Liquid Rework

Oct 22, 2016, 2:40 pm
#26
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Should we add chances for bottles & vials to be filled with blood, glowing blood, brown slime, yellow slime, dark frog blood, spider blood, vomit, acidous blood, dog drool, sweat, and sick blood? Those are all the fluids that are currently around that aren't used.
Oct 22, 2016, 3:04 pm
#27
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Some of those would be fun...What would a PC do with them though? Since they are ID'd for free in IVAN, there's virtually no chance of a PC accidentally ingesting yellow slime, or coating their weapon with acidous blood.
Oct 22, 2016, 3:13 pm
#28
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Yellow/Brown slime are good for throwing at things since they dissolve them and also create sticky spots on the floor. Acidous blood is like sulphuric acid in that you throw it at other people. Many of them are useless, though.
Oct 22, 2016, 3:24 pm
#29
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Many of them are funny, though.

The slimes could be interesting to use to glue enemies in place.
Oct 22, 2016, 3:25 pm
#30
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That would certainly help balance Mellis as well
Oct 22, 2016, 4:45 pm
#31
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Bottles of slime in combination with an 'a'pply command would be great for sticking enemies to the floor! Acidous blood would be good for coating non-dissolvable weapons (like arcanite scimitars and saal'thuls). Or just spraying monsters with.
Actually, sticking the patrol guard to the floor so he doesn't escape and waste a scroll of taming would be nice.
Oct 22, 2016, 9:36 pm
#32
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Serin-Delaunay wrote
Actually, sticking the patrol guard to the floor so he doesn't escape and waste a scroll of taming would be nice.

Hold on. I just realized some of the implications of being able to dump bottles.

If I dump a bottle of sulfuric acid on the ground in Attnam, and the patrol guard walks over it, will he become hostile to me? Currently NPCs don't react to banana peels, broken bottles, or bear traps (I think). Puddles of acid are a far cry more dangerous than any of those, however.

Oct 22, 2016, 9:55 pm
#33
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They don't even react to mines, do they? As long as the trap or trap-like thing is placed outside cathedral grounds it's currently all fair game. Of course indoors it should be a different story.
*tests*
Currently you can get away with "passive" traps like banana peels and broken bottles in the Cathedral, but planting a bear trap or mine indoors is a dismemberable offense. Outdoors is fine, even the patrol guard doesn't mind bear traps.
Oct 22, 2016, 10:49 pm
#34
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That's a little silly. But also off topic in this thread.
Oct 22, 2016, 11:12 pm
#35
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Not really off topic. If the liquid rework introduces 'a'pply to fluid containers, dangerous liquids ought to call the CSI:Attnam code to make sure you can't get away with anything too egregious.
Oct 23, 2016, 1:09 am
#36
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Serin-Delaunay wrote
Outdoors is fine, even the patrol guard doesn't mind bear traps.

Do they avoid the traps outside after you place them?
Oct 23, 2016, 5:59 am
#37
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The patrol guard steps right in the bear trap, but his AI is weird. The cathedral frogs didn't once step on the banana peel and broken bottle (at least for the time I waited).

People outside avoided a big mine for a long time, but one eventually stepped on it. I haven't checked how NPCs handle visibility/memory of active traps that they may have seen being planted.
Oct 23, 2016, 10:29 am
#38
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You can already put acid on the ground for the patrol guard by throwing and kicking bottles against the edge of the map. We'd need to make sure you can't just dump acid in the sumo house to dissolve his legs.
Oct 23, 2016, 11:16 am
#39
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I guess while liquids are being reworked it might be a good time to fix the issue of flame-retardant vodka.
On the other hand, that might not quite be adjacent to the changes being discussed in this thread.
Oct 25, 2016, 7:39 pm
#40
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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?
Oct 25, 2016, 8:56 pm
#41
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Ighalli wrote
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.

I also generally avoid them. The chances of gaining stats seem about equal to those of losing stats; the benefit of temporarily gaining ESP, haste, or control is fairly well-balanced by the chance of gaining slow, polymorph/teleport, etc; and suddenly gaining a herd of rats or snakes doesn't compare to suddenly being surrounded by foot-sticking, gear-wrecking mommo slimes. Add into this the chance to be dumped somewhere else on the level (or, worse, sucked down to a deeper one) and I typically only use them for filling bottles with water (to put out fires).

Ighalli wrote
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?

I think a dip should work like a sip, in regards to drying up the fountain. I like the idea of dip-made bottled water being safe, though; I don't think we should change that.

Oct 26, 2016, 2:56 am
#42
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Fountains aren't even that common though, and quite often they're dry after a few drinks. I like to risk it on UT.
Oct 26, 2016, 5:04 am
#43
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chaostrom wrote
Fountains aren't even that common though, and quite often they're dry after a few drinks. I like to risk it on UT.

Same here. A stat boost here, a little intrinsic there; nice to have early on in the game.
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