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Posted by red_kangaroo, Dec 26, 2017 at 4:48 am
badbeaver wrote
I usually pray to Silva to destroy traps with her earthquake so I don't have much experience with traps.

Be careful that this has a good chance to destroy some items on the level, so you might be depriving yourself of some loot.
Posted by red_kangaroo, Dec 26, 2017 at 4:29 am
chaostrom wrote
I think the default handle on flaming swords are low-grade wood like most other weapons. Fir or something, maybe.

No, dragon hide. Because it's a flaming sword.
Posted by red_kangaroo, Dec 25, 2017 at 11:20 am
Skeletal Xinroch has a ruby flaming sword. So lost ruby flaming sword is as close as you can get to the other sword while making it an artifact.

I'd say have both swords of same material, so either retain both as pure ruby, or make both ruby with arcanite handle.
Posted by red_kangaroo, Dec 25, 2017 at 11:18 am
Just don't stay in the gas and they should be much more manageable than mines, and those also start in GC 1. I always fear going into GC when I can't find a source of fire resistance, because then you'll very quickly end blown up.
Posted by red_kangaroo, Dec 25, 2017 at 4:12 am
chaostrom wrote
That was one of the suggestions I made previously in order to enhance what Izzy mentioned just above.

Wow, I just reinvented the wheel! Good idea, chaostrom, I like it.
Posted by red_kangaroo, Dec 24, 2017 at 11:11 am
Batman? wrote
speaking of bugs, i was in the catacombs and was able to take a pair of gloves without the warning or the town becoming hostile.

Was it in the Cellar, or deeper? You shouldn't be able to take anything from the Cellar, but deeper, you can take whatever you like.
Posted by red_kangaroo, Dec 24, 2017 at 6:50 am
I have a new solution to the useless shields problem mentioned many, many times. Here is the relevant branch.

I don't think adding offensive capabilities (bashing etc.) to shields is the best way to go, mostly because this makes shields similar to dual-wielding, while IMHO shield builds should feel differently and more defense oriented than offense oriented dual-wield builds. Therefore, I think a nice way to buff shields is to give them an AV bonus applied to all body parts, just as cloaks. That way, you can either go dual-wield route and have more attacks/higher damage, or go shield route and have less damage, but more blocking (already present) and more AV (my change).

Even better, this change makes both light and heavy shields viable and different. Light shields are more accurate, thus better at blocking blows and negating the damage completely. Heavy shields are inaccurate and bad at blocking, but have much higher AV bonuses and will reduce damage taken. You can decide yourself which is better for you, but both types of shields have pros and cons.

While you will still sacrifice offense by wielding a shield, now they will offer a tradeoff that is hopefully worth it.

Coincidentally, this also fixes a bug with Aegis which was already present in CLIVAN and I didn't notice it until now - it only gave its elemental resistances to the arm you wielded it with, not your whole body. Now it will be fixed.

What do you think?
Posted by red_kangaroo, Dec 23, 2017 at 4:34 am
chaostrom wrote
Which is what, exactly? I don't remember, and it's not on the wiki.

* Cannot panicked or confused
* Cannot be knocked unconscious
* Immune to cloning and polymorph
* Immune to item teleport and thievery
* Immune to gases (Petrus is not)
* Highly resistant to fire, electricity and striking
* Hasted

Plus Xinroch will summon his own skeleton and elite dark knights.

chaostrom wrote
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?

Cannot be broken, made of ruby and +13. Pretty strong to use.
Posted by red_kangaroo, Dec 22, 2017 at 7:39 pm
Announced on r/roguelikes, Temple of the Roguelike and RogueBasin.

It's already after midnight here and now I have the itch to go and play a bit. And I blame you, fejoa, because new releases always do that to me.
Posted by red_kangaroo, Dec 22, 2017 at 1:07 pm
Zappable/applied effects could be a nice distinguishing feature between magic weapons and artifacts.

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.

Giving zappable effects to artifacts, though, would be a nice way to make them feel even more special. I like that.

chaostrom wrote
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?

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

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