Slime Squisher
Posts: 338
Joined: Wednesday, 20th November 2013, 11:37
New mut: short-sighted
As for me, it will be annoying and hard to code, but that guy really want to bring this to the tavern.
If it doesn't fit anywhere else, it belongs here. Also, come here if you just need to get hammered.
Slime Squisher
Posts: 338
Joined: Wednesday, 20th November 2013, 11:37
Slime Squisher
Posts: 354
Joined: Thursday, 14th April 2011, 17:28
Vestibule Violator
Posts: 1591
Joined: Saturday, 3rd August 2013, 18:59
ololoev wrote:We (Russian community) have a person who brought a concept of a new mutation. 1st, 2nd and 3rd levels of this mutation will decrease the range of your sight by 1, 2 and 3 tiles respectively while the monster's los remains the same. This means that you can see nothing in your vicinity, but a yaktaur will pelt you with bolts while staying beyond your sight.
As for me, it will be annoying and hard to code, but that guy really want to bring this to the tavern.
Ziggurat Zagger
Posts: 4055
Joined: Tuesday, 10th January 2012, 19:49
Vestibule Violator
Posts: 1591
Joined: Saturday, 3rd August 2013, 18:59
crate wrote:This sounds exceptionally hard to code, especially since you need to figure out how to deal with autoexplore and you probably also have to figure out how to deal with players who have animations turned off.
Shoals Surfer
Posts: 297
Joined: Wednesday, 9th July 2014, 08:20
Tartarus Sorceror
Posts: 1739
Joined: Tuesday, 13th March 2012, 02:48
Mines Malingerer
Posts: 40
Joined: Thursday, 1st May 2014, 20:49
crate wrote:This sounds exceptionally hard to code, especially since you need to figure out how to deal with autoexplore and you probably also have to figure out how to deal with players who have animations turned off.
Crypt Cleanser
Posts: 689
Joined: Saturday, 12th December 2015, 23:54
Rast wrote:FR: Increased LOS mutation or item.
Ziggurat Zagger
Posts: 4055
Joined: Tuesday, 10th January 2012, 19:49
lobf wrote:crate wrote:This sounds exceptionally hard to code, especially since you need to figure out how to deal with autoexplore and you probably also have to figure out how to deal with players who have animations turned off.
Autoexplore ends if the player is attacked?
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