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Posted by red_kangaroo, Oct 16, 2016 at 3:16 pm
4zb4 wrote
I've always wanted to make puffball mushrooms that make spore clouds.

Spore infestation! Spores infect you and you'll randomly start to spawn hostile mushrooms.
Posted by red_kangaroo, Oct 16, 2016 at 12:19 pm
JoKe wrote
Tying magic control to WIL instead of INT could be neat, but IVAN needs more controllable magical effects than just teleport or polymorph to not just be an extra annoyance to level.

Maybe control tele and poly with Wil and leave Int with faster scroll reading, material change and ESP range? Int feels slightly overpowered as is for me and this could bring nice balance with other stats.

I also like resisting panic and unconsciousness with Wil.
Posted by red_kangaroo, Oct 16, 2016 at 12:07 pm
Yay!

If it is to be an NPC reward, the priestess in NA could give it to you if you talk to her after descending to crystal cave (UT:4), as you have found a lost temple of Silva.
Posted by red_kangaroo, Oct 16, 2016 at 11:47 am
chaostrom wrote
Why not open the mushroom level for everyone? Have a side quest from New Attnam that opens to the mushroom level.

That would be kind of nice. I always thought it would be nice to have a larger incentive to return to New Attnam from time to time and not just leave it behind.

fejoa wrote
I do remember the mushroom level from LIVAN, it was chaotic as hell once those magic mushrooms got going...

Yeah, good times. Magic mushrooms polymorphing themselves all the time...
Posted by red_kangaroo, Oct 14, 2016 at 12:54 pm
I don't think multiplayer per se would be worth it. And even possible, given the turn-based nature of the game.

However, what about shared bone files? With ghosts being closer in power to the original characters, that could be cool.

FAKEEDIT:

And bringing up the topic from shoutbox: There should be a way to resist non-damaging magic (debuffs and item teleport). What if we used Willpower (already in the game, but unused) for this?

With higher Willpower, your chance not to be affected by these spells would go sharply up, but never up to 100%, because there should be a way to protect yourself from magic, not to make magic irrelevant.
Posted by red_kangaroo, Oct 12, 2016 at 1:39 am
Also, ice in ToX ice level shouldn't melt (and corpses should not decay).
Posted by red_kangaroo, Oct 11, 2016 at 2:51 pm
What happens to ice golems?
Posted by red_kangaroo, Oct 11, 2016 at 2:48 pm
Batman? wrote
capristo wrote
snip

Previously if you left a window open but didn't click anything, snip

not the right thread, and probably unnecessary, but we should be able to open the windows on buildings in towns.

Better thread.

It would be fun to be able to open a window and throw or zap anything through - but not walk. Fun times sniping people in Attnam, anyone?
Posted by red_kangaroo, Oct 10, 2016 at 1:18 am
chaostrom wrote
The full helmet called Electro-Magneto?

Only if we implement a unique monster called Charles who will always try to forgive and reform you, no matter how chaotic you go and how many Attnamese you kill.
Posted by red_kangaroo, Oct 9, 2016 at 4:45 am
fejoa wrote
There was a low-level magic user character which would go about the dungeon performing material softening spells at quite a rapid rate, which frustrated some players.

Yeah, kobold alchemists... That's why I think it should be limitied to only a single unique enemy.

fejoa wrote
As Serin alludes to, IVAN might need to offer a better 'go' function.

I don't think it's really that necessary if we are to have a single maze floor - backtracking through a single floor is quite survivable for me, it's much worse in e.g. NetHack, which has 15 maze floors as an endgame area and no 'go' function...