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Posted by red_kangaroo, Apr 30, 2020 at 7:14 am
We don't have a download link for CLIVAN listed in Downloads > Variants > CLIVAN. Could we add one?
Posted by red_kangaroo, Apr 28, 2020 at 12:47 pm
A wand holster?

Also maybe a magic chest, which would be a large chest that shares a single inventory among all instances. So you could put items into a magic chest in Attnam, leave it there, and retrieve them from some random magic chest in a dungeon. (And of course we could place some guaranteed magic chests around the world.)
Posted by red_kangaroo, Apr 26, 2020 at 1:27 am
Ischaldirh wrote
Do items that are on fire produce smoke? Because they should.

They don't. They really should.
Posted by red_kangaroo, Apr 25, 2020 at 3:58 am
The UT chest room has a bamboo golem. He's dangerous, but has low HP.
Posted by red_kangaroo, Apr 17, 2020 at 1:09 am
SPOILER ALERT. Click here to see text.
She should've been able to follow you to NA. :/
Posted by red_kangaroo, Apr 17, 2020 at 1:07 am
TheMasterGear wrote
What I think is the hard part is trying to get the random overworld tiles not overriding the dungeons and towns. One idea could help would to have all locations spawn before triggering events, even if that could cause sequence breaking.

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.
Posted by red_kangaroo, Apr 10, 2020 at 3:30 pm
33) Kill One-eyed Sam.
Posted by red_kangaroo, Apr 9, 2020 at 5:35 pm
IDK if I would penalize certain weapons or playstyles. The "broken" dual wielding only happens late in the game when the player can also have artificial limbs and God tier stats. It's also balanced out by the brutal difficulty of some of the end game enemies.

Thus in early game, dexterity requirements could put players off some builds, while in late game, they wouldn't matter for players that build for high stats.

Handedness could be a nice hidden statistic, like talents. But if we have right handedness, we should definitely have left handedness!
Posted by red_kangaroo, Apr 9, 2020 at 5:24 pm
Ischaldirh wrote
snip

+

I think the three fighting styles are well defined, designed and with the shield buff even well balanced. Dual-wielding is not really OP, IMHO. See how many enemies use two-handed weapons and are deadly with them.

RE: buffing sword blocks. You would need to balance this change out. The swords are already pretty good. If you boost their block without some counter, you're buffing already good weapon for no good reason.
Posted by red_kangaroo, Apr 9, 2020 at 2:36 pm
capristo wrote
Idk I think the weapon system is pretty well balanced as it is

I think so, too.

TheMasterGear wrote
I remedied this problem by buffing their roundness because swords and dagger have cross guards to block with and are very well balanced compared to other weapons in history.

I think you misunderstand. The lower block value is not a problem, it's intentional, because of game balance.

TheMasterGear wrote
Dual-wielding weapons that wouldn't be possible to wield due to their size, not just their weight.

You cannot mix "realism" and superpowers. With as much LStr as it takes AStr to dual-wield halberds, you can kick down weaker walls (you can try it in UT, it's fun!). When the PC has enough AStr to dual-wield halberds, they are basically superstrong and can wield whatever they please.

TheMasterGear wrote
It's not that bad, I gave it a try, and I can easily wield a knife with both my hands. But I do agree that small weapons are generally suited for one hand because they're so small and light. But if you had a knife made of weighty material, you better use it in two hands.

And can you swing with it at an opponent? Or at least try stabbing it into something. It will be very awkward, if you can even retain your hold.