Search Results
Searched for posts by red_kangaroo in all forums

Showing results 81 - 90 out of 677 total
Modify your search
Posted by red_kangaroo, May 23, 2020 at 8:21 am
I've found a segfault crash when a NPC spellcaster targets a mirror imp, because I bumbled a check if the incoming spell is from a wand.

I haven't yet, however, experienced a crash related to an imp dying.
Posted by red_kangaroo, May 16, 2020 at 1:53 am
Stihdjia wrote
Also could poison be non-corrosive? My sweet steel dagger of venom turned out to be kinda useless.

Yeah, I found that out recently, too. Poison should probably be non-corrosive.
Posted by red_kangaroo, May 8, 2020 at 1:13 pm
Batman? wrote
Eating a bat should have a 1% chance of killing you.

On that note, in Omega, there's a tiny chance each turn that a cosmic ray strikes you and deals some damage. Early in the game, this can easily kill you. There's no defense against that expect getting more hp.

Omega is fun.
Posted by red_kangaroo, Apr 30, 2020 at 7:14 am
We don't have a download link for CLIVAN listed in Downloads > Variants > CLIVAN. Could we add one?
Posted by red_kangaroo, Apr 28, 2020 at 12:47 pm
A wand holster?

Also maybe a magic chest, which would be a large chest that shares a single inventory among all instances. So you could put items into a magic chest in Attnam, leave it there, and retrieve them from some random magic chest in a dungeon. (And of course we could place some guaranteed magic chests around the world.)
Posted by red_kangaroo, Apr 26, 2020 at 1:27 am
Ischaldirh wrote
Do items that are on fire produce smoke? Because they should.

They don't. They really should.
Posted by red_kangaroo, Apr 25, 2020 at 3:58 am
The UT chest room has a bamboo golem. He's dangerous, but has low HP.
Posted by red_kangaroo, Apr 17, 2020 at 1:09 am
SPOILER ALERT. Click here to see text.
She should've been able to follow you to NA. :/
Posted by red_kangaroo, Apr 17, 2020 at 1:07 am
TheMasterGear wrote
What I think is the hard part is trying to get the random overworld tiles not overriding the dungeons and towns. One idea could help would to have all locations spawn before triggering events, even if that could cause sequence breaking.

That's actually the easy part. All the dungeons and towns are generated during worldgen, they're just hidden until you reveal them somehow. So we can simply check if there is any dungeon on the worldmap tile before generating a wilderness location.
Posted by red_kangaroo, Apr 10, 2020 at 3:30 pm
33) Kill One-eyed Sam.