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Posted by Ighalli, Nov 11, 2017 at 11:44 am
How are they strong enough to wield 2-h copper swords??
Posted by Ighalli, Nov 7, 2017 at 8:10 pm
My approach to this was to try to make drinking a liter somewhat closer to real life in that doing it in combat will take quite some time. That way, if you lost a limb in a fight, you'd have to consider praying or WoR to get back in the fight, or else consider your escape options.

The stuff in my PR doesn't affect limb regrowth directly, but because you only get to drink 100 mL of liquid at a time, it's never guaranteed that you'll regrow a limb. In practice, if you were at full HP, half a liter or so would likely give you a limb back. Also, I added vials which hold 100 mL and work with breaking.

I hope the Regeneration status subtracts the nutritional value of the limb it regrows when you grow it! Should make you very hungry to generate all that meat. He he he.
Posted by Ighalli, Nov 27, 2016 at 7:56 pm
Take all of this with a grain of salt, as I've not actually played as a vampire: I don't think being a vampire right now really carries an advantage or disadvantage. You have to do unarmed attacks to get the bite (right?), but the damage is low (right?). On the other hand, you lose a *tiny* amount of wisdom (but could just pray that away). Am I missing something? Is the impact bigger than I thought?

I think that you should try to make it change the game play more than it does now. Maybe it grants infravision and makes you take acid-like damage based on how much light you're standing in, but in the dark you get fast regeneration. Both the regen and the damage could lower your vampirism counter as they function. In some editions of dungeons and dragons, vampires gain a life force draining slam attack in addition to the grapple only bite. Maybe all unarmed attacks are energy draining and half the time you get to also bite. Mostly, I want playing as a vampire to feel different rather than just being more powerful.
Posted by Ighalli, Nov 27, 2016 at 7:27 pm
Should we buff AoGH or just delete it? Seems dumb to have an item in the game that's strictly worse than alternatives that tries to trick new people. I mean, chameleon whips aren't fooling anyone that they're dangerous as hell.
Posted by Ighalli, Nov 13, 2016 at 1:05 pm
I left a bunch of comments on the PR.
Posted by Ighalli, Nov 12, 2016 at 12:13 pm
* The walls are much stronger than I expected based on coming to the catacombs instead of GC1. Radius 2 Legifer didn't even scratch them.
* I sold the SPOILER ALERT. Click here to see text.
special bear traps
for 1000 GP. You probably shouldn't have such extravagant treasure in such a relatively safe place. SPOILER ALERT. Click here to see text.
They were guarding a 70 GP ring, after all!

[Edit]
* 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.
* 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.
* I really like showcasing the ghosts that look like their original creatures!
* Not so much that many of them seem to ESP and run through the walls to come get me. Still, they're weak.
* Maybe a few ghosts of guards should inhabit the final level, with the weaker village types occupying the upper floors.
* 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.
Posted by Ighalli, Nov 2, 2016 at 5:26 pm
fejoa wrote
Would people like it better if there were different options for character creation? i.e. in the IVAN configuration screen you could select from, for example, "Classic", "Quick" or "Detailed" character generation methods that operate when loading a new game.

I would much prefer an option in the menu for "random / ask / <list of values or whatever>" . That way, you are never prompted when making a character besides when you go into the options and specify to ask. Think of the option for the starting pet name.
Posted by Ighalli, Oct 31, 2016 at 2:01 pm
Whomever takes this up should also change the women in Attnam to not be so useless. Right now all the men science talk and all the women just complain about men.
Posted by Ighalli, Oct 26, 2016 at 8:57 pm
For that matter, putting scrolls and/or wands and/or rings straight into chests on pickup would be nice.
Posted by Ighalli, Oct 25, 2016 at 7:39 pm
The first liquid PR is probably going to be merged soon, but there is an outstanding issue. I made it so that when you try to fill a container, assuming there is enough volume at the source, then the container fills. No more 100 mL water from fountain dipping! Yay! Also, you can get a huge quantity of water from fountains without any of the special effects happening! Boo!

Personally, I never drink from them. Is this common? If most players avoid it, we should probably tweak them to be less character-ruining. If I'm an outlier, I should probably start drinking more. Either way, what should we do with dipping? Chance to dry the fountain? Track how much water it has so that it dries after so many dips? Should dipping stuff happen when you dip, or should it remain safe?