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Posted by capristo, Jul 31, 2020 at 12:00 pm
Ok I just released a software update. Mostly just updating the packages that the forum is using but with a couple of changes in the custom code too. Hopefully didn't break anything

Everybody will have to log back in due to a security update from one of the packages

Post here or email capristo@[this site] if you have any issues, especially with registration or login
Posted by capristo, Jul 24, 2020 at 6:47 pm
Awesome upload it here too:
Posted by capristo, Jun 17, 2020 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, Jun 9, 2020 at 1:21 pm
Posted by capristo, May 21, 2020 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, 2020 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, 2020 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, 2020 at 5:30 pm
Is there a way to disarm a boobytrapped chest or door currently?
Posted by capristo, Apr 16, 2020 at 6:29 pm
Nice! Never thought of that and never stopped to think how valuable those are either
Posted by capristo, Apr 10, 2020 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.