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Posted by red_kangaroo, May 24, 2014 at 9:35 am
Special case Lycanthropy

Lycanthropy as a disease is interesting change in play as you polymorph into something powerful yet unable to use any armor or weapons. Unfortunately, it has another disadvatnage that nearly prevents it from being a viable strategy choice (yay for were victory!), the disadvantage being that you lose all your attribute training and skills you gained while in were form.

I know that Lycanthropy is a disease yet I zhink it might be interesting to enable a werewolf player to use this even after the UT.

So, I say special case the polymorph from Lycanthropy:

  • All your attribute changes, skills and injuries in werewolf form are saved, the same way as with your true form now. This means that when you turn to werewolf, you can train biting, gain Agi or End and be hurt, retaining all changes for future transformations.
  • Let the Lycanthropy from eating werewolf flesh be permanent, not just long-term as now. You can still cure it with antidote or priest.
  • Let all random (non-controlled) polymorph while lycanthropic turn you between your two forms (eat a mutant as a werewolf to become human and vice versa). Controlled polymorphs are the same as for non-lycanthropes.
  • Maybe let the werewolf wear at least cloak, so you can use your cloak of fire resistance and not die to the first mine in GC.

This way, you could actually work out and beef up your were form enough to bite Elpuri in two - and having biting skill of 16 would be simply cool.

Edit: silver vulnerability?
Posted by red_kangaroo, May 24, 2014 at 9:12 am
Quests in forum Other Coding
A minor request: Could we have a quest menu?

If ever more quests are added, it could be hard to remember which have you taken and what were you told to do. I already had that problem with Morbe quest in CLIVAN, totally forgetting about ever speaking with her. (And of course, I remebered just after I killed enner and ate him.)

It would be nice to have a menu where to check which quests are you supposed to carry out right now.
Posted by red_kangaroo, May 24, 2014 at 9:02 am
Still much work to be done.
Posted by red_kangaroo, May 23, 2014 at 12:56 am
Ooups...

Well, if any moderator feels like merging this into the older thread.
Posted by red_kangaroo, May 22, 2014 at 1:21 pm
I'm starting this thread for all our random and minor ideas about stuff that could be in the game, to have it all in one place. Please add your ideas and discuss them all, for our devs to have something to think about.

I'll start with some items proposals:

Weapons
* weeping axes (like weeping blades but axes because we have no special axes and that's sad, and because weeping weapons are awsome)
* throwing net (entangles its target as is it got stuck in a web, if you escape it rather than tear it down, you can pick it up and re-use)
Armor
* armor of regeneration (increases your healing rate without increasing End, I think it might be interesting to play with low HP but very high regen rate and it might raise your threat level less than the higher HP)
Jewellry
* ring of sustain abilities (your stats cannot be raised nor lowered, that also negates gains from ommel stuff and losses from leprosy etc.)
* ring of detection (gives the Detecting status from CLIVAN)
* ring of light (has no special trait but is made of light crystal; half joke item, half extremely light and unbreakable light source)
* amulet of reflection (any beam type magic, e.g. from a wand, is reflected in opposite direction; has no effect on spells that affect only one square, like most dark mage spells)
* amulet of unchanging (locks the player in current form, preventing both polymorphing and reverting to the original form, yay for polyvictory!)
* amulet of stasis (prevents any spacetime dilatation around its wearer; that means that the player or monster cannot be slowed, hasted, teleported, item teleported or limb teleported by no means, temporary states like haste from the wand are dispelled, permanent like haste from wielding Justifier are suppressed until the amulet is unequipped)
* amulet of unbreathing (see Flames thread but also allows you to move through water)
Scrolls
* scroll of vitrification (changes the material of nearby walls into glass, can be used both for creating windows and for breaking through too hard walls)
* scroll of enchatnment (do we really need two types?)
* scroll of tinning (select an item, the material of that item will be placed into a can )
Wands
* wand of cold (deals damage and slows on hit, can give Frozen status after several consecutive hits, this status should act a bit like unconsciousness with damage over time, will freeze water into ice)
* wand of death (1-2 charges, made of plutonium; will instakill anything made of flesh it hits, but the ray bounces, golems, imps and other non-fleshy monsters are immune and named bosses only take some damage, do notimplement gnomes, please)
* wand of probing (ranged stethoscope, useful for safe evaluation of your enemy)
* wand of digging (for easy tunnels)
Tools
* unicorn horn (dropped by killed unicorns, can be applied to attempt to cure any bad status like poison, leprosy or lycanthropy, but can fail and has to recharge between uses)
* drum of earthquake (probably OP)
Miscellaneus
* endothermic lantern (has blue light and protects you from infravision as it sucks in your bodily heat)
* signed photograph of Elbereth (if anyone is standing on a square with dropped photo, any missed melee attack on him will have a chance to panic the attacker)
* cans of spinach (rare, will train AStr and LStr)
* bottles of raw liquified magic (refills MP)
* dwarven gas grenades of neurotoxin (knock unconscious)
* leyden jars (releases mighty electrical jolt upon breaking)

