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Messages - Knigel

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496
I'm going to get a steel longsword, a crossbow, a dagger, and anything else used in Assassin's Creed, train my sneaking ability, and dress like the main characters of the Assassin's Creed series.

This made me think: if we ever get the ability to self-injure, can someone remind me to make a human adventurer with a 2-handed sword, a crossbow, and a bunch of knives then figure out how to mod the game so he can cut off his left hand, wield the sword with just his right hand, and "hold"/attach the crossbow to his arm stump?

497
In fact, you will be able to only dig soil and pull boulders from the soil. Nothing like fortress mode digging.

Yes, this was what I meant. You can dig, but nothing hard enough to require a pick. And you can make stuff, but only out of rocks and logs.

There used to be a time that the term adventurer was not synonymous with maniac, but it seems so long ago now...

I'm sorry, I can't hear you over the sound of killing people by using their own vomit as a projectile.

498
Yay, my first sigged comment!

499
DF Adventure Mode Discussion / Re: What version should I play
« on: November 05, 2010, 09:02:24 pm »
The human towns will also have places to sleep, which implies that either vagrancy brings the wrath of the law down on you or certain things aren't afraid to traverse towns at night.

I think it's more because aimed shots are being implemented and being unconscious leaves every part of you vulnerable. Sleeping somewhere safe is really important now because getting attacked in your sleep by anything which can kill you almost always will kill you.

I heard only human towns will get the fix. The other races towns will have to wait.

Well, they're the only ones to be "fixed", because dwarves and elves never sold anything in Adventurer mode anyway.

500
Hermit Adventurer? Should be part of the thing where we are supposed to get our own forts and hide outs, like if we act as a bandit. That way you can rest safely while being hidden away from the world.

The dev blog mentioned NPC bandit hideouts, but nothing about you being able to make ones.

As for when, maybe he'll get around to expanding non-goblin, non-kobolds NCP thieves in the Caravan arc.

501
Now the priests have a weapon...

Or you know, it could just be two bows crossed >:D

The priests already have weapons. In fact, they're often better armed than the local guard.

502
DF Gameplay Questions / Re: Legendary Platinum Axe
« on: November 05, 2010, 01:48:00 pm »
Hm, "disarming" she said. If this ever gets an accurate re-balance, it should still be good for that.

Especially since aimed attacks are going to be implemented, and it should be good at reaching hands.

503
DF General Discussion / Re: Aimed shots in the coming update?
« on: November 05, 2010, 11:36:06 am »
I wonder how skills factor into this aimed shot thing. Is it just a matter of weapon skill or is the fighter and striking skill mixed in? Will weapon masters have significantly higher hit chance?

Well, seeing how both of those factoring into doing everything else with a given melee weapon, I don't see why this wouldn't.

504
Cross bow means a bow that is made of a cross
Crossbow is a weapon

A bow made from a cross would still be a weapon.

505
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: November 05, 2010, 12:38:37 am »
Yes, those kinds of attacks are much more likely to be fatal than you might think.

Not that it matters with the current civilizations all being a hive mind which will immediately all start killing you the second you steal a sock.

[sarcasm]Yes, it is a pity DF is no longer in development and things never change.[/sarcasm]

I know you'll be able to do it eventually (non-fatal attacks are mentioned in the dev blog), just not "soon".

506
DF Adventure Mode Discussion / Re: Stealth not functional
« on: November 05, 2010, 12:30:12 am »
Functional Stealth + Aimed Shots = Stealthy Coups de Grace.
Stealth works for me fine.
And aimed shots will come (FUCKING HOPE SO!!!) tomorrow.
FUCK YEAH 2 MONITORS FTW!

Yes, whether or not it works seems sort of sporadic.

507
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: November 04, 2010, 01:22:54 pm »
Yes, those kinds of attacks are much more likely to be fatal than you might think.

Not that it matters with the current civilizations all being a hive mind which will immediately all start killing you the second you steal a sock.

508
DF Adventure Mode Discussion / Re: Stealth not functional
« on: November 04, 2010, 12:41:26 pm »
Probably when you get to "skilled" or so.

No, it really doesn't matter. For some reason pathfinding isn't taking into account stealth, so while enemies won't attack you when you're ambushing they'll still run away from or toward you if you're in sight.

It's always been like this for me in .12 and I think it's on the bug tracker.

509
I will collect teeth.

D'ythink this makes them doom spiders less doomy?

Well, now they'll have a much easier time poisoning you because they'll just go for the soft, unarmed spots to bite.

510
Er... how do I grab? The only way I know how to attack is just by hitting the move key onto a tile where an enemy is, or by hitting A. :-\

Hit "A", then press Enter to toggle to choosing a target to wrestling instead of a target to attack.

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