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Posted by red_kangaroo, Nov 18, 2016 at 6:34 am
Some stuff is fixed, plus I added several minor changes to Attnam. See yoursefl if you like, just replace your Script file with the one below.

Ighalli wrote
* The SPOILER ALERT. Click here to see text.
valpurium-wielding zombie
was terrifying looking, but I zapped a fireball at it and it went down in just that one shot.

It's terrifying in melee, but you're right wands will wreck it. I may give it some resistances.

Ighalli wrote
* When I tried to disturb the dead, I got a seg fault.
* Whatever effect should happen, it should happen on 'y', instead of letting you look at the stuff and change your mind. I had to actually choose an item to get it to crash.

Hm, that's unfortunately a bug that was already present in CVS. And my coding skills are nowhere near good enough to fix it. :/

If it only happens when you try to take an item from the coffin, I may just make the coffin empty for now.

Ighalli wrote
* I really like showcasing the ghosts that look like their original creatures!

Yeah, feoja did an awsome job!

Ighalli wrote
* Side note: I like the zombies and all, but it still bothers me that they're rotting so that they only exist a couple of hours. I just don't like it that they're all obviously created when you enter the floor.

Well, SPOILER ALERT. Click here to see text.
the boss zombie and the imprisoned zombie are immune to leprosy, so they shouldn't rot away
, at least I hope so. We could make all zombies similar.
Attached files
Script.tar.gz (97.79 kb)
Posted by red_kangaroo, Nov 18, 2016 at 4:13 am
There should be ways to change your Size attribute. Being hungry or worse should abuse it, slowly decreasing it as you're getting gaunt, while being satiated or more full should train and increase it.
Posted by red_kangaroo, Nov 17, 2016 at 2:02 pm
There is psypher, a material aligned with Mortifer, in CLIVAN. I would love to see it in vanilla.
Posted by red_kangaroo, Nov 17, 2016 at 4:22 am
Every spellcaster has to be killed with extreme prejudice.
Posted by red_kangaroo, Nov 17, 2016 at 4:20 am
It would be nice if Petrus had a dialogue even for when you give the scroll to the necromancer.

Maybe the player could come to Petrus without the scroll and tell him about finding a way to the secret Tomb of Xinroch where enemies of Attnam reside. Petrus would then give the player a quest of slaying the master tomb guard, either for a reward or a freedom victory.

It could be necessary to buff the master tomb guard a bit, but with the number of veteran dark knights, kamikaze dwarfs and others around him, I think it would be a reasonable challenge for a freedom victory.

What do you think?
Posted by red_kangaroo, Nov 12, 2016 at 3:41 pm
The walls are unchanged from CVS, I have no idea how tough they are. Do you think they are too tough?

SPOILER ALERT. Click here to see text.
Yeah, my bad with the bear traps. It didn't occur to me until I tried to play it and sold them all... I'm thinking about making them mirrored.


Also, these seems to be a bug with stairs. When you come back from the first catacombs level to the cellar, do you end up on the down staircase? I think I ended up elsewhere on the level, which happens if the stairs are not correctly linked. I'll have to take a look at that.
Posted by red_kangaroo, Nov 12, 2016 at 4:39 am
fejoa wrote
Do we have a list of NPCs that we'd like to add more dialogue to?

Well, I think no NPC has too much lines right now. All humanoid NPCs and some other (magic mushrooms, Bill's will, frogs?) can get new lines.

chaostrom wrote
Y'know how other mistresses mention no-one survives a night with her? Well, perhaps she uses bear traps as clamps.

And we need to add a rubber quarterstaff to her inventory.

Anyway, imps:
"And she said: 'Stop pecking at your food!' And I was like: 'But mom! It's raw and I told you I wanted the toddler well done!'"
"I was about to kiss her, but then I got summoned."
"And the summoner tore his heart out and said: 'I present this humble sacrifice to thee, oh daemon of the Nether Realms!' And I was like: 'Gee, that's so sweet and all, but sorry, I already have a valentine.' Plus he was like what, seventy, maybe? I'm ten times older than him! How creepy is that, right?"
Posted by red_kangaroo, Nov 11, 2016 at 3:15 am
Ischaldirh wrote
I find it a little odd that vampires in games often have bite attacks.

Suspension of disbelief.

Ischaldirh wrote
You swing at him - he dodges - then he... dives onto his knees so he can bite you in the shin? What??



Anyway, for you, fejoa!

BTW, will the Vampirism status be shown as in your screenshot, or hidden? Because all other diseases (lycanthropy, leprosy, parasite) are hidden.
Posted by red_kangaroo, Nov 10, 2016 at 3:16 am
I would like to expand the number of dialog lines for NPCs, because I find it funny and a nice way to put more lore about the world in the game. Plus there are bugs like Sherry having no dialog of her own.

For example, something an apprentice necromancer could say as friendly replies:
"I see dead people."
"My master says that ommel blood is sweeter and stronger than any wine."
"My powers over death suddenly manifested after I ate a wand of necromancy."
"Once, I tried to subtly stick a dagger in my master's back. She said she would electrocute me, then raise me as a zombie and electrocute me again if I ever tried it again."
"I hate vampires. They're all broody and sparkly and cool, but all they can talk about is blood. And angst, I guess."
"What? No! Necromancy and necrophylia are *not* the same!"
"Hey, I have a deal for you! Give me your soul, I will give you immortality. *cough* Raised as a mindless skeleton. *cough*"
"I was working on my evil laugh lately. What do you think: MWHAHAHAHAHA - *cough* *cough* *cough*"

Do you have any ideas about what the NPCs could say?
Posted by red_kangaroo, Nov 6, 2016 at 12:02 pm
For anyone interested, here is a script file commented out so that it works with 0.57.

It contains my additions to the Attnam Underground, plus tweaked Crystal Cave, added Lobh-se lair and UT:6 I'm currently working on, so it's not yet finished.

I would be very much interested in any feedback you could have, or comments and criticism.
Attached files
Script.tar.gz (100.55 kb)