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Posted by red_kangaroo, Aug 7, 2017 at 8:37 am
It would be nice to have a character log be created after you finish a game (by dying or winning). This would be a .txt file with you end-game message (same as in high scores), but also the name of your character (including alignment and possible polymorph form), your attributes, skills, equipment and inventory, plus massacre history (abbreviated, you only get how many of which monster you killed, how many your allies killed and how much died from different reasons, possibly with the cause of death for uniques, but not for everyone). If possible, could also include similar info for the pets that were on the same floor as you when you died/won.

Basically, this would ba a similar info you get when the game is finished, but in a form you can later share and brang about without the need to make many screenshots. Right not, it's not cool you get to look at this info once, but if you don't remeber to screenshot it, it's gone.
Posted by red_kangaroo, Aug 2, 2017 at 3:33 pm
Cape of flying as a quest reward or a wish-only item sounds good, I absolutely agree with you about giving the players more choices. Unfortunately, IVAN suffers the bane of many old roguelikes, having a set of "ascension gear", the best items for their slots - boots of agility, belt of levitation, cloak of fire resistance. (That's not to say I'm never useing other items in those slots, those items are just very, very good even compared to all other equipment available.) It would be nice to mix things up a bit with more items also worthy to be in your end-game equipment. BTW, ommel hair or expensive fabric (also red) sounds great for the cape of flying.

Cape of quickness giving Agi is also an idea I like. We should have more options for cloaks than simply "pick one resistance". Hm, I could try doing a cloak of protection - made of metal, but has no inflexibility penalty, thus giving great AV in exchange for no special powers.

For other multi-slot items, maybe a full plate mail, giving you huge AV, but using up your body, head, gloves and boots slots. Hm, what would happen if one of your hands got chopped off while you were wearing the full plate mail, loosing one of the slots it is equipped in?

And if you want to try out your capes, just put them under cloak base item in item.dat, defining them in define.dat after the current cloaks, and that should be enough.
Posted by red_kangaroo, Aug 2, 2017 at 12:53 am
Just one quick note - I don't think equipment that grants relatively easy to come by (possibility 15 is not that low, IMHO) and more importantly permanent haste or levitation (which are two very powerful effects) would be good. Right now, you can get permanent haste only from Justifier, while belt of levitation is easier to get, but still requires you to finish a side quest or make a wish, which seems OK for an effect that mostly protects you from mines and many other dangers.

I was thinking about adding an amulet of speed which would grant haste, but would be made of bone or plant fiber, thus eventually rotting away, and impossible to SOCM. That way you would get a powerful item, but limited by its life time, while permanent haste seems simply off the scale as far as balance goes.

(The trick with Cleptia and wands of haste is a cool trick and more related to the permanent effects bug / feature than this.)

I do like the idea of great capes / hooded capes / any equipment taking up more than one slot, though. Similarly, we could have knuckledusters that would greatly boost unarmed damage, but would take both your glove and ring slot on one hand.

BTW, you need to also update define.dat and because you added a new base item (cape) and didn't use the pre-eisting cloak base item, you would need to update source as well and compile it (at least AFAIK).
Posted by red_kangaroo, Aug 1, 2017 at 1:46 am
chaostrom wrote
Do teeth even exist in code though?

No, but I like the idea, too.
Posted by red_kangaroo, Jul 24, 2017 at 1:42 pm
As promised, I'm working on more lines for the cultists and other friendlies in TX to say. The following lines will be somehow distributed amongst them. (But if you don't want to spoil the surprise for youself when you talk to them, don't open the spoiler. )

