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Posted by red_kangaroo, Aug 11, 2014 at 7:23 am
@Pent

Heh, wielding that spiked shield and a whip of thievery would be quite a bit of fun.
Posted by red_kangaroo, Aug 11, 2014 at 7:21 am
Great work, guys! Now that I actually know that the named weapons do something other that look good, I may even try them over the good ol' vanilla artefacts.

And really, The Wise Farmer should ressurect each time you kill him, so that he actually has what to complain about.
Posted by red_kangaroo, Jul 31, 2014 at 2:18 pm
Yeah, it seems that's a misinformation from my side. I'll correct the article when I've time.

It's kind of strange that you cannot clone unique monsters yet you can have some of the artefacts in several copies - I think both unique items and monsters should be truly unique.




Posted by red_kangaroo, Jul 23, 2014 at 6:44 am
Would it be possible to make gunpowder explode if ignited? I can't wait to donate a large chest socm'd into gunpowder to the Cathedral of Attnam.
Posted by red_kangaroo, Jul 3, 2014 at 12:00 pm
Keep it, please.

I really like this feature, even though the blink dogs could be tweaked somehow.

On the other hand, I would understand removal of this - it is somewhat a part of "ascension kit" to get telepathy and telecontrol through eating, so you can have free ring and amulet slots. Really, you wouldn't miss a chance to get these states once you know about his, unless you'd want to challenge yourself, so it slightly limits the decisions the player can make while sticking to more or less optimal gameplay.

Without this feature, the equipment dependancy of the player would be greater, and even though you could still get these states for a really long time, it could be sometimes worthwhile to think more about the rings you wear and whether to put on your AoLS, or if the AoESP could be of more use right now.

He he - devil's advocate.

4zb4 wrote
with the worst luck in the world you could be perma-slowed, for example (something we could implement ourselves too).



Yes, please!
Posted by red_kangaroo, Jun 26, 2014 at 9:45 am
One more try on the enner level with river. This time, there is a bridge over the river and enner will always spawn on that bridge. Guaranteed items or features are no more.

Let me know whether you like the beach around the river, or whether it should be normal ground all around.

SPOILER ALERT. Click here to see text.
Level ENNER_BEAST_LEVEL;
  {
    LevelMessage = "You hear a wailing scream in the distance. An enner beast must dwell here!";
    IgnoreDefaultSpecialSquares = true;
    Size = 100, 30;
    Items = 35:70;

    Room
    {
      Pos = 25:65,1;
      Size = 10,27;
	Type = ROOM_NORMAL;
	WallSquare = WATER liquidterrain(UNDERGROUND_LAKE), 0;
	FloorSquare = WATER liquidterrain(UNDERGROUND_LAKE), 0;
	GenerateDoor = false;
	AllowLockedDoors = false;
	AllowBoobyTrappedDoors = false;
	GenerateLanterns = false;
	GenerateFountains = false;
	GenerateTunnel = true;
	AltarPossible = false;

 	Square, Pos 0, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 1, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 2, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 3, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 4, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 5, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 6, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 2, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 3, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 4, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 5, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 6, 28;
      {
        OTerrain = 0;
      }

	Square, Pos 4, 9;
    	{
      Character = ennerbeast;
    	}

	Square, Pos 9, 22;
    {
      Items == Random { MinPrice = 200; MaxPrice = 1500; }
     }

