones have a discernible difference. The NPCs have an assigned gender because they're relatively famous - the player recognizes them, knows who they are.