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Posted by red_kangaroo, Oct 17, 2019 at 1:07 am
TheMasterGear wrote
We actually got stuck on the tutorial for compiling as it's way outdated and now uses CPP files instead of O files, or the files would say they were invalid. It would help if you can tell us how to compile the source code correctly. : )

The INSTALL should hopefully be up to date.

Depending on your OS, on Linux compiling is quite easy (that's what I'm using). There were also saome threads about using Visual Studio on Windows and about compiling on Mac.

TheMasterGear wrote
Yep, I gave him that too. Oddly there doesn't seem to be real night vision in the game. Infravision only sees hot things, not making the lighting look much brighter, which is how night vision would work.

Darkness is scary, as it should be.

If you want to circumvent this, you could give the player some emitation (ie. make the player glow ). That will simulate night vision, as there will be alaways at least a bit of light to see by.

TheMasterGear wrote
So the wiki page here is wrong?

Hmm...

Looking at the code, I can only see weapon skill, move ease (burden state), Dex and Per contribute to thrown to hit (see item.cpp line 160). So yeah, no throwing skill involved.

Oh, BTW, I noticed that your Perception is already used for searching, so you do get better at searching with higher Perception.
Posted by red_kangaroo, Oct 16, 2019 at 12:53 pm
I was wondering if we have any pixel artist here that would be willing to help? I'm currently working on a new quest that will add a few new locations and other stuff, none of which has a sprite yet, and my artistic skills are, well... limited would be an overestimation.

What I would like:

* A mighty seaside castle of a king.
* A small camp (several tents, probably).
* A ruined castle/fort.
* A cave entrance.
* A pyramid.
* A small fortress/tower.
* A ship - the player will get a ship to sail the ocean and I would like to change the sprite while onboard.

And the black market could probably use a better sprite.

BTW, if anyone wants to have a look at the very WIP branch:

Aslona
Posted by red_kangaroo, Oct 16, 2019 at 12:44 pm
IDK why people keep saying armour of great health is a trap, I'm using it quite often. Its AV got buffed a bit, I think, and the extra HP is quite worth it, IMHO.

Metal gloves and boots give much, much more AV for the same Intelligence requirement as cloth. It's not a trap, but a choice: take hit to attributes for high AV, or take lower AV for no attribute hit.

The disappearing valpurium sword, well...
Posted by red_kangaroo, Oct 16, 2019 at 12:17 pm
MrMagolor wrote
I feel like having "traps" by the devs is really poor game design.

What gear do you feel is a trap? There was already some rebalancing of various items to make more play styles possible and to have no useless gear.
Posted by red_kangaroo, Oct 15, 2019 at 1:09 pm
badbeaver wrote
maybe high will (idk if it works that way, but it makes sense)

Not yet, but it will. I hope to finish the patch for the next version.

badbeaver wrote
EDIT: Lots of weak buddies, for the call of a siren easily overwhelms a single strong entity, but many weak targets will make quick work of a siren.

Note that sirens use the same check for taming your allies as when you tame monsters, so very strong monsters (eg. angels) will probably resist the charming. It's probably still a better idea to have several weaker pets kill a siren than to let a strong pet solo her, though.
Posted by red_kangaroo, Oct 14, 2019 at 10:41 am
MrMagolor wrote
I feel like getting that map could be a high-level reward for Mellis.

It's already quite easy to purchase it in a dungeon shop.
Posted by red_kangaroo, Oct 14, 2019 at 10:22 am
MrMagolor wrote
How do I deal with GC7? I mean, outside of getting an amulet of dimensional protection there seems to be no way to prevent the mystic dark frog(s) from teleporting your items.

Similarly to Enner, haste yourself, teleport to the frog and blast it with an offensive wand. Not safe by any means, but it works.
Posted by red_kangaroo, Oct 11, 2019 at 2:49 pm
capristo wrote
Is it possible to train mana yet?

Yep, magic items train Mana, so using horns etc. will eventually increase your Mana.
Posted by red_kangaroo, Oct 11, 2019 at 10:34 am
capristo wrote
Didn’t know mana helped lower the cool down period for magic items, cool!

That's pretty new, I think it was added in 0.55
Posted by red_kangaroo, Oct 11, 2019 at 9:24 am
Sorry about the really late reply!

TheMasterGear wrote
Yes, I gave him regeneration, I wasn't so sure about searching due to the search material query pop-up every once in a while.

It seems that you have mixed up SEARCHING and DETECTING. Searching helps you spot traps as it automatically searches your surroundings every turn. Detecting lets you detect material from time to time.

As a cat-man, he might also appreciate INFRA_VISION.

TheMasterGear wrote
Could they work if they were coded the same as the wand of striking?

The problem is that wands basically just "throw damage" in a single direction and don't need to care about anything else, it's basically an energy attack. Ranged weapons would need to take into account both the launcher and the projectile (their material and other values), which might be a bit tricky, and then move the projectile in given direction, maybe give a chance to block the attack, and finally drop the projectile where it hits something.

TheMasterGear wrote
Forgive me, but that was a mistake. What I meant was if the throwing skill is displayed in-game menus, or if that skill is hidden or still unimplemented.

I think throwing uses the weapon skill, ie. thrown dagger would use Small Swords, just as wielded dagger.

TheMasterGear wrote
I'm not sure what you mean by a cool down? That it's a faster turn speed to use magic items? Or that the wand can recharge?

Wands don't have cooldown, only magic items like the horns or magic whistle do. They can only be used once in a while, and high Mana makes this while significantly shorter. Mana currently does nothing for wands.

TheMasterGear wrote
To my understanding, the Gods that are farther from the morality of the God you befriended will grow equally more hateful.

Yes, but that has nothing to do with Wisdom. Praying to a god always makes other gods of different morality a bit angry.

Maybe high Wisdom could decrease the amount by which other gods get angry, though.

TheMasterGear wrote
Then the effect of (ElectricityResistance = 50; ) to the material work?

ElectricityResistance is basically a magical enchantment of the item protecting the wearer. Material does not grant any resistances to the player right now, but some materials make the item resistant to damage (eg. stone item won't burn, but it won't protect the player from fire damage).

TheMasterGear wrote
It has to, I did a test with fire resistance and shot oil lanterns with the Holy Banana of Oily Orpiv with over 100 resistance, regardless of if I used rings, cloak, or amulet, I would die or survive with 7 Hp every time.
[/quote]

Resistances have diminishing returns, but no real cap. You'd just need to pile even more resistance on to decrease the damage further, I think.