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  • in reply to: Poison too powerful? #6784

    Keeperman
    Participant

    Non-biological mobs could be both poison and disease resistant. Also, the main villains could generally have those resistances. The delay before corpses poison creatures is also a sensible idea.

    • This reply was modified 4 months, 1 week ago by  Keeperman.
    in reply to: Poison too powerful? #6783

    Keeperman
    Participant

    Disease could basically be poison with a different name. Then you could also have disease resistance traits as well as poison resistant traits. So if anything, it could add to the game play a bit.

    in reply to: Upcoming gameplay changes, part I #6772

    Keeperman
    Participant

    There is room for a lot of new technologies to be added. Perhaps you won’t ever get all the technologies, even by the end of the game. So you might have to make some tough choices about what to research.

    • This reply was modified 4 months, 2 weeks ago by  Keeperman.
    in reply to: IRC channel #6504

    Keeperman
    Participant

    The chat is a good idea. It may be possible to play with/against other players by sharing the same random map seed. For example, you could warn each other of dangers over chat or race another player to conquer the same map. Racing players in real-time is fun, I did this with a member of my family by using the same seed in about alpha 18 (before campaigns). We experimented with chatting and sharing screens using Skype.

    • This reply was modified 7 months ago by  Keeperman.
    in reply to: Ideas for new creatures #6489

    Keeperman
    Participant
    in reply to: Ideas for new creatures #6487

    Keeperman
    Participant

    Let’s develop those ideas.

    First, we should eliminate the ideas that already exist in the game:
    Draid, cyclops, witch, minotaur, golem, tree spirit (= treeman /ent )

    Second, filter for new (interesting) ideas that are not requested on the wiki yet. The wiki has entries for:
    Giant, Lich, Goul, Abomination

    Remove ideas that are too similar:
    Magi\Sorcerer\Warlock\Wizard = Magi (alt. plural of mage)
    Liche\Corpse-lord = Liche

    This leaves us with the most interesting ones:
    Dragon-man, Druid, Centaur, Faun, Fiend, Gnoll, Gremlin, Halfling, Hobgoblin, Kappa,
    Magi, Merman, Naga, Satyr, Triton, Trolls, Trows, Troglodytes, Elder, Mushroom Man, Oracle, Half-Demon

    Look for a place in existing categories of creatures (ie. Major villain, Minor villain, mini-villain, ally, wildlife, minion)
    -Good for Major Villains: (Dragon-men, Druids, Centaurs, Magi)
    -Good for Minor Villains: (Satyr, Halflings, Fauns, Triton, Elder)
    -Good for Mini Villains: (Merman, Halflings, Hobgoblin)
    -Good allies: (Gremlins, Trolls, Half-Demon)
    -Good wildlife: (Naga, Mushroom-Man, Oracle)
    -Good minions: (Gnolls, Fiends)

    —————–Now let’s do a worked example for dragon men——————
    -Navigate to: http://keeperrl.com/wiki/index.php?title=Requests_for_new_villains
    -Click on “LogIn” in the top right
    -Log in to wiki (creating an account if necessary)
    -Click on “Edit” tab
    -On the wiki page is a template. We fill it in as below…
    ——————————————————————————-

    ==Dragonmen==
    *Villain Type: Major villain
    *Strength: Strong
    *Dexterity: Strong
    *Speed: Fast
    *Unarmed damage: Good
    *Attack type: Bite
    *Weight: 70 (light, they fly)
    *Size: Medium
    *Features: Flying, Humanoid
    *Level: Start at 10
    *Attack: Good
    *Defence: Average
    *Accuracy: Good
    *Habitat/Settlement: Live on open hills and grassland in tribes. No buildings. Have weapons, armour, potions, scrolls.
    *Possible attack triggers: Throne, proximity
    *Concept: Tribe of flying dragonmen also called “Draconions, Half-dragons or humanoid dragons).
    *Purpose in game: Fast, flying, armed humanoids to challenge the keeper in open terrain. Can also assault dungeons.
    *Optional features: Breathe fire
    *Discussion: Discuss the idea here.

    —————————————————————–
    Now paste it into the wiki.
    Here is your Draconian idea:

    http://keeperrl.com/wiki/index.php?title=Requests_for_new_villains#Dragon-men
    —————————————————————–

    You can add more of your own ideas by following the above instructions.

    Thanks

    Keeperman

    • This reply was modified 7 months, 1 week ago by  Keeperman.
    in reply to: Newsletter2 #6433

    Keeperman
    Participant

    Done. Next news update?

    in reply to: Automaton from gnomes is a Enemy? #6432

    Keeperman
    Participant

    Makes sense if it is capable of killing your enemies.

    in reply to: Automaton from gnomes is a Enemy? #6426

    Keeperman
    Participant

    Think it’s a bug.

    • This reply was modified 8 months ago by  Keeperman.
    in reply to: Magic Damage? #6400

    Keeperman
    Participant

    Metal armour would be boss of Malee fighting.

    Magic resistance or resisting true damage would need creature traits or magic items or spells.

    • This reply was modified 8 months ago by  Keeperman.
    in reply to: Magic Damage? #6399

    Keeperman
    Participant

    Light armour or no armour could let creatures dodge projectiles. Leather armour is best because you can dodge but also absorb damage. Metal armour might make you a sitting duck.

    in reply to: Dark Elfs – Can not ally #6354

    Keeperman
    Participant

    Do you need to clear the entire dungeon first? This is what I do.

    in reply to: Magic Damage? #6341

    Keeperman
    Participant

    How about this?

    Physical damage types:
    SHOOT: you(MsgType::ARE, “shot in the back!”); break;
    BITE: you(MsgType::ARE, “bitten in the neck!”); break;
    CUT: you(MsgType::YOUR, “throat is cut!”); break;
    CRUSH: you(MsgType::YOUR, “spine is crushed!”); break;
    PUNCH: you(MsgType::YOUR, “neck is broken!”); break;
    HIT: you(MsgType::ARE, “hit in the back of the head!”); break;
    STAB: you(MsgType::ARE, “stabbed in the “_s +

    Magic damage types:
    SPELL: you(MsgType::ARE, “ripped to pieces!”); break;

    True damage types:
    FIRE –
    SILVER –
    STUN –
    SLEEP –
    POISON –
    BLINDNESS –
    SLOW –
    FORCE BOLT –
    WORD OF POWER –

    So “True” damage types could be mixed with physical damage.
    eg. Flaming swords (FIRE + CUT) or poisoned arrows (POISON + SHOOT) etc.

    • This reply was modified 8 months, 1 week ago by  Keeperman.
    • This reply was modified 8 months, 1 week ago by  Keeperman.
    • This reply was modified 8 months, 1 week ago by  Keeperman.
    in reply to: Error uploading file #6337

    Keeperman
    Participant

    I was able to save a bit of memory once by collecting up all the corpses and useless equipment and drowning an imp carrying it all. I even stored all my equipment and resources on a single tile and made the imps move it there. Visit the graveyard etc.

    It did save some memory but not enough. It was some time ago though.

    in reply to: Adventure mode change #6325

    Keeperman
    Participant

    My dog is at least level 5 with huge teeth 😉

Viewing 15 posts - 1 through 15 (of 158 total)