Also, what about porting kobold alchemists (and Eptyron) from CLIVAN into 0.51? Their soften material spell is simply diabolical and that's what I like about them. And while the rest of CLIVAN can be considered easier than vanilla, alchemists do have that badass feel IVAN needs. (And Eptyron is wonderful artefact axe where there is none in vanilla.)

Your thoughts?
Posted by red_kangaroo, May 22, 2014 at 8:30 am
Ernomouse wrote
Tiles with 100% smoke should put out fires and cause unconsciousness followed by death, if the player suffocates (a new state, used for choking on gasses and drowning) in them for too long. This has the potential to burn out all the air on a level, which make for very IVANesque bones files. Suffocating should produce a warning message once when attained, and maybe once when about to lose consciousness.

Gas Immunity protects agains smoke suffocation, I suppose? And if we are to have vacuum levels (MuwahahaHAHAHAHAHA) there really should be something like an amulet of unbreathing (or you could poly into e.g. golem).

Ernomouse wrote
If you dump water on a fire, the fire will go out.

You should be able to put out fire by vomiting on it.

You are on fire!
You vomit. Vomit is spilled all over you.
The fire is extinguished.
Your head dissolves.
You die.
Posted by red_kangaroo, May 22, 2014 at 7:01 am
Will the flaming swords set your enemies on fire, or simply do additional damage like now?
Posted by red_kangaroo, May 20, 2014 at 1:38 pm
Quests in forum Other Coding
EireMadHatter wrote
4.) pray to silva for guidance and permission to disassemble the alter to relocate it?

Maybe it could be that any earthquake (the only source of which are conveniently prayers to Silva) can shatter an altar into portable pieces?


Eagle V wrote

Change its material to Assassin Flesh. Float it up the dungeon.

Sure.

I'll give you one more quest I came up with:

Daemon Ending
  • Steal the Avatar of Valpurus (the valpurium statue laying on the right thorne in the Cathedral) from Attnam and go to Oree's lair.
  • Chatting with Oree (even though he is hostile) will bring up the Do you have something to give me? prompt and if you select to give him the Avatar, you will trigger the Daemon ending.
  • Oree will say something about that Valpurus was once again humiliated yb the powers of Choas and that you proved worthy in his eyes. He will than grant you immortality and demonic powers, transforming you into daemon. High score log should say that you became a daemon and continued to sow chaos and destruction.
  • Score like Knighthood ending, or so I'd say.

I'm proposing this because I feel sad for the little Avatar thing - it just sits there and does nothing, even though it looks like it should be important. It really feels underused.

Also, who wouldn't like to become a demon?
Posted by red_kangaroo, May 19, 2014 at 11:03 am
Quests in forum Other Coding
Eagle V wrote
If it's too heavy, you might kick it. If it ends up in a corner, you'll need a pickaxe, of course. If it ends up in a corner of undiggable walls... Well, bad luck, unless you happen to have a wand of teleportation. But you'd have to be able to kick things up stairs... Which is probably not happening anytime soon.
What if Silva is angry if you try teleporting it, because she wants you to use your "natural force"?

Actually, going upstairs is the least of problems - apparently, you have no problem climbing stairs while overload, even though you cannot move otherwise. (Also, you can use stairs while polymorphed into e.g. carnivorous plant.)

Kaethos could possibly give you some book that raises your mental stats (and can be read only once, maybe confuses you if you read it again? ) - after all, he worked at University, so he must have some books stored. Also, that book could be useful yet not too strong as the quest is not hard to accomplish.

What about making the eunuch guard friendly after the Mistress quest, so he will overlook you flirting with Petrus' wives? If you haven't completed it yet, he (but only he) could become hostile if you try to seduce them - you cannot attack him or you would make the whole Attnam hostile, but he couldn't go out of the harem room, so you would be safe simply by walking away. He could revert to being neutral after a while, so you can attempt the Mistress quest again.
Posted by red_kangaroo, May 19, 2014 at 4:12 am
He's disguised slenderman.

Edit: Sulphur does not burn and gunpowder does not explode. Landmines etc. are probably simply defined in code to explode, but if you SoCM e.g. large chest into gunpowder and then zap it with WoF in expectations of huge fireworks, nothing happens.