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Posted by red_kangaroo, Jun 5, 2017 at 4:15 pm
Serin-Delaunay wrote
Is it really worth adding a whole material property/game rule just to let creatures evade ESP when you could add an item that does the same thing in a way that's more consistent with the existing game rules?
Does the BlockESP flag prevent creatures from using ESP, or just being detected? Why?
About 1 in every 41 plain helmets are tin (no other headgear is generated as tin), and by the time the player has high enough INT to use ESP reliably almost every humanoid NPC will reject tin helmets because there are better options strewn around the dungeon floor. Will players ever fail to detect a threatening NPC because they found a tin helmet?
Does this change add more depth or more complexity?

You probably would not like NetHack. I love it and I love this change to tin helmets.

There is already a specific and quite useless code in IVAN to make banana peels resurrectable. And it is awsome. Why? Because of the incredible thought, work and love that went even into such a small detail. Also, this change is already mentioned in Doc/Old as one of planned features by the original dev team, so it's quite awsome to be finally implemented!
Posted by red_kangaroo, Jun 5, 2017 at 2:32 am
fejoa wrote
Downside is, I don't think players would notice the difference from before.

In this case, I would vote for 100% reduction. Players will notice, plus you still take damage to torso and groin, so enner will not really become harmless.
Posted by red_kangaroo, Jun 4, 2017 at 2:03 pm
Serin-Delaunay wrote
Sound damage reduction from full helmets makes sense if it's not 100%,

I do concur it might be lowered a bit, even though protecting just head is rather OK as you will still take heavy damage to other body parts.

Serin-Delaunay wrote
but I'm not too happy with the ESP protection from tin headgear.

I love it! I would love if more materials had special properties, so sometimes even a mundane or low-tier material could be preferable for its unique properties.

Serin-Delaunay wrote
and looking at the PR I can't see any way for players to discover the feature in-game.

Yeah, no way in the PR, but there are already mechanics in the game that are quite obscure and impossible to tell from in-game. People will eventually discover it and be amazed. That's the most awsome thing on all roguelikes - how many hidden coll mechanics you can find, because you are not guided around and instructed about every mechanic like in most other games. Just look at this thread how awsome and obscure things people found in IVAN, eventually.

I suggest we add a line of dialogue somewhere that would enlighten the player about tin hats a bit, to make it easier for them. Which reminds me I have to take a look at the hint guy NPC I was writing dialogue for.
Posted by red_kangaroo, Jun 4, 2017 at 1:55 pm
fejoa wrote
I suggest we simply implement some more conditions within the case statesments,

Hm, okay, I'll try that.

If I may bother you further, here I slightly changed priest::BeTalkedTo to allow for various replies for different priests based on char.dat

I just wonder what is the difference between humanoid::BeTalkedTo and character::BeTalkedTo, how does its function differ?
Posted by red_kangaroo, Jun 4, 2017 at 10:35 am
Cool!

I wonder if it will be worth it to carry a tin helmet around for mages...

Also I still think full helmets should dlightly (cca -5%) decrease your Per. Otherwise they are too easily better than normal helmets.
Posted by red_kangaroo, Jun 1, 2017 at 12:59 pm
The last one, but AFAIK no change to the floating eye code happened since 0.50, so it should work there, too.
Posted by red_kangaroo, Jun 1, 2017 at 10:28 am
I found out you cannot be paralyzed by floating eyes if you can't see them... You can simply drop your lantern, backstep until you and the eye are both in darkness, then kill it with absolutely no problem.
Posted by red_kangaroo, May 28, 2017 at 10:04 am
Hm...

Can someone tell me if this is a suitable approach to fixing the librarian, or would you do it some other way?
Posted by red_kangaroo, May 26, 2017 at 2:51 pm
Batman? wrote
Maybe make the poiwers work only when wearing cloth armor?

I would rather link it all to equipment weight. Making it cloth-only would be hard with different types of cloth (cloth and expensive fabric, or what about hair-type materials?).
Posted by red_kangaroo, May 26, 2017 at 2:24 am
I guess I'll add one more:

Monk's belt

Worn, this belt grants its enchantment to your unarmed attacks (on top of any enchantment from eg. gloves) and negates extra damage from enemies striking your unarmored body parts. It also grants you a chance to dodge attacks based on how low your equipment load is - the less weight you have equipped (including any weapons etc.), the better you can dodge. Basically allows you to play an effective unarmed and unarmored character.