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Posted by red_kangaroo, Nov 18, 2017 at 12:24 pm
You also set them to frequency 2000, while base frequency is 10 000. Removing their frequency line would set them to base frequency and make them spawn more often.
Posted by red_kangaroo, Nov 15, 2017 at 3:59 pm
I don't know about bastard swords, because nothing was changed there, so they should not be any more common than before, but I will look into rarity of magical items. I tried to make them all more rare to account for their higher numbers, but they could definitely be made more rare still.

BTW, a radical idea - what if we prevented most magical weapons and armor from spawning in UT? This way we could have a nice change of pace from lowly crawl through tunnels to mroe exciting adventure in caves/tomb.

Ischaldirh wrote
Item generation might need to be revamped. IIRC (and please correct me if I'm wrong), each time the game generates an item anywhere, it rolls a random number and picks from the full list of spawn-able items. We can control how often a given item spawns by weighting it, sure, but you are no more or less likely to walk into a room containing a +5 flaming adamant sword in UT1 than you are in GC6. (Not accounting for monster influence, i.e. a kobold walking off with said sword or Rondol spawning with his diamond spear.)

IIRC the game picks from whole list of items based on their rarity, with some items being allowed to generate in only certain dungeons (eg. food cannot be generated in TX). You are no more or less likely to find a flaming sword in TU1 or GC6, but the +5 is much, much more likely in GC6, because enchantment chances are also weighted in favour of deeper dungeon levels. Those +5 swords on UT3 mentioned in other thread are very unlikely (but possible), while +5 swords in Oree's Lair are quite normal.

But yes, there is always a chance of random great item being generated. And given how random the generation is, there can be funny situation like the one game I found four Saal'thul, the first one in UT and the rest in GC (including one in Merka's shop).
Posted by red_kangaroo, Nov 15, 2017 at 2:36 pm
Batman? wrote
From the "Ideas" section of the wiki "mortifer should have sharks since valpurus has dolphins"

All those new ideas I added today are from this very thread. I was bored at work, so I went through the thread and compiled the ideas to wiki, where they are more easy to read through.

Concerning the sharks/killer whales, I rather like the idea of giving sharks to Mortifer, becaues of their real-world enmity with dolphins.
Posted by red_kangaroo, Nov 12, 2017 at 3:26 pm
Yeah, that sounds more like a fluke in spawning. We already had kobolds with -8 spears, now we have goblins with +5 swords.
Posted by red_kangaroo, Nov 9, 2017 at 6:42 am
fejoa wrote
Maybe it happened since the new aliases were added?

Yes, that's my fault.

I just checked and it's because I added "polymorph" alias to the ring. For some reason, when you wish for "wand of polymorph", the game ignores the wand part and uses only polymorph, which defaults to the ring because of my alias. Removing the alias fixes the issue and the game will recognize both ring and wand wishes.
Weird.
Posted by red_kangaroo, Nov 8, 2017 at 4:27 pm
I'm not sure, but when you kill a monster through an earthquake, you are not credited with the kill.
Posted by red_kangaroo, Nov 8, 2017 at 4:26 pm
Just today, I YASD'd as stupidly as I could. :/

I lacked both ESP and infravision, so I couldn't find the mystic dark frog on GC 7 and started to get swarmed by enemies made invisible by her. But I had both ring of polymorph and polycontrol, so I decided to poly into a form which could locate invisible foes.

I could have gone with some ghost, but for whatever reason I decided on greater dark frog instead - and only after the poly I remembered that frogs cannot zap wands, so I will have to melee the mystic frog. I found the mystic frog, but got panicked by damage from a wolf. I had very few options left, so I tried praying to Silva - and the earthquake squiched the mystic dark frog, yay!

I was very low on HP, but I had plenty of healing liquid left, so I tried drinking some, but got interrupted by a bunny of all monsters. It critted me to 1 HP exactly, I couldn't risk trying to finish drinking and giving in another turn on me. So I ran - I was faster than it, so I hoped to finish the drink after I run away.

I made two steps and didn't notice the broken bottle on the floor: "Ouch! You step on a sharp glass. You die..."

My first time dying to a broken bottle. :'(
Posted by red_kangaroo, Nov 3, 2017 at 3:19 am
Your problem with the scroll is actually a misleading message - the scroll of body switch is unwishable, just like a scroll of wishing is. The game only uses a confusing message.

As for the problem with polymorphing into a siren - this is because there are multiple types of sirens and the game doesn't know which one you want. It's actually the same problem as with controlled polymorphing into a skeleton or a ghost - you cannot simply polymorph into "skeleton" either, because they are randomly generated from other creatures, but the polycontrol engine does not understand this at the moment and requires you to be more precise.

You can circumvent this by using the polymoprh list instead - on the prompt, press "?" for a list of all creatures you can polymorph into, then select a siren. If you don't see a siren on the list, you have not yet encountered any, which is a requirement for normal polycontrol to be possible.
Posted by red_kangaroo, Nov 2, 2017 at 2:11 pm
Thank you both, I'll see what I can manage, then.
Posted by red_kangaroo, Nov 2, 2017 at 11:58 am
I tried to port over some graphics from CLIVAN, so that we can have eg. mangos for the Dark Forest, but I seem to have screwed up. The game now crashes with the following error message:

ivan/Graphics/Item.png is not in indexed color mode!

Would anyone know where I screwed up and what is possible to do to fix this issue?