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Posted by red_kangaroo, Oct 21, 2017 at 3:02 pm
Cool! That would be awsome in vanilla.

What about making the material in item name use the material's color?
Posted by red_kangaroo, Oct 17, 2017 at 4:03 pm
vasiliy wrote
p.s.: is is somewhat… inconsistent that the bottle is the only thing which spawns separate "broken" object instead of BROKEN config. i guess it is either leftover from the early developement stages, or a hack to ease implementing damage from broken bottles lying on the floor.

I thought this was because a (non-broken) bottle is a container, while a broken bottle is not? There's not much difference between a non-broken and a broken sword, but a non-boken and broken bottle behave completely differently.
Posted by red_kangaroo, Oct 17, 2017 at 8:55 am
What if all items (in the best case including walls ond other destroyable dungeon features) had an inner "thermal energy counter" and all materials (including those that cannot burn) had a melting point?

That way, you could make fire damage taken by an item or a wall add up to the counter, with the counter slowly decreasing over time. Either strong fire damage or repeated exposure would then be able to increase the counter up to the melting point of a given material, destroying the item or wall in question. Thus burnable items would still be more vulnerable to fire, but even metal walls would eventually melt if you had enough wands and mines.

Equipped items or adjacent walls with high counter could deal fire damage to the player and monsters, and maybe melted items would leave behind puddles of lava that would deal fire damage to anything that stepped into them before disappearing after a while.
Posted by red_kangaroo, Oct 16, 2017 at 7:56 am
fejoa wrote
Feel free to post your own personal plans here as well.

OK, then.

I would like to (slowly) do the following:

  • Add Mondedr, accessible by giving the encrypted scroll to a special NPC. This would lock you out of GC and TX, but give you access to a set of other quests based in Mondedr.
  • Add Dark Forest quest started in Mondedr, inspired by CLIVAN Deep Forest and connected to the new elven ambassador in Attnam.
  • Add a quest about the dwarven fortress of Kharaz-arad and orcish freeholds, agaon started in Mondedr.
  • Add a quest about the slavers of Aslona, connected to the emissary in Attnam.
  • Maybe expand the number of materials available in the game?
Posted by red_kangaroo, Oct 16, 2017 at 4:13 am
4zb4 wrote
With your suggestions there though I'd be more in favor of limbs only regrowing when you consume a potion at full HP, or more specifically if the amount of health restored by however much you drank heals you to full but there's enough "overheal" on top of it to restore a limb. That makes more sense than having to annoyingly waste a dose on say 5 or less HP to get your limb back in a stressful situation because of some arbitrary boolean set for "is this guy's HP full".

Hm, maybe simply increasing the amount of healing liquid you need to drink to regrow a limb would do the trick?

What if you needed to drink a full litre to assuredly regrow a limb, but only had a chance of regrowing one with half a litre? That could work nicely, actually, making healing liquid more precious by requiring larger quantities.
Posted by red_kangaroo, Oct 16, 2017 at 2:18 am
I was thinking about all the ways a player can regain his or her lost limbs and I would rather like to tweak the way healing liquid and troll blood allow you to regrow your lost limbs. Why?

There are many ways how to get your limbs back. Praying to gods is interesting, because you can get various artificial limbs and generally interact with the material system. Priests are also good, they require money and some travel, so loosing a limb does not feel inconsequential. Wands of resurrection have a second, very nice and powerful effect, so you will consider whether to use them on yourself or to revive a killed powerful pet; so again, they are interesting. I tried adding a new Regeneration status that allows you to slowly regrow lost limbs (but does not speed up healing, that would be OP together) and I again thinks thats interesting, because you require time to restore your body and eventually regrowing your limbs just feels badass.

Healing liquid and troll blood, on the other hand, are the second most common liquids in bottles (after water) and give you a new limb whenever you drink at least 250 ml of them. Bottles come prepacked in 1 litre, though, so even if you dip into an empty one to ahve two half litres of healing, you will still get two full heals and two regrown limbs from it. I think this makes regrowing lost limbs with those way too easy, plus there's nothing interesting on drinking some healing potion to restore yourself back and continue. There's no player choice, time or travelling (and the time spent waiting for your limb to regenerate or travelling back to a priest without a limb can be interesting one indeed). It's boring and everyone can do it quite often with the amount of haling liquid they will have, plus it stops the player from considering the more interesting ways of getting new limbs.

I have two ideas: We could simply remove the ability of healing liquid and troll blood to regrow limbs. IMHO there's already enough ways and they are all accessible enough that getting rind of healing regrowing limbs would not unbalance the game. Or we could change the regrowing so that it only occurs if the player drinks the healing liquid when already on full HP - you could still drink half the bottle to full heal, then the second half to regrow a limb, but at least it would not be so OP as now. I'm afraid, though, that the second approach will still not solve the issue completely due to abundance of healing liquid, only lessen it.

What do you think? Any more ideas or counterarguments?
Posted by red_kangaroo, Oct 13, 2017 at 2:10 pm
Pressing _ (sit down) while one of your limbs (not equipment) is on fire should make you roll on the floor with a chance to extinguish the fire.
Posted by red_kangaroo, Oct 12, 2017 at 7:21 am
I'm not sure if I haven't mentioned some of this before, but there are some new changes.

Zombie of Khaz-zadm is now a more cool boss, with her own magical axes (as discussed here) and a better reward.

Scroll of immolation is a rare scroll that allows you to summon a fireball at any location you like, maximum distance based on you Int like with teleportation.

Scroll of earthquake does the obvious. Given how rare it is, it should not overshadow Silva, but for people who can't pray to Silva, it might be a niche but nice item.

Ommel brister armor is an artifact body armor (based on the cool story on our wiki, see Ommel article, plus on dragon cuirass from CLIVAN). It's indestructible, but also as rare as any artifact and non-material-changeable, so it will always remain made of ommel hair. While normal plate mail made of adamant may give you better AV, ommel bristler armor is much more reliable when huge explosions or rust threaten your equipment.

Bone of Ullr is an artifact wand, inspired by CLIVAN but unlike there, it has only 8 charges (12 was quite excessive), grants swimming (like in the original legend) and cannot break (it can be used as a weapon, so making it breakable and explody somewhat defeats the purpose).

Finally, I slightly lowered strength of magical gauntlets and boots. Thus, nonmagical gauntlets/boots will have slightly more AV than magical gauntlets/boots. This balances the fact that magical gauntlets/boots always start with +1 enchantment, making them strictly better than any other equipment. Don't worry, this does not make end-game magical gauntlets/boots any less powerful.

Also includes uninteresting minor fixes (well, earthquake crashing on Lobh-se level is somewhat interesting).

And here's the PR, because I don't think I have anything more to add now!
Posted by red_kangaroo, Oct 10, 2017 at 12:08 pm
Such a backpack should really act as a container.
Posted by red_kangaroo, Oct 10, 2017 at 11:19 am
Heh heh heh, try wishing for "gun" or "bazooka".