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Posted by red_kangaroo, Oct 8, 2017 at 3:44 pm
The babies are already scripted, a fisrtborn son/daughter. In the not-yet-released next version, one of the Petrus' wives has a baby.
Posted by red_kangaroo, Oct 8, 2017 at 3:42 pm
4zb4 wrote
Doesn't this mean you'll be able to pull off the Diplomatic Immunity trick by bodysnatching a GC shop guard?

I'm not sure what do you mean? You could bodysnatch a GC shop guard, but you don't switch teams.
Posted by red_kangaroo, Oct 8, 2017 at 1:21 pm
Added a scroll of body switch.

This is an artifact-level scroll (more rare than scroll of wishing and unwishable) that lets you switch bodies with one adjacent creature. You must be able to tame the target creature to possess it - it runs the same check as a scroll of taming, then possesses the target if successful. Thus no switching with quest-relevant NPCs and no easy switching into end-game enemies, but if you happen to find this scroll and have high-enough stats, you can switch into you dream-form.

(Inspired by the roguelike Ragnarok/Valhalla where this scroll exist and lets you do cool tricks. )
Posted by red_kangaroo, Oct 8, 2017 at 2:35 am
Wiki seems to be somewhat broken, rejecting any edits:

Quote
[1e51e629] 2017-10-08 07:33:16: Fatal exception of type "MWException"
Posted by red_kangaroo, Oct 7, 2017 at 12:30 pm
All non-standard monster attacks are specified in human.cpp or nonhuman.cpp, so you would need to specify a completely new creature there to amke it use vomit attacks.
Posted by red_kangaroo, Oct 7, 2017 at 12:20 am
fejoa wrote
Hehe, it's in the community version only

Well, I consider it the official version now.
Posted by red_kangaroo, Oct 6, 2017 at 10:55 am
Added ring of detection which rarely lets you detect any material while worn. Also added horns of confusion.

Some screenshots for you:
Posted by red_kangaroo, Oct 6, 2017 at 8:27 am
You need to zap a pile of 5 bones and a skull to raise a tame skeleton with a wand of necromancy. However, if you zap the pile with at least 30 Int, you will raise a skeleton warrior instead.
Posted by red_kangaroo, Oct 5, 2017 at 12:52 am
I added several magic weapons.

As discussed somewhere else, the zombie of Khaz-zadm now wields her own special axes instead of the boring valpurium battle axe. Much more interesting this way!

Chilling axes sometimes slow your target. Scythes of terror sometimes panic your target. Banshee sickles (based on old dev notes in Doc/Old) do additional sound damage as they scream at your target.

fejoa wrote
That's cool about the CLIVAN woods, I think I have a list of some of the other features I'd like to port over to the master dev branch. Just need to see if I can find it. There were also some features that I'd prefer never to see the light of day, basically anything that wasn't on the list.

I have several more item I would like to try to port, too. Specifically, I rather like scrolls of fireballs, even though they should be rare. Bone of Ullr also could be cool as there is no artifact wand yet, plus now it can give you swimming, like in the legend.

I'm also thinking about porting the celestial monograph of Solicitus (but not Solicitus himself). As the book can completely reset your standing with all gods (it makes you forget all gods and resets your relation with them to 0), I can see it having a nice niche use if you can find it.
Posted by red_kangaroo, Oct 4, 2017 at 9:02 am
I was playing through TX recently, trying to get better acquainted with the dungeon. I must say I still find TX a bit harder than GC - it might be just me, it might actually be harder, but I'm not complaining in either case, it's fun. Anyway, I have some questions and suggestions.

Maybe the Temple should be an owned room, just like the Cathedral and Decos' residence. Right now, it's possible to lead dangerous monsters back upstairs from TX 1 to the Temple, whre they will be dispatched by all the guards while leaving their loot on the floor for you to pick up. This is especially egregious when the vampire room happens to be on TX 1, making the vampire too easy.

BTW, it would be great to have a generic owned room type, where you would anger the team of the room master (adjustable with a script), to handle other rooms the player should not steal from without punishment. The hardcoded rooms we have now are not very flexible in that regard.

I really like the paradise island, but I'm wondering how many people will actually see the mirrored items in the chest. I'm only rarely equipped to deal with the kamikaze dwarf and open the chest fast enough the first time I come to the island room, before the items disappear.

Zombies with nuts as food are awsome!

Gas chambre should not be generated on enner level. It happened to me several times by now, and it's not fun when the whole chambre explodes just as you enter the level.

I'm generally quite struggling when I come to the golem level depth. The maze room with five random golems seems to generate very difficult golems quite often - several times I ended with ommel bone golems. It's not that hard to try to avoid the unmanageable golems, but as this level is quite high in the dungeon, I generally tend to run through it repeatedly, which gets hairy if I still cannot dispatch the golems by the time I want to return.

BTW, drawing inspiration from GC golem room, the golems could guard a scroll of golem creation. A small guaranteed reward if you end up fighting a light crystal or an ommel bone golem like I tend to do.

The priestess experimental chambre is very nice. How do you deal with the priestess, though? I found out the hard way how quickly you can get swarmed if you ignore her, she summons some necromancers and then they start building a horde that will crush you. Do you try to kill her as soon as possible?

Also, I think it would be nice to have some reward for fighting the creatures locked in the cages - right now, there is no incentive, so they are only a decoration. Giving them some loot would make it an interesting decision when to try to open the cages. At least the mutant bear should get some loot, IMHO. He seems to be intended as a mini-boss, but him being locked in a cage with no reason for me to fight him... A bonus enchanting scroll, or a random ring, or something similar would make him more interesting. If the other two also get some minor reward, it sould be much more mundane - with the amount of food TX offers, even a loaf would be nice.

I'm seriously struggling with the four special rooms level (necromancers, vampires, mages and werewolfs, I think). All except the necromancer room are manageable for me - but if I don't kill the master necromancer fast enough, he starts ti teleport all around the level, raising zombies of all the other tough monsters I already killed again and again. This is especially problematic because of the room-and-corridor type of the level - while on zombie level in GC you can ignore the zombie horde and hunt down the necromancers, or simply avid everyone and run a circle around them to the stairs if it becomes too much, here you are clogged up with the ever-respawning zombies and cannot kill them fast enough to reach the necromancer before he teleports away, again and again. Wands help, but there is only so much charges you have.

Another problem I had was with leprosy - here is the one place in the whole game where it became a true killer. With the number of zombies, I was infected very quickly. Movement was difficult because of the zombie horde in all corridors. Antidote is very limited, priests are generally far away. I'm loosing way too much stats and limbs on that level. I would seriously like to have / be able to wish for an amulet of disease immunity. (Thinking about it, maybe this could even be the reward for fighting the mutant bear.)

I cannot comment much on the fights with Xinroch, I generally tend to die there.

Finally, I rather miss a shop in TX. It's nice to have Merka in GC for one more chance of a good item you will want to buy, especially when Hulbo has nothing of interest. Plus it's quite nice you can sell your spoils of adventuring without returning all the way back to Attnam. While it would not fit the flavour of the Tomb to have a shop in there, maybe there could be a shop on the above ground Temple level? Of course it should not sell any food, to preserve the hunger you battle in TX.

I'm quite sure I'm not playing very efficiently, so... Does anyone have some nice strategy for TX they want to share?