Custom race: Red Mandrake


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Lair Larrikin

Posts: 26

Joined: Wednesday, 26th March 2014, 20:35

Post Sunday, 12th April 2015, 09:26

Custom race: Red Mandrake

Image

Having too much free time, I decided to download DCSS source and implement a race.
A race of plant-like creatures that have a terrifying scream that can scare away their enemies. They regenerate slowly, but can absorb life-force from fallen foes. To top it all off, they can shield their equipment from corrosion with their secretions.
Fortunately, being a plant, they don't have nervous system and are not subject to torment, but unfortunately, being a plant, they are flammable and armour fits on them poorly.
Later on they can lignify themselves at cost of nutrition to bolster their regeneration, but they cannot leave the form voluntarily. Most noticeably, they don't perceive by sight, so they have lot of trouble reading scrolls in timely manner.

https://www.dropbox.com/s/5837s7mlukiqm ... patch?dl=0
https://www.dropbox.com/s/syybn6jhg5k7d ... patch?dl=0 ( fixes a bug with sInv since blurry vision and acute vision conflict )

Patches for the race. You need msysgit and latest source to compile and use it though.

Save the image as mandrake_f in the rltiles/player/base if you are using tiles.

Didn't decide this on game design since it is bit jokish and not very serious.
Still under testing, though, so feedback is welcome.
Last edited by floatRand on Sunday, 12th April 2015, 13:28, edited 1 time in total.

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Mines Malingerer

Posts: 42

Joined: Tuesday, 17th March 2015, 12:08

Post Sunday, 12th April 2015, 11:51

Re: Custom race: Red Mandrake

This sounds like it could be a very interesting race.

Dungeon Master

Posts: 3618

Joined: Thursday, 23rd December 2010, 12:43

Post Sunday, 12th April 2015, 12:47

Re: Custom race: Red Mandrake

Healing from kills is a great mechanic, I wonder if slow regeneration could be replace by no regeneration instead, as you provide separate healing through lignification.

The rF- is probably unnecessary.
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Tartarus Sorceror

Posts: 1881

Joined: Saturday, 7th September 2013, 21:16

Location: Itajubá, MG, Brazil.

Post Sunday, 12th April 2015, 17:35

Re: Custom race: Red Mandrake

but, but, ma demonspawn powered by death mutation T.T
nah, just kidding, this sounds fun!
my posts are to be read in a mildly playful tone, with a deep, sexy voice.

Dungeon Master

Posts: 634

Joined: Sunday, 22nd September 2013, 14:46

Post Sunday, 12th April 2015, 23:46

Re: Custom race: Red Mandrake

Cool to see species-data.h in use!

Spider Stomper

Posts: 208

Joined: Thursday, 12th September 2013, 15:02

Location: France

Post Tuesday, 14th April 2015, 07:06

Re: Custom race: Red Mandrake

dpeg wrote:Healing from kills is a great mechanic, I wonder if slow regeneration could be replace by no regeneration instead, as you provide separate healing through lignification.
I'm afraid this would lead to some grinding by going back to earlier levels while the OOD timr is not out to kill some low level monsters when at low HP.

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