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Messages - nick0010

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The Lab - Contributions and Mods / Re: PK's Rebalancing Mod
« on: November 01, 2017, 03:35:32 PM »
The listed version should work with the latest experimental perfectly. Or pretty close to perfectly.

Last time i used a quiver at least (Not too long ago) when you had multiple ammunition types it prompted you when loading a weapon (which happens when you [f]ire a bow) which ammo/source youd like to use, and the load times for, and the load time for quiver/bandoleer loading was just a second or two faster than loading from the inventory. With the recent ranged updates that might have changed, ill double check real quick.
just tested it on the latest experimental. character had 9 dexterity and 4 archery, loading a fire hardened arrow from a full quiver is listed as taking 92 moves, while loading an identical arrow from a stack of 20 from the inventory takes 173. Which isnt the small difference i remembered, and is actually a considerable difference. A quiver can save your life.

The quiver is a bit faster to shoot from, not by much but it can make a difference if youre loaded down with a stuffed duffel bag and have a hulk bearing down on you.

*puts one grain of salt on waffles* Now theyre perfect

Its definitely neither bug nor spoiler, but you should get a message when trying to descend about it becoming really hot half way down and a prompt about continuing.

Came across a suit of heavy power armor and a hauling frame, decided to hit up some otherwise deadly turret rooms in a nearby lab, only to realize shortly after that my army helmet did not cover my face at all.

Python is a good catch all for most projects. Other than that theres a library for writing a roguelike in basically any language. Theres tutorials for specific languages (2 languages to be specific, python and some C variant i dont remember which) on the roguebasin website

The Garage - Bug Reports and Technical Help / Re: Balance: fletching
« on: October 06, 2017, 05:47:10 PM »
I would imagine its intentional. Field point arrows dont require scrap metal, just improvised points made from whatever is lying around, like nails rocks or bones. Wooden arrows need a hammer to shape scrap metal into an actual proper broadhead point. Sharpened metal arrows are just crudely fashioned petal rods they arent supposed to be strong, but theyre durable simple and cheap. The heavy field point vs field point issue makes more sense. it /Might/ be a balance thing since heavy arrows are more accurate and durable? but it does seem like an actual issue.

Well bears and moose arent generally aggressive either yet they will FUCK YOU UP in cata

Not a bad idea, but it sounds kind of tedious to switch through an actual set of run modes with the current method of speed toggling. Also i already tend to forget which one im using till im either chased down by something, or out of breath. But a nice idea regardless

Stuff like this has been suggested before, and always rejected because while its more realistic, and wouldnt be difficult to implement, but adds more tedium to the game than fun. Such things are likened to having to trim toenails and wash clothes (thank god this was only partially implemented.)

The Garage - Bug Reports and Technical Help / Re: Z-level issue
« on: August 28, 2017, 07:06:25 PM »
Z-levels are only half (quarter) implemented. They exist but dont integrate well with anything. This leads to weird shit happening, like mi-gos being heard underground through 4 floors of concrete. (at least the last experimental i played)


The Library - Lore, Stories, and Creative Endeavours / Re: Just Stuff
« on: August 22, 2017, 01:46:01 PM »
I love her

What tileset is that that looks amazing

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