	GTerrainMap
      {
        Pos = 0,-1;
        Size = 10,30;
        Types
        {
        # = WATER liquidterrain(UNDERGROUND_LAKE);
	_ = GRAVEL solidterrain(GROUND);
	~ = SAND solidterrain(GROUND);
	x = FIR_WOOD solidterrain(PARQUET);
        }
      }
      {
    			#####~~~~_
			~#####~~__
			~~#####~__
			_~~#####__
			__~#####__
			___#####__
			__#####___
			_#####~___
			_#####~~__
			__#####~~_
			_xxxxxxx__
			__#####~~~
			__~#####~~
			___~#####~
			___~~#####
			__~~~#####
			___~#####~
			___~#####~
			___~~#####
			____~#####
			____#####~
			___#####~~
			___#####~~
			___#####~~
			___~#####~
			___~#####~
			_~~#####~~
			_~~#####~~
			~~~#####~~
			__#####~~~	  	
      }
    }

  
    Square, Random;
    {
      Items == mine(BIG_MINE) { Team = MONSTER_TEAM; IsActive = true; }
    }

    Square, Random;
    {
      Items == METEORIC_STEEL beartrap { Team = MONSTER_TEAM; IsActive = true; }
      Times = 2:6;
    }

    Square, Random NOT_WALKABLE|NOT_IN_ROOM;
    {
      Items == stone;
      Times = 25:50;
    }

    Square, BoundedRandom 2, 2, 20, 28, HAS_NO_OTERRAIN;
    {
      OTerrain = stairs(STAIRS_UP);
      EntryIndex = STAIRS_UP;
      AttachRequired = true;
    }

	Square, BoundedRandom 70, 2, 98, 28, HAS_NO_OTERRAIN;
    {
      OTerrain = stairs(STAIRS_DOWN);
      EntryIndex = STAIRS_DOWN;
      AttachRequired = true;
    }

   Square, Random;
    {
      Items == bone;
      Times = 20;
    }

    Square, Random;
    {
      Items == skull;
      Times = 5;
    }

    Square, Random NOT_IN_ROOM;
    	{
      Character = eddy;
      Times = 1:3;
    	}
}
Posted by red_kangaroo, Jun 26, 2014 at 9:26 am
Btw, what happens to a wooden floor after it burns out? Does it change to e.g. charcoal/soot floor, or simply remains the same?
Posted by red_kangaroo, Jun 17, 2014 at 8:44 am
Ernomouse wrote
I don't like the way the river is always 5 tiles wide. It looks boring and artificial... None of the streams I've seen are like that. Make some bays in it, maybe even an island somewhere and some variation in it's thickness, so that crossing it is harder if the PC is too stupid.

I'm not sure how exactly should the river be shaped. This simple shape looks good enough for me, it's just a short part of an undergorund river, after all, no large meanders attached. But I could change it, of course, if you didn't like it that much.

Batman? wrote
or a more constructive criticism: I like the idea of making enner harder, but make the river appearance a random chance. come up with 3 or 4 twist on enners level with the twist randomized each game. I think if all you do is add a river, its going to take a short period of time for people to figure it out how to deal with and it reduced to a mere speed bump.

Maybe instead of a river you could have a random level effect that makes killing him harder. what are the main tools for killing him : tele/telecontrol ,esp, detect material, wands. Take a random one away each game on his level, so you don't know what you are dealing with until you get there. "you feel your teleportation being blocked" "the screams of the enner keep you from concentraing on your scroll, it is wasted" "the wailing of the foul beast prevent you from honing your ESP" "the sonic waves disrupt the wands magic"

something like that make one or two of them randomly in effect for the level - it will cause players to have to come up with multiple strategies for dealing with enner instead of having one playbook to breeze though like it is now.

Having a level generator select from several potential layouts would be cool, but impossible with the current generator, I think, so some change to the code would be needed - not my cup of tea. Anyway, if that's ever implemented, we would need much more special rooms, and every game there should be only several of them placed, so that you don't always eventually run into the orc room.

Also, it would be nice if e.g. the zombie level could be randomly swapped with the mine-finder level (I've read that level idea in some ideas collection), so you would have 50% chance of having zombies and 50% of huge minefield.

Pent wrote
I don't like the idea of forcing any playstyles upon the player (eg. get the belt of levitation or find a method of controlled teleportation). And giving the player handouts like guaranteed blink dogs or wands isn't really IVAN's style. I think there should just be a bridge across the river so that anyone can cross it; it should serve more as scenery than a major obstacle.

What if we had a bridge in the middle of the river, with the enner always on it?

The room could be placed semi-randomly on the level, so you would never know how near will it be to the upstairs, and tunnels are completely random, so no easy path every game. That way, you would be always able to cross it, no items required, and the river would be something like a boss arena rather than outright obstacle.

I must say I still like the idea of isolated stairs, but too many voices have spoken against.
Posted by red_kangaroo, Jun 16, 2014 at 8:43 am
I added an altar of Sophos with SoT and a blink dog to the level.

I also changed tho layout a bit. I wasn't able to force the level generator to place tunnels normally while the level was bisected in half with no bridge. However, when I put the river on one side of the level with downstairs set rather than randomly placed, the rest of the level generates as it should. This way, you will know where the downstairs will be, but you still have to fight enner to get there. Tell me whether you like it or not.

About the ring of telecontrol - maybe enner could have it, as a boss reward? That would also prevent you from teleporting him away and running for the stairs.

SPOILER ALERT. Click here to see text.
Level ENNER_BEAST_LEVEL;
  {
    LevelMessage = "You hear a wailing scream in the distance. An enner beast must dwell here!";
    IgnoreDefaultSpecialSquares = true;
    Size = 60, 30;
    Items = 35:70;

    Room
    {
      Pos = 48,1;
      Size = 10,27;
	Type = ROOM_NORMAL;
	WallSquare = WATER liquidterrain(UNDERGROUND_LAKE), 0;
	FloorSquare = WATER liquidterrain(UNDERGROUND_LAKE), 0;
	GenerateDoor = false;
	AllowLockedDoors = false;
	AllowBoobyTrappedDoors = false;
	GenerateLanterns = false;
	GenerateFountains = false;
	GenerateTunnel = true;
	AltarPossible = false;

 	Square, Pos 0, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 1, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 2, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 3, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 4, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 5, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 6, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 2, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 3, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 4, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 5, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 6, 28;
      {
        OTerrain = 0;
      }

	Square, Pos 3, 27;
      {
        GTerrain = WATER liquidterrain(UNDERGROUND_LAKE);
      }
	Square, Pos 4, 27;
      {
        GTerrain = WATER liquidterrain(UNDERGROUND_LAKE);
      }
	Square, Pos 5, 27;
      {
        GTerrain = WATER liquidterrain(UNDERGROUND_LAKE);
      }
	Square, Pos 6, 27;
      {
        GTerrain = WATER liquidterrain(UNDERGROUND_LAKE);
      }
	Square, Pos 7, 27;
      {
        GTerrain = WATER liquidterrain(UNDERGROUND_LAKE);
      }
	Square, Pos 3, 27;
      {
        OTerrain = 0;
      }
	Square, Pos 4, 27;
      {
        OTerrain = 0;
      }
	Square, Pos 5, 27;
      {
        OTerrain = 0;
      }
	Square, Pos 6, 27;
      {
        OTerrain = 0;
      }
	Square, Pos 7, 27;
      {
        OTerrain = 0;
      }

	Square, Pos 2,27;
      {
        OTerrain = 0;
        AttachRequired = true;
      }

	Square, Pos 3, 16;
    	{
      Character = ennerbeast;
    	}
	Square, Pos 8, 22;
    {
      Items == Random { MinPrice = 200; MaxPrice = 1500; }
     }

	Square, Pos 8, 6;
    {
      OTerrain = stairs(STAIRS_DOWN);
      EntryIndex = STAIRS_DOWN;
     }

	GTerrainMap
      {
        Pos = 0,-1;
        Size = 10,30;
        Types
        {
        # = WATER liquidterrain(UNDERGROUND_LAKE);
	  _ = GRAVEL solidterrain(GROUND);
	~ = SAND solidterrain(GROUND);
        }
      }
      {
    			#####~~~~_
			~#####~~__
			~~#####~__
			_~~#####__
			__~#####__
			___#####__
			__#####___
			_#####~___
			_#####~~__
			__#####~~_
			__#####~__
			__~#####~~
			__~#####~~
			___~#####~
			___~~#####
			__~~~#####
			___~~#####
			___~~#####
			___~~#####
			____~#####
			____#####~
			___#####~~
			___#####~~
			___#####~~
			___~#####~
			___~#####~
			_~~#####~~
			_~~#####~~
			~~~#####~~
			__#####~~~	  	
      }
    }

