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Posted by red_kangaroo, Nov 30, 2016 at 12:06 pm
Hm, there should definitely be a way how to remove scars. There is non right now, or am I wrong?

Some roguelikes use royal jelly for restoration of scars and such. We could have it as a very very rare comestible that would cure all scars and burns.

BTW, making regeneration regrow limbs and heal scars and burns sounds way too powerful. Maybe we could have a healing factor that only greatly speeds restoration of HP, but regrows nothing, and then regeneration, much more rare, that also regrows limbs?
Posted by red_kangaroo, Nov 30, 2016 at 6:23 am
Some kind of regeneration would definitely be nice. Creatures with low End, but high regeneration could make for an interesting enemy - kill it before it can heal again, but you don't need to cut through hundreds of HP.
Posted by red_kangaroo, Nov 28, 2016 at 6:05 pm
slob wrote
Or maybe you just want to sell the crystals to buy scrolls at the Library in Attnam because you feel bad about kicking scrolls out of the library for profit.

Which you no longer can do.
Posted by red_kangaroo, Nov 28, 2016 at 2:42 am
Ighalli wrote
Should we buff AoGH or just delete it?

I like it that there is a magical armor, plus in some rare cases AoGH can be useful (especially early game, +1 AoGH makes training with spider corpses easier while not changing much of the threat level).

I say buff. Maybe to chain mail levels, to give it at least some AV? It will always balance itself with the threat level spike.
Posted by red_kangaroo, Nov 26, 2016 at 4:44 pm
Ischaldirh wrote
Getting head-swapped with a skeleton (or zombie, or golemn, or any other non-alive creature) would probably end poorly.

It would be great if the system could swap your Int and Wis when your head is swapped.

I don't think it should kill you to get a skeleton head - not realistic, but awsome to walk around with a bare skull for head. After all, it's undead, so it has some magic to get you going.

Related because of skeleton head:


Ischaldirh wrote
Also, how would this system handle landing on a limbless creature, like an animal or what-have-you?

I'd say just telefrag them into copious amounts of blood, without a limb swap.
Posted by red_kangaroo, Nov 26, 2016 at 4:36 pm
One more question.

Would it be OK if I added some friendly cultists and such to the entrance of ToX? It could use some more people and decorations.
Posted by red_kangaroo, Nov 26, 2016 at 11:00 am
4zb4 wrote
Along with your suggestions, I'd also like to have ASTR, LSTR and END influence your total SIZ.

Yeah, that would be nice.

4zb4 wrote
Biggest problem with the size attribute is that I'm not sure it's going to make a significant difference unless you have substantially larger/smaller size than normal. (...) I think it'd end up being more for flavor than anything.

Well, I don't think we should limit ourselves too much by being realistic. Starving yourself until you have size 30 would be hilarious!

Neither am I opposed to a pure flavor approach. It would be simply nice to see the number change as you train/abuse your body, even if the effect was so small to be negligible.

4zb4 wrote
The old idea was height (as discussed elsewhere)

I think I know the discussion, but we could as well just take it as an abstract number, because otherwise changing your size does not make much sense.

4zb4 wrote







Posted by red_kangaroo, Nov 18, 2016 at 6:34 am
Some stuff is fixed, plus I added several minor changes to Attnam. See yoursefl if you like, just replace your Script file with the one below.

Ighalli wrote
* The SPOILER ALERT. Click here to see text.
valpurium-wielding zombie
was terrifying looking, but I zapped a fireball at it and it went down in just that one shot.

It's terrifying in melee, but you're right wands will wreck it. I may give it some resistances.

Ighalli wrote
* When I tried to disturb the dead, I got a seg fault.
* Whatever effect should happen, it should happen on 'y', instead of letting you look at the stuff and change your mind. I had to actually choose an item to get it to crash.

Hm, that's unfortunately a bug that was already present in CVS. And my coding skills are nowhere near good enough to fix it. :/

If it only happens when you try to take an item from the coffin, I may just make the coffin empty for now.

Ighalli wrote
* I really like showcasing the ghosts that look like their original creatures!

Yeah, feoja did an awsome job!

Ighalli wrote
* Side note: I like the zombies and all, but it still bothers me that they're rotting so that they only exist a couple of hours. I just don't like it that they're all obviously created when you enter the floor.

Well, SPOILER ALERT. Click here to see text.
the boss zombie and the imprisoned zombie are immune to leprosy, so they shouldn't rot away
, at least I hope so. We could make all zombies similar.
Attached files
Script.tar.gz (97.79 kb)
Posted by red_kangaroo, Nov 18, 2016 at 4:13 am
There should be ways to change your Size attribute. Being hungry or worse should abuse it, slowly decreasing it as you're getting gaunt, while being satiated or more full should train and increase it.
Posted by red_kangaroo, Nov 17, 2016 at 2:02 pm
There is psypher, a material aligned with Mortifer, in CLIVAN. I would love to see it in vanilla.