SPOILER ALERT. Click here to see text.
Long, long time ago, there was a War in Heavens. Valpurus rose to usurp the throne of Mortifer, then King of Gods, and eventually triumphed.
After his armies conquered all Heavens, Valpurus murdered Mortifer and banished him into the darkness beyond stars.
To prevent the destruction of the very world they were fighting for, Mortifer placed a powerful geas upon all gods that prevents them from ever entering the world. Thus, even the primordial War in Heavens was fought by the many priests and other servants the gods have acquired and empowered.
The original Order of the Dark Knights was established by Cruentus nearly three millennia ago, to battle the knights templar of Valpurus during the ancient War in Heavens.
Today, the dark knights have splintered into two distinct branches, the Unholy Order of Infuscor and the Dark Knights of Cruentus, plus a handful of fringe cults.
All dark knights are still formally united under the leadership of a grand master dark knight, though how much do masters of each group heed the orders of their grand master depends entirely upon his or her power and authority.
The name of the first grand master dark knight was lost to history, yet his deeds remain. Legends say he was more a daemon than a man. He even won the favour of Mortifer and was given the newly forged Neerc Se-ulb to wield against the swarming armies of Light.
The first grand master dark knight led his armies from victory to victory, but pride was his undoing. Believing that none could defeat him, he challenged Pervetus, the high priest of Valpurus, to a duel. At first, it seemed to quickly be turning into another easy victory... until his mace-arm was severed.
When the first grand master dark knight fell and Neerc Se-ulb was lost for a time, Mortifer vowed to never lend his mace again but to a true champion of Chaos. But Cruentus trusted in the power of his dark knights and the next grand master received the terrible halberd named Mjolak to crush all who would oppose the god of blood.
The second grand master dark knight was a son of the first one. He swore an oath of revenge, to slay the high priest of Valpurus in honor of his father's death. Yet his name was erased from all records to clean the stain of shame he brought upon his family.
The second grand master dark knight ruthlessly crushed all resistance and many an enemy fled even before battle, for his trumpeters used horns of fear to devastating effect. Where the father took nearly a decade to slowly force valpurian troops back, the son brought his army of dark knights before the gates of the Citadel of Valpurus in only a few years.
As his men razed and burned the once-mightly Citadel of Valpurus, the second grand master dark knight assailed Pervetus, the high priest of Valpurus. Now being of venerable age, Pervetus quickly fell to the power of Mjolak. Alas, in a hubris of easy victory the grand master turned his back to the dead high priest and did not see a strange glow of a magical amulet that brought Pervetus back with renewed vigor. The high priest lifted Justifier and with a single mightly blow, cut off both of the grand master's hands. And in a single moment of weakness, the grand master shamed his family for the ages to come, for he didn't face death with dignity, but panicked and ran for his life.
Our lord Xinroch was the greatest and most powerful grand master dark knight to ever live, and the third to bear that title. His two crossed flaming swords are still found on the banner of the grand master dark knights to this day.
Some sources claim Xinroch was no one in his youth, maybe even one of the children kidnapped from forgotten villages to be trained for war. But soon, his talents became apparent. He was clever, quick to learn and utterly ruthless when he could get what he wanted.
In his many skirmishes with the forces of Light, Xinroch destroyed two archangels, Incendo and Lucis, and took their flaming swords. He wielded them with unparalleled skill, earning him the sobriquet of 'Xinroch the Firestorm'.
While his predecessors were beasts on the battlefield and masters of the military arts of tactics and strategy, Xinroch was well-versed in the use of another weapon they rarely considered - diplomacy. He conquered a land - then used the fear to gain ten times more in a fraction of time.
Xinroch was highly successful in all his campaigns, and it was during his life that the Unholy Order of the Dark Knights truly flourished.
Even Ischaldirh, the champion of Infuscor since times immemorial, who always thought of warriors as nothing more than brutes and uncivilized savages, eventually befriended Xinroch and accompanied him on many a campaign. Not even demigods could stand in their way.
Just as Xinroch outlived high priest Pervetus and took all his lands, years caught up with Xinroch at last after a life full of victory. No matter how strong magic sustains the body, mortals were created to die and all that lives will wither eventually. Only that which already died and was raised to undeath or which ascended beyond this world is truly immortal.
During one of the countless battles late in his life, Xinroch lost one of the iconic ruby flaming swords he wielded most of his life. The dwarves of Khaz-zadm forged an arcanite shield for him, but it was clear to everyone his prime years have irreversibly passed.
In his declining years, Xinroch heavily funded research into the newly-invented magic school of necromancy. It was thanks to his sponsorship that this discipline could start to spread, but unfortunately the early necromancers were unable to stave off the dwindling of Xinroch's life.
Xinroch died in a glorious battle. His army crushed the invasion of frost giants while Xinroch himself, by then of venerable age, dueled and slayed their jarl. Yet his years and exhaustion took their toll and Xinroch could not fend off the treacherous dagger his most trusted lieutenant turned against him. Old grand master slain and the battle won, this second-in-command became the new grand master dark knight.
Xinroch's successor feared his former master so much he eventually resigned his title of the grand master dark knight and entered the Tomb, to remain enternally vigilant as a keeper of Xinroch's grave and prevent Xinroch's resurrection and terrible revenge.
When Xinroch brought dark knights and dark mages together in a peculiar alliance, even their two ever-rival gods set aside their differences for a time. What none of their worshippers could expect, though, was the child born from the blood of Cruentus and the dark magic of Infuscor, the first vampire.
This Tomb was erected on the battlefield where Xinroch was slain, to honor and guard his grave against all who would wish to disturb his last sleep or defile his memory. Let his majestic glory never be forgotten!
Some believe it is possible to bring our lord Xinroch back. Whether through high necromancy or some dark miracle, he might be able to lead his faithful again!
It was a great shame to the dark templars when several decades ago, an unknown necromancer managed to slip past their guards and animate the skeleton of Xinroch in a mockery of his once-living might. Whether the spell was cast with belief that it could truly bring Xinroch back, or with utmost disrespect for the dearly departed, the dark templars swore they will never allow another man or woman to enter their lord's resting place.


