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Posted by chaostrom, Dec 24, 2017 at 12:47 am
How about moving Xinroch's gas immunity to the artifact flaming sword, plus disease immunity and make the handle arcanite? That shouldn't be too OP right?
Posted by chaostrom, Dec 23, 2017 at 3:43 am
red_kangaroo wrote
He's already resistant/immune to all the things Petrus and Oree are.

Which is what, exactly? I don't remember, and it's not on the wiki.

For that matter, what are the specifics of the artifact flaming sword? Is it actually special, or is it just a heavily enchanted flaming sword?
Posted by chaostrom, Dec 23, 2017 at 3:39 am
capristo wrote
Interesting idea. The thunder hammer definitely makes sense. Shooting fireballs out of a flaming sword feels a little strange to me.

But in general I like the idea. I feel like the danger of having a wand explode is far greater than their benefit in general, so usually I just store them in chests and forget about them. It'd be nice to have a "wand" without that risk

I'm no coder, the examples I gave are mere modifications of existing functions. If there's a better way to implement the idea, I'm fine with that. The main thing here is the general idea, not the specifics of my suggestion.

red_kangaroo wrote
I'm not too keen on adding more effects to magic weapons, as they are already quite strong and useful, and adding more effects to them would make them overshadow normal weapons way too much, IMHO. Flaming swords give you light and fire damage which is not blocked by armor, thunder hammers have very strong lightning bolts that will kill everything quickly if you can survive them yourself, whips of thievery are just badass, etc. They are all quite useful without being overpowered, and even those that can be a bit tricky to use (staves of wondrous smells) are actually quite effective if you're careful.

That's the way they should be, yes, but as things stand they're only variety weapons. Nobody picks Turox or thunder hammers over normal maces and hammers, people don't like quarterstaves period, never mind wondrous smells. If I recall aright, the "burning" effect of the flaming swords are really only minor damage that only really gives them a slight edge over normal long swords, and it's not even actually fire-based, which is a pity now that we have burning mechanics in-game. I'm making suggesting this in the hopes of making these weapons with additional effects mean something, not just "ooh, shiny, but it's not going to win me the game".

red_kangaroo wrote
That would be rather easy. Chilling axes already slow your enemies, you could just add:

Hitter->BeginTemporaryState(HASTE, 100 + RAND_N(200));

Right, I know it's possible to have multiple effects already, wondrous smells have two different smoke effects. What I wanted to know with that time-weapon example was, if I'm attacking an enemy with such a weapon, could I have an effect that simultaneously hastes me for the amount that it slows the enemy? How complex can weapon effects be with IVAN's code?
Posted by chaostrom, Dec 21, 2017 at 11:03 pm
For that matter, can you tweak Xinroch's final form as well? In the other thread it was mentioned that you didn't need to kill him, only take his sword, which makes it potentially too easy. Xinroch should have some protection against magical effects. Some resistance to fire/lightning/acid, immune to polymorph and thievery if possible. Stat-wise he should be a bit weaker than Oree, but his equipment and skill should more than make up for that so that 7 or 8 times out of 10, he should be able to beat Oree in single combat.
Posted by chaostrom, Dec 21, 2017 at 10:56 pm
A recent conversation had me thinking, the likes of Turox, flaming swords and thunder hammers aren't too popular so I came up with an idea on improving the tactical aspect of their effects without mitigating the risk factor. The ability to zap them, balanced by adding a new mechanic based on either prayer (based on having a timer, except attached to a weapon instead of a god, and while on cooldown nothing comes of applying it) or charge (like wands, but charges build over time) mechanics. There's 4 different ways I've come up with.

1. Power Timer
A longer cooldown for a full effect. For example, one could shoot a lightning bolt out of a thunder hammer once every 8 hours.

2. Weak Timer
A consistent, weak effect that can be used every so often. Example, a 1 tile fireball from a flaming sword every hour.

3. Gathering Charge
Charges build quicker to a higher cap, but effect is dependant on how many charges you have. Example, 1 charge will give you a 1-tile lightning bolt or explosion, while 3 charges will allow you to shoot a 3-tile lightning bolt or 3x3 explosion.

4. Limited Charge
Charges build slowly to a lower cap, but for the full effect. Essentially emergency use wands.


Now, as to the applied effects of the weapons themselves, I was thinking Turox could have a no-risk explosion like Legifer's, while flaming swords/thunder hammers would be like wands of fireball/lightning. We could potentially extend this to other weapons like Mjolak and whips of thievery/chameleon.

For that matter, how complex can a weapon effect be? So far all existing effects are singular, what about a rare, time-based weapon that can slow an enemy while hasting you at the same time? Is that possible?
Posted by chaostrom, Dec 20, 2017 at 10:46 pm
There hasn't been a capability to sacrifice corpses in forever. Why do you think constantly reanimating zombie torsos have been such a pain?
Posted by chaostrom, Dec 13, 2017 at 9:57 pm
Not always. A mace/long sword in one hand does wonderfully. I'm partial to a long/short sword combo myself.
Posted by chaostrom, Dec 7, 2017 at 10:21 pm
I'm of the opinion that life saving shouldn't do anything for undead, but resurrection would bring them to life.
Posted by chaostrom, Nov 16, 2017 at 1:49 am
There's been more than enough good ideas thrown about to overhaul shields. The biggest problem is that since shields are defensive equipment, any changes need to go hand-in-hand with armour balancing, which is enough of a headache in itself.