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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.
Posted by chaostrom, Nov 15, 2017 at 5:10 pm
While I agree with most of what you said, I disagree about locking it. The whole point of this thread was to have a single place where all ideas and suggestions could be dumped in without having a new thread for every one that'll only be a couple of posts long.
Posted by chaostrom, Nov 15, 2017 at 5:08 pm
I think rings, amulets and cloaks are quite enough. IVAN doesn't have nearly enough content to have anything and everything come with extra features like Elona. Shield use needs a complete overhaul to make it useful in its own right, not just latched onto another mechanic.
Posted by chaostrom, Oct 27, 2017 at 5:28 am
There was this. I never tried it out though, and cannot make any comment.
Posted by chaostrom, Oct 25, 2017 at 5:37 pm
fejoa wrote
I always wondered if it could be paper scissors rock between the three damage types and three types of armour. I haven't got any ideas though.

I believe that was the original intent and this has somewhat been discussed in relation to balancing armour.