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Posted by red_kangaroo, Dec 18, 2017 at 4:08 am
Ischaldirh wrote
Is Leprosy the reason for the "You are suddenly afraid of germs" messages? I've been curious about those

No, that's your disease immunity timing out. Maybe you ate some mushrooms and they gave you disease immunity?
Posted by red_kangaroo, Dec 17, 2017 at 5:02 pm
capristo wrote
I didn't know sirens could turn your pets against you, nice!

Neither did I. I wouldn't have let my angel anywhere near that siren otherwise!
Posted by red_kangaroo, Dec 17, 2017 at 1:30 pm
Wow, I was completely annihilated by my own angel.

I got an angel from sacrificing to Cruentus and we were steamrolling through GC. But when I needed to return to Attnam to sell my loot, my angel ran after a siren. The siren survived the first round with only some lost limbs and brainwashed my angel, turning her hostile!

Well, before I got a turn, my angel disabled both my arms. No wands for me. I tried to pray to Nefas for a mistress to use as a meat shield while I tactically run the hell away, but she gave me a new arm instead. Unfortunately, the arm didn't make it through the next angel's attack, so still no wands. I tried praying to Cruentus even though his prayer timeout was not enough, but he liked me enough to try to help anyway. He managed to scare the siren, but not his own angel...

Next turn, I was only a torso and a head, 3 HP left. Then my wonderful angel beheaded me.
Posted by red_kangaroo, Dec 17, 2017 at 1:18 pm
Campos wrote
Speaking of leprosy, what are its effects on non-humanoid creatures ?

It slowly drains their stats.
Posted by red_kangaroo, Dec 15, 2017 at 6:19 pm
I must say I like the new sores message, because I do notice it and it definitely helps.

Hm, I've never actually been confused by sirens... They only ever steal my stuff.
Posted by red_kangaroo, Dec 7, 2017 at 3:42 pm
The way danger is calculated basically takes into account how hard you and your foes are to kill - it calculates how much damage you're likely to dish out (ie. your accuracy, damage, speed) and how much punishment you can take (ie. dodging, blocking, HP), then does the same for monsters, then compares this to get relative danger value for you and monsters you can see in wizmode spoilers. If you look at the danger value, then equip better gear and get more stats, then look at the values again, you'll notice that danger of monsters have dropped, as they will have harder time killing you. When spawning monsters, the game looks at normal danger of the floor it tries to spawn monsters on - and because danger of monsters drops as you get stronger, it can spawn stronger enemies in lower danger areas.

Basically, because you have more HP, you can take more damage before dying - so the game spawns monsters that can dish out more damage to compensate. I understand that it's rather weird how more health means you're more likely to die, but changing the way danger works without completely upsetting game balance would probably be a nightmare...

Another thing, though, is that some very dangerous monsters use HP thresholds to limit their spawn only after you have that much HP. This can cause problems if you gain large amount of HP without the gear to go with it, and this might be more easy to rectify. Maybe we could change HP thresholds to some gameplay milestones, adding flags like "do not spawn this monster before the player kills Jenny", "do not spawn this monster before the player descends at least to GC4 (but spawn it anywhere afterwards)".
Posted by red_kangaroo, Nov 26, 2017 at 12:09 pm
I added one last item, a wand of webbing, and all seems to be working well now. New PR!

I tried to address comments from here and the other thread, but any further remarks are of course welcome.
Posted by red_kangaroo, Nov 23, 2017 at 6:29 pm
Oh. I'm sorry, I broke our release.
Posted by red_kangaroo, Nov 23, 2017 at 3:51 pm
And the horn of plenty is fixed!

BTW, just so you know what I'm doing, here is the branch.

Additions:
* Buffed chilling axes and scythes of terror, because they were triggering way too rarely.
* Item graphics from CLIVAN ported.
* Best claws from alien mod ported, they are rather rare weapons using unarmed combat skill.
* Mangos and sausages added!
* Masks, a new headgear, added. Necromancers wear them.
* Taiahas ported from CLIVAN, but they don't explode when broken (they were unusable as weapons, which is stupid for a weapon) and are not normally generated - instead, they will be given as a quest reward in Mondedr.
* Scroll of body switch can be wished for.
* Cauldrons added, but not randomly generated. Can be used for special rooms (I have a vault with cauldron of healing liquid in mind ).
* Some potted plants and clocks added to the Cathedral, to make it more homey.
* Magic weapon price increased, per fejoa's suggestion. (Only of the new weapons, they had very low price.)
* New Fearless (Panic immunity) and Fasting status effects.
* Ring of bravery!
* Artifact armor "filthy tunic of martyr Bessica" grants disease immunity, fearless and fasting.
* New horn of healing and horn of plenty.
Posted by red_kangaroo, Nov 23, 2017 at 2:58 pm
fejoa wrote
Horns check for creatures in a square around the player. Kenny must be beside you, because for any empty square around the player, it creates a piece of fruit. You're inside the loop that checks for creatures, that's why you have seven pieces of fruit.

Oooh, thanks!

4zb4 wrote
I kinda like the idea of blowing on a horn and an assortment of fruit and veg getting blasted out the end.

Yeah, that's exactly the imagery I was trying to evoke.