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Posted by red_kangaroo, Jun 1, 2018 at 12:55 pm
Batman? wrote
Uh-Oh

Not that bad. Only some will do it, like goblin warlocks. I've decided against allowing kobolds to use wands of fireballs on you.
Posted by red_kangaroo, Jun 1, 2018 at 2:28 am
Download here and post any bugs you find!

Changes:
* Optional xBRZScale now used to stretch the: full dungeon, Silhouette, inventory items, NPCs on lists.
* FrameSkip optional functionality for slow machines (or heavy CPU load as in "play while you work" :))
* You can now optionally review after death events/items/msgs using Ivan3D mode.
* Optionally always center on player after exiting LookZoom mode.
* Optionally show full dungeon name with roman level numbers.
* Grouped config options in categories.
* Custom stack list length (items, drop, throw etc).
* Several new monsters added, including five new uniques.
* Monster AI now knows how to zap wands at you!
* Show items at player position, side by side.
* Nearly 400 new materials added.

Fixes:
* Mainly when toggling full screen mode on linux, it will now wait until you release the key to apply.
* Imprisoned necromancer can cast spells.
* Elianise will no longer steal from you.
* All the ambassadors will stay in the Cathedral and not wander around.
* Nerf mind worm damage a bit.
* Fix unlocking hexagonal and octagonal locks on chests.
* Fix unicorns neighs.
Posted by red_kangaroo, May 28, 2018 at 11:20 am
Elianise is bugged. She will no longer steal anything in the next release.
Posted by red_kangaroo, May 18, 2018 at 1:56 pm
Batman? wrote
I thought +16 was the max for normal weapons.

AFAIK, no.

Batman? wrote
Sees a bit OP, No?

Well, depends. How many scrolls can you invest into the sword? It starts at DAM 0-1, cannot be material changed and is quite rare. And if you have many scrolls, you could just put them into a single weapon and get its enchantment beyond +5, which is not that difficult...
Posted by red_kangaroo, May 18, 2018 at 10:16 am
Normal weapons have no maximum enchantment, but after +5 enchanting will often fail. Rune swords can be enchanted without a chance of failure as high as you wish to.
Posted by red_kangaroo, May 15, 2018 at 11:56 am
What about a formula here? High Dex, high Cleptia favour and low weight / size of item are good for best chance of pulling of a thievery.
Posted by red_kangaroo, May 15, 2018 at 6:31 am
Maybe this needs to be changed to

 unsigned long long int Config;

EDIT: Hmm, does not seem to work right...
Posted by red_kangaroo, May 15, 2018 at 1:33 am
fejoa wrote
Can some states still foil this? Like infravision, ESP etc?

Both infra and ESP, as enormous creatures only block normal sight.
Posted by red_kangaroo, May 14, 2018 at 1:54 pm
fejoa wrote
Also make difficulty proportional to object size and value? The player's relationship with Cleptia would definitely factor in as well.

Definitely.

fejoa wrote
Would it need a cool down?

I don't think so as long as you cannot always steal successfully. We could cap it at something like 80 - 90 %, so there's always a real threat of being seen. With no cooldown, it would then seriously tempt the player to steal only one more item.

EDIT: Also shopkeeper's Per should play a role.

I now have a mental image of player using a pet bear (who is enormous) to block the shopkeeper's line of sight to steal...
Posted by red_kangaroo, May 14, 2018 at 12:32 pm
What if you could steal items from shops when the shopkeeper cannot see you, with a chance of failure, of course? Attnam shops would require invisiblity and high Dex to pull this off, but Merka and his guards can see invisible, so you would need a different tactics or be infra-invisible to steal from him.

There should always be a chance you make some sound when stealing even when they cannot see you, so no 100% stealing. It could be a high risk, high reward way of getting items, because angering the shopkeepers is quite deadly.