EDIT:

BTW, those lines are much easier to read in the game's message window. They won't look as ugly as above.
Posted by red_kangaroo, Jul 20, 2017 at 4:50 pm
fejoa wrote
Hybrid mutant spider frog babies?

Yay!
Posted by red_kangaroo, Jul 20, 2017 at 6:13 am
There should be a special reaction if you bring a tame Lobh-Se to Elpuri's level. Probably a fullscreen message about the two of them first setting an eye on each other and then an instant spark - they fall in love on the first sight, two horrible and horribly lonely monsters. Then the player is presented with a [Y/n] prompt whether he will allow them to remain together. If the player agrees, both Elpuri and Lobh-Se are moved to a neutral team.

This would be a pretty cool and heart-warming story, IMHO. And not really game-breaking or overpowered by making the GC boss neutral, because you a) need to get tame Lobh-Se and bring her all the way to Dark Level and b) won't kill Elpuri, thus not getting his head and preventing you from Freedom ending unless you afterwards fight both Lobh-Se and Elpuri to get the head. However, you could use it to cicrumvent Elpuri and go directly down to Oree, but then you need to fear the lower GC more than Elpuri, really.
Posted by red_kangaroo, Jul 19, 2017 at 4:20 am
fejoa wrote
I wonder if both Pierce and Slash damage types can be attributed to halberds?

They have both flags, so probably yes.
Posted by red_kangaroo, Jul 18, 2017 at 9:28 am
Now that I'm thinking about it, a quick and dirty fix for axes would be to move halberds into Axe skill. They look like huge axes, orcs could all have the same skill and Mjolak would be an axe.
Posted by red_kangaroo, Jul 18, 2017 at 6:13 am
fejoa wrote
Maybe the mannekin should have teeth... Lose all your teeth and bite strength drops to zero!

Not only teeth - heavy damage or crits could destroy your eyes or teeth if they hit head, fingers if they hit arms, toes if they hit legs, nuts (male only) if they hit groin, maybe breasts (female only) if they hit torso. Loosing all eyes would obviously mean blindness, loosing all fingers on one hand would mean no wielded weapon or ring, loosing toes would affect your movement speed, dodging and maybe balance, making you occasionally fall. Nuts and breasts would only affect your wo/manliness.

You're making me think about more subsystems I can't code.