  
    Square, Random;
    {
      Items == mine(BIG_MINE) { Team = MONSTER_TEAM; IsActive = true; }
    }

    Square, Random;
    {
      Items == METEORIC_STEEL beartrap { Team = MONSTER_TEAM; IsActive = true; }
      Times = 2:6;
    }

    Square, Random NOT_WALKABLE|NOT_IN_ROOM;
    {
      Items == stone;
      Times = 25:50;
    }

    Square, BoundedRandom 2, 2, 20, 28, HAS_NO_OTERRAIN;
    {
      OTerrain = stairs(STAIRS_UP);
      EntryIndex = STAIRS_UP;
    }

   Square, Random;
    {
      Items == bone;
      Times = 20;
    }

    Square, Random;
    {
      Items == skull;
      Times = 5;
    }

    Square, Random NOT_IN_ROOM;
    	{
      Character = blinkdog;
      Times = 1:3;
    	}

    Square, BoundedRandom 2, 2, 45, 28, IN_ROOM|HAS_NO_OTERRAIN;
    {
      OTerrain = GRANITE altar(SOPHOS);
      AttachRequired = true;
      Items == scrollofteleportation;
    }

}
Posted by red_kangaroo, Jun 15, 2014 at 12:08 pm
4zb4 wrote
(...) set spawn of teleportation items?

If that was to be on the enner level, in what way should we include it? Except for a simple guaranteed SoT, it could be something like the following:

  • Guaranteed Sophos temple. Easy to get teleported, not so easly to land where you need.
  • Guaranteed Infuscor temple. I like this one, because you'll eventually get both telecontrol and SoTs. On the other hand, you have to be chaotic.
  • Some blink dogs. There are nearly always some SoT in the library or you can find a wand, and killing the blink dogs would give you enoguh control to traverse the river safely.
  • Wand of teleportation, but I'd e.g. spawn in inside of wall rather than simply letting it lie around. You can find it and dig it out, but it's not free WoT for everyone.
  • Instead of teleportation, a room full of magic mashrooms. You will get levitation eventually. Going back from below is another question.

What do you think, should there be something like that? Or simply that bridge, maybe a bridge with enner always on it?

That golem kicking you over the water is hilarious, though not scriptable, so out of my reach.