Search Results
Searched for posts by red_kangaroo in all forums

Showing results 611 - 620 out of 677 total
Modify your search
Posted by red_kangaroo, Oct 4, 2014 at 4:25 am
Bone files.

Especially UT2 bone file with an unused lamp and Varmis. My most stupid death ever, but paid of for the lucky finder.
Posted by red_kangaroo, Sep 14, 2014 at 8:30 am
Ernomouse wrote
* 3rd genderless gender, eunuch. Cannot be cured, severely limiting, hard to obtain, needed for just one thing to make it worthwhile. Maybe a special victory

The bare-hands doctor from (C)LIVAN claims he was the one who made the eunuch guard... well, eunuch. Maybe there could be some special NPC doctor who could castrate you as a reward for a quest?
Posted by red_kangaroo, Aug 12, 2014 at 1:38 pm
4zb4 wrote
(...) turns your arms into bananas.

Maybe Loricatus could have a chance to turn either your weapon or your arms into banana flesh when upset, to prevent the easy abuse of Loricatus Free Banana Snack?
Posted by red_kangaroo, Aug 11, 2014 at 7:23 am
@Pent

Heh, wielding that spiked shield and a whip of thievery would be quite a bit of fun.
Posted by red_kangaroo, Aug 11, 2014 at 7:21 am
Great work, guys! Now that I actually know that the named weapons do something other that look good, I may even try them over the good ol' vanilla artefacts.

And really, The Wise Farmer should ressurect each time you kill him, so that he actually has what to complain about.
Posted by red_kangaroo, Jul 31, 2014 at 2:18 pm
Yeah, it seems that's a misinformation from my side. I'll correct the article when I've time.

It's kind of strange that you cannot clone unique monsters yet you can have some of the artefacts in several copies - I think both unique items and monsters should be truly unique.




Posted by red_kangaroo, Jul 23, 2014 at 6:44 am
Would it be possible to make gunpowder explode if ignited? I can't wait to donate a large chest socm'd into gunpowder to the Cathedral of Attnam.
Posted by red_kangaroo, Jul 3, 2014 at 12:00 pm
Keep it, please.

I really like this feature, even though the blink dogs could be tweaked somehow.

On the other hand, I would understand removal of this - it is somewhat a part of "ascension kit" to get telepathy and telecontrol through eating, so you can have free ring and amulet slots. Really, you wouldn't miss a chance to get these states once you know about his, unless you'd want to challenge yourself, so it slightly limits the decisions the player can make while sticking to more or less optimal gameplay.

Without this feature, the equipment dependancy of the player would be greater, and even though you could still get these states for a really long time, it could be sometimes worthwhile to think more about the rings you wear and whether to put on your AoLS, or if the AoESP could be of more use right now.

He he - devil's advocate.

4zb4 wrote
with the worst luck in the world you could be perma-slowed, for example (something we could implement ourselves too).



Yes, please!
Posted by red_kangaroo, Jun 26, 2014 at 9:45 am
One more try on the enner level with river. This time, there is a bridge over the river and enner will always spawn on that bridge. Guaranteed items or features are no more.

Let me know whether you like the beach around the river, or whether it should be normal ground all around.

SPOILER ALERT. Click here to see text.
Level ENNER_BEAST_LEVEL;
  {
    LevelMessage = "You hear a wailing scream in the distance. An enner beast must dwell here!";
    IgnoreDefaultSpecialSquares = true;
    Size = 100, 30;
    Items = 35:70;

    Room
    {
      Pos = 25:65,1;
      Size = 10,27;
	Type = ROOM_NORMAL;
	WallSquare = WATER liquidterrain(UNDERGROUND_LAKE), 0;
	FloorSquare = WATER liquidterrain(UNDERGROUND_LAKE), 0;
	GenerateDoor = false;
	AllowLockedDoors = false;
	AllowBoobyTrappedDoors = false;
	GenerateLanterns = false;
	GenerateFountains = false;
	GenerateTunnel = true;
	AltarPossible = false;

 	Square, Pos 0, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 1, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 2, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 3, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 4, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 5, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 6, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 2, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 3, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 4, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 5, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 6, 28;
      {
        OTerrain = 0;
      }

	Square, Pos 4, 9;
    	{
      Character = ennerbeast;
    	}

	Square, Pos 9, 22;
    {
      Items == Random { MinPrice = 200; MaxPrice = 1500; }
     }

	GTerrainMap
      {
        Pos = 0,-1;
        Size = 10,30;
        Types
        {
        # = WATER liquidterrain(UNDERGROUND_LAKE);
	_ = GRAVEL solidterrain(GROUND);
	~ = SAND solidterrain(GROUND);
	x = FIR_WOOD solidterrain(PARQUET);
        }
      }
      {
    			#####~~~~_
			~#####~~__
			~~#####~__
			_~~#####__
			__~#####__
			___#####__
			__#####___
			_#####~___
			_#####~~__
			__#####~~_
			_xxxxxxx__
			__#####~~~
			__~#####~~
			___~#####~
			___~~#####
			__~~~#####
			___~#####~
			___~#####~
			___~~#####
			____~#####
			____#####~
			___#####~~
			___#####~~
			___#####~~
			___~#####~
			___~#####~
			_~~#####~~
			_~~#####~~
			~~~#####~~
			__#####~~~	  	
      }
    }

  
    Square, Random;
    {
      Items == mine(BIG_MINE) { Team = MONSTER_TEAM; IsActive = true; }
    }

    Square, Random;
    {
      Items == METEORIC_STEEL beartrap { Team = MONSTER_TEAM; IsActive = true; }
      Times = 2:6;
    }

    Square, Random NOT_WALKABLE|NOT_IN_ROOM;
    {
      Items == stone;
      Times = 25:50;
    }

    Square, BoundedRandom 2, 2, 20, 28, HAS_NO_OTERRAIN;
    {
      OTerrain = stairs(STAIRS_UP);
      EntryIndex = STAIRS_UP;
      AttachRequired = true;
    }

	Square, BoundedRandom 70, 2, 98, 28, HAS_NO_OTERRAIN;
    {
      OTerrain = stairs(STAIRS_DOWN);
      EntryIndex = STAIRS_DOWN;
      AttachRequired = true;
    }

   Square, Random;
    {
      Items == bone;
      Times = 20;
    }

    Square, Random;
    {
      Items == skull;
      Times = 5;
    }

    Square, Random NOT_IN_ROOM;
    	{
      Character = eddy;
      Times = 1:3;
    	}
}
Posted by red_kangaroo, Jun 26, 2014 at 9:26 am
Btw, what happens to a wooden floor after it burns out? Does it change to e.g. charcoal/soot floor, or simply remains the same?