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Author Topic: Future of the Fortress  (Read 1166081 times)

monk12

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Re: Future of the Fortress
« Reply #360 on: May 22, 2011, 10:10:09 pm »

Woah, functioning traps? I wonder how Toady worked out the kinks in trap avoidance.

Genoraven

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Re: Future of the Fortress
« Reply #361 on: May 22, 2011, 10:43:03 pm »

Or maybe you guys are reading to much into his bad luck comment. =P
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monk12

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Re: Future of the Fortress
« Reply #362 on: May 22, 2011, 11:11:39 pm »

Or maybe you guys are reading to much into his bad luck comment. =P

Since Toady said it, I'm inclined to think it is an actual mechanic. If Threetoe had said it, I'd be more inclined to think it was fluff.

And as much as I want "bad luck" curses to mean that ridiculous things happen to you, I bet it is just a negative modifier to luck-based skills based on the simple fact that that is a really easy thing to code and implement to test out the curse structure.

Dante

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Re: Future of the Fortress
« Reply #363 on: May 22, 2011, 11:13:34 pm »

Arguably, a severed artery is bad luck in itself.

Khym Chanur

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Re: Future of the Fortress
« Reply #364 on: May 22, 2011, 11:27:24 pm »

1. How exactly does "bad luck" work?  Does it bias the RNG towards numbers that are bad for the victim?

2. Will modders be able to attach their own curses/interactions to evil biomes, or will evil biomes be hardcoded to only use the "re-animate" interaction?
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LoSboccacc

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Re: Future of the Fortress
« Reply #365 on: May 22, 2011, 11:43:04 pm »

Woah, functioning traps? I wonder how Toady worked out the kinks in trap avoidance.

Attacking trap you can already Dodge/block.

Problem was with instagibbing ones, like cages and bridges, but this. Can be easily resolved by not placing them.
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Neoskel

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Re: Future of the Fortress
« Reply #366 on: May 23, 2011, 12:19:12 am »

Will an adventurer (in the coming release) be able to see (cage/weapon) traps before setting them off? Will the traps be visible after they have been set off (by the adventurer or otherwise)? Will Observer or any other current skill have any effect on trap detection? Are there plans to handle that with a new skill in a later release instead? I assume some sort of trap disarming skill is intended for a (far?) future release.
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Shinziril

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Re: Future of the Fortress
« Reply #367 on: May 23, 2011, 12:24:10 am »

The next release is going to be awesome.  Delicious adventure mode grave-robbing goodness, towns, and all sorts of other goodies. 
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G-Flex

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Re: Future of the Fortress
« Reply #368 on: May 23, 2011, 12:50:04 am »

"Boxed in the face by a mummy" is an inherently hilarious phrase/concept and I'm glad that this is now a possibility.

How are mummies' bodies handled? Are they based off another creature (e.g. "dwarf mummy", "human mummy", "slugman mummy") somehow or are they their own thing entirely? And how are the materials/tissues for them handled in either case (bandages? dessication?)?

Here's to hoping those bandages are flammable.
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Cruxador

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Re: Future of the Fortress
« Reply #369 on: May 23, 2011, 02:14:13 am »

"Boxed in the face by a mummy" is an inherently hilarious phrase/concept and I'm glad that this is now a possibility.

How are mummies' bodies handled? Are they based off another creature (e.g. "dwarf mummy", "human mummy", "slugman mummy") somehow or are they their own thing entirely? And how are the materials/tissues for them handled in either case (bandages? dessication?)?

Here's to hoping those bandages are flammable.
I would imagine they're based off of the interred individual.
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Aqizzar

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Re: Future of the Fortress
« Reply #370 on: May 23, 2011, 03:12:11 am »

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I was arteried in the leg by a giant axe blade, then cursed with bad luck and boxed in the face by a mummy.

It's been a little while since I laughed out loud at a devlog, it's good to see this stuff again.
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Neonivek

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Re: Future of the Fortress
« Reply #371 on: May 23, 2011, 03:53:50 am »

Technically a mummy is only a type of preserved corpse.

They don't have to actually be covered in bandages.

A lot of mummies in real life are simply dead bodies preserved with salt.

Mind you one large difference between a Mummy and Zombie is generally speaking... Mummies have very little moisture except in the case of ice mummies.
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nenjin

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Re: Future of the Fortress
« Reply #372 on: May 23, 2011, 06:42:04 am »

I read that bit and simply thought "Oh, he added traps." The issue with traps in adventure mode is that they can't be removed or modified. That wouldn't stop Toady from putting them in a site with a low distribution. The stricture against traps carrying over to adventure mode has always been in relation to player construction. Players build traps for sieges and a single character will get splattered or trapped quickly.

A few axe blade or whatever traps scattered across a room isn't that horrific. It's actually fairly realistic when you think about it.
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Psieye

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Re: Future of the Fortress
« Reply #373 on: May 23, 2011, 07:09:38 am »

I read that bit and simply thought "Oh, he added traps." The issue with traps in adventure mode is that they can't be removed or modified. That wouldn't stop Toady from putting them in a site with a low distribution. The stricture against traps carrying over to adventure mode has always been in relation to player construction. Players build traps for sieges and a single character will get splattered or trapped quickly.

A few axe blade or whatever traps scattered across a room isn't that horrific. It's actually fairly realistic when you think about it.
I thought the issue with adventure mode traps was cages (or whatever ridiculous kitten powered machine players built) - there is no way to break out of a cage if you're caught in it. All the other traps are essentially a weapon attack which a highly skilled and geared adventurer can do something about.
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nenjin

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Re: Future of the Fortress
« Reply #374 on: May 23, 2011, 07:14:05 am »

They can't be removed either, not by adventurers. So going to an old fort you built to defend against sieges, that's a one way trip through 3+ weapon attacks you have absolutely no choice about. Could end up lethal in Adventure Mode depending on what you built them out of.

So traps have always been functional in adventure mode, players just lack features in general to deal with them.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
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Always spaghetti, never forghetti
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