Search Results
Searched for posts by capristo in all forums

Modify your search
Posted by capristo, Jun 17 at 2:49 pm
I have never used it... poison extraction sounds useful though

I do like that you can play the game without touching crafting if you want.
Posted by capristo, May 21 at 2:58 pm
TheMasterGear wrote
Or just get a ring or helmet of teleportation, then get teleport control. That's how I do it.

The benefit of Dark Star's method is for moving extremely heavy stuff. With a ring or helmet you have to walk around (which you might not be able to if it's too heavy) or sit around (risky if you get attacked) and wait for it to randomly trigger
Posted by capristo, May 21 at 1:36 pm
I don't think involuntary random encounters would really work well with the style of the game

red_kangaroo wrote
That's actually the easy part. All the dungeons and towns are generated during worldgen, they're just hidden until you reveal them somehow. So we can simply check if there is any dungeon on the worldmap tile before generating a wilderness location.

So what do we do if they try to descend on wilderness that they just haven't revealed yet? I guess that also depends on whether we want to save each wilderness area so that they can return to it. If so then that "wander around some musty ruins" idea would probably make most sense. If we just dispose the wilderness areas then it doesn't really matter
Posted by capristo, May 16 at 8:35 am
I agree with non-corrosive poison

Also agree that ‘s’earching for booby trapped doors makes the most sense

I would like to see a way to disarm regular traps too, so I don’t think a disarm key makes sense. Currently all you can really do is kick them or set off an earthquake

I can’t think of any existing command that would make sense so it might have to be a new command. It should have a chance of setting the trap off based on your dexterity.
Posted by capristo, May 8 at 5:30 pm
Is there a way to disarm a boobytrapped chest or door currently?
Posted by capristo, Apr 16 at 6:29 pm
Nice! Never thought of that and never stopped to think how valuable those are either
Posted by capristo, Apr 10 at 12:54 pm
If it's a one handed weapon it definitely checks which hand it is in. Not sure about two-handed though.
Posted by capristo, Apr 9 at 7:02 pm
Ischaldirh wrote
If I want to be able to (theoretically) swing two halberds around, don't you dare try and stop me.

Honestly I had no idea that people thought dual wielding was the way to go lol. Big heavy weapons always seemed the best way to go in my experience, provided you make it past the hedgehogs in UT. Although to be fair I have struggled quite a bit with fungal caves, particularly all the small bats & spiders. Maybe I should give dual wielding another chance.

How quickly does your weapon skill deteriorate from lack of use? I guess I also have never really taken advantage of the new weapon swapping feature. It'd probably be good to alternate depending on the foe, even if that means you don't train your skills as well
Posted by capristo, Apr 9 at 4:36 pm
But I feel like even if we did give a bonus for 2-handing a 1-handed weapon, that bonus would be fairly small. It would still make way more sense for the player to just equip a shield or a separate weapon in their other hand.

Maybe we could increase the blocking ability for swords though? Since long & short swords are the most likely weapons that you would pair with a shield, that makes the sword + shield combo a lot more appealing because both items block well.