Ideas

May 7, 8:45 pm
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Could we improv a gas "monster" that spreads like mushrooms?
May 7, 10:23 pm
Ischaldirh's avatar
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Actually, this could be interesting.

Currently, gas simply fades. What if instead of simply being deleted, it "dissipated" in to neighboring tiles? Reducing in strength obviously, and below a certain strength it would actually delete when it spread. The exception might be stair tiles - to represent ventilation, clouds on stair tiles might fade via deletion more quickly than other clouds 'fade' by dissipation.

This would require some careful thought though as it would have far-reaching consequences. For example, a skunk leaving a trail of stink could pretty quickly drench the entire dungeon level in foul fumes, and it might be virtually impossible to get rid of it. Much like actual skunks.

We might need some fairly easy to acquire (non-magical?) way to actually delete clouds. Clearly, a source of fire ('a'pplying a lamp might work?) should make flammable gasses ignite. Speaking of which, fart clouds should be flammable.
May 8, 6:42 am
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So... diffusion? I like it!
May 8, 8:59 am
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On that note, how about flooding?

Make bodies of water not just an obstacle but an actual hazard?
May 8, 12:10 pm
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Eating a bat should have a 1% chance of killing you.
May 8, 1:13 pm
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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.
May 8, 4:00 pm
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red_kangaroo wrote
Omega is !!FUN!!.

ftfy.
May 8, 4:25 pm
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Batman? wrote
Eating a bat should have a 1% chance of killing you.

Oh , we need some kind of Corona reference in 0.59, no doubt.

Outright killing the player "of a rare Asian virus" would be the easiest, or we could make a whole new disease. Coughing sound effect, chest/head damage, occasional unconsciousness...

How about "bat soup" as a material type and the player refusing to drink it with a message like "you hesistate, recalling tales of a ravaged land far across the sea." Naturally it should belong to Scabies...

EDIT: Also, bottomless pits.

Treated as an unwalkable tile like ocean. Get knocked backwards into one, or have your Levitation run out while floating over it, and " (Player) fell into an endless void".

EDIT 2: "Booby trapped" chests.
On an unsuccessful Dex check (Luck save to avoid?) player is hit for damage. Successful check means the chest is opened as usual, and a dagger is guaranteed to be found within. For extra Fun, make it a chance of a poisoned dagger.
May 8, 5:30 pm
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Is there a way to disarm a boobytrapped chest or door currently?
May 11, 11:01 am
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capristo wrote
Is there a way to disarm a boobytrapped chest or door currently?

Nope. You open it and take your chances. Might need a dedicated disarm key for this.
May 11, 2:04 pm
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You need a way to spot if it is trapped then.
May 13, 10:30 am
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How about a keyword - ie; "a fir chest with a curious triangular lock"
May 13, 3:10 pm
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Yeah, but a bit too obvious. Maybe you could adapt the Search function? Like if you search near a door, you can get a prompt that it is trapped. Maybe add a perception check too, so doors made out of hard material have traps that are harder spot
May 15, 4:28 pm
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I could do without any corona references. There was a game I used to like from the early nineties that referred to things like scud missiles all the time. I imagine it's aged quite poorly. Capitalism/communism and coke/Pepsi style references are timeless.

I've always wanted to use stethoscopes to check doors for traps.

Also could poison be non-corrosive? My sweet steel dagger of venom turned out to be kinda useless. Also it's a pain to navigate Aslona, not sure why there's not a front door into town or an obvious way to find the wizard and the guy with the prince quest.
May 15, 4:31 pm
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Super happy with the new quests by the way, it's great to play this game unsure what to expect again. Whichever of you guys are putting all this work in lately, you're doing a great job.
May 16, 1:53 am
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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.
May 16, 8:35 am
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The Imperialist


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I agree with non-corrosive poison

Also agree that ‘s’earching for booby trapped doors makes the most sense

I would like to see a way to disarm regular traps too, so I don’t think a disarm key makes sense. Currently all you can really do is kick them or set off an earthquake

I can’t think of any existing command that would make sense so it might have to be a new command. It should have a chance of setting the trap off based on your dexterity.
May 16, 6:25 pm
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The crafting menu already allows the player to "disarm" spider webs. Maybe dismantling could contextually detect nearby seen traps (or any item within reach), like dipping detects nearby fountains.
May 16, 9:00 pm
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Using a key in a lock should disarm any associated traps. Also, personally, I think only locked doors should have traps, but idk... it is IVAN - random death is part of the !FUN!
May 21, 11:02 am
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Random items, stats, and attribute changes tied to certain character names.

Name your character after certain dictators and you spawn with high Charisma but crappy Int
Name yourself Homer Simpson and spawn with crappy Int, ton of bottles of Vodka and better Arm Strength.
Name yourself Harry Potter and have lower Endurance but higher Mana.

Oh, the FUN we could have with this one! Shoutout City!
May 26, 9:20 am
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How about this one - going up on the worldmap to go to a unique dungeon?

Would require the Belt of Levitation or the Levitating status, and instead of 'walls' if you fall off the clouds and don't have either, you instantly "fall to your doom" with no saving throw, similar to drowning.
May 27, 5:47 am
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Dark-Star2018 wrote
How about this one - going up on the worldmap to go to a unique dungeon?

Would require the Belt of Levitation or the Levitating status, and instead of 'walls' if you fall off the clouds and don't have either, you instantly "fall to your doom" with no saving throw, similar to drowning.

This... ...is actually pretty workable. All it needs is a separate second world map, let's call it "cloud map", and we'll be away laughing.
May 27, 6:49 am
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fejoa wrote
This... ...is actually pretty workable. All it needs is a separate second world map, let's call it "cloud map", and we'll be away laughing.

Or if we wanted just one dungeon to be found in the clouds, we could add something like a random chance that instead of this message, game::TryTravel() to that cloud dungeon will be called. Though exiting that dungeon would then need to be special cased, if you were able to enter it from any location on worldmap, otherwise the game might get confused where to put you on the worldmap once you get out.
May 27, 9:21 am
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didnt one of the Might and Magic games from the 90's have a level set in the clouds?
May 27, 5:28 pm
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Batman? wrote
didnt one of the Might and Magic games from the 90's have a level set in the clouds?

Yep, one of the Heroes of Might and Magic 3 expansions IIRC.
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