Re: CHOWDER: The POWDER roguelike mod (0.5.6) 4/7
Posted: Sat Apr 14, 2018 11:31 am
can someone send me the latest download link? I'm having a hard time getting the game to work... also is there a version for gba or ds?
Forum for Eka's Portal
https://aryion.com/forum/
Benevorlent wrote:will being able to vore as the adventurer ever become a possibility?
Benevorlent wrote:MellowYellow, you can just subscribe to the topic from the link at the bottom of the page.
Nibor wrote:It already is, technically. Just polymorph to a pred.
Orosaki wrote:1 Choose your starting equipment. A lot of times i tend to just restart until i get the quipment i want, there's too much rng going on in the game not to try and get the dewsired equipment, but a lot of frustration comes from getting the equips i want only to have garbage luck kill me in 30 minutes or less. In one instance i was dead in less than 5 minutes, and this is with the equipment and books that usually keep me alive for around an hour at worst.
Orosaki wrote:The way to implement this would be a points system and set items You get starting equipment (sword and armor) 1 spell book 1 magic book and three free items (is not restricted to a type). After this players have a set amount of points they can use to pick and choose their equipment either each item has a base equipment then you can apply whatever to them which may increase or decrease the cost of item (like increaing the weapon ti + or increasing the number of times a tome can be used)
Orosaki wrote:2/ Hunger increases more slowly when at full health and increases even more slowly when not moving at all. The current rate of hunger is the standard for when you'd be moving and not at full health/mana, if you do have full health it is slowed by a certain amount if full mana it is slowed (but less than health) and the rate of hunger increase is aroun half of what it would be other wise. Not moving at all significantly reduces your hunger increase rate.
Orosaki wrote:3 Sleeping causes you to regen health and mana faster. Sleeping has no use in the game other than to pass a fair few turns in one go. This adds more reward to sleeping. Sleeping adds rested bonus which increases your accuracy and dodge rates too.
Orosaki wrote:4 Reduce the proc rate of paralyze for floating eyes. Nearly every time they attack they also paralyze you. wouldn't be so bad if it were poison but pralyze? These guys can stun lock you to death, or rather keep you paralyzed until their meager attack power finally kills you. bonus points if there's a headless on the loose as they always go straight for you regardless of line of sight or hearing.
Orosaki wrote:5 Being able to vore as an aventurer. Using the stomach stretch spell on the adventurer (or any creature not normally able to vore except creatures without flesh and blood) allows them to vore.
Benevorlent wrote:will being able to vore as the adventurer ever become a possibility?
Orosaki wrote:6. the village - An overworld area where you can sell items found in the dungeon for coin and use that coin to have someone identify remove curses, and buy stuff that is hard to come by or can't tbe found in the dungeon. A potion shop will sell various potions (but only ones you've acquired) the tome shop will sell tomes (again only previously acquired)
monster trainer - an overworld fellow who can teach any pets you have with you the skills and magic you already possess for a nominal fee. He can also conversely teach pets skills other pets have. Reading skills aren't necessary but the fees for monsters that can't normally learn from a tome are much higher than the ones that can.
temple - can remove equipped evil items (but not purify them), identify items and sells escape doll necklaces. All of their services come at very high prices however.
food shop - need some grub for you and your pets this is the place to get it. you can hand feed monsters with this stuff
7 escape doll necklace - provides no defense but will teleport you to overworld and prevent you from dying if your hp drops to 1. It'll break when used. Works on pets too. One of a few items that are not found normally in the dungeon
Orosaki wrote:8 eat command improvement - telling a monster to eat on a space with a corpse on it will have them eat the corpse regardless of whether or not they're hungry. you can also command them to eat til full, or wait til they're starving to eat.
9 Pets can be told not to equip stuff which may or may not be evil. Unidentified equipment and evil equipment will not be auto equipped.
Orosaki wrote:10 Pets can be commanded to wield only specific items. Most of the time pets will only wield the best stuff in it's category. silver spears tend to replace warhammers warhammers replace longsword and tower shield. You get where i'm going with this.
Orosaki wrote:11 Pathfinding needs improvement ai tends to get stuck in certain areas of the dungeon for no reason. seems to only be an issue with pets however, but could extend to regular monsters.
Orosaki wrote:12 Pets can vore you if your health is low. Presently they only do this when in a stomach but do not do this while in the dungeon itself, yet they seem to do it with other pets.
Orosaki wrote:13 More commands - More commands to give you more control over your pets without having to posses them. When executing orders pets will swap places to get to it rather than wait for an opening.
Move - Has the pet move to this location and wait.
Hunt - pet will freely roam the dungeon floor and attack monsters that aren't friendly.
Magic - Available when pet has learned magic. Pet will then use said magic if enough mp is available. creatures possessed by a pet will become friendly and obey commands until the possession is broken.
Stances
Aggressive - Will attack any monster on sight that isn't friendly.
Passive aggressive - default stance, will attack ny monster that attacks it or an ally (you or another pet).
Defensive - Will only attack when it is atttacked.
Passive - Will run away when attacked instead of fighting. Will have a friendly pet or monster vor it. If available.
Position - Determines the order in which pets follow you with position 1 being the closest and all other pets taking u-p later positions. Pets will swap with one another if the position is out of order. pets will only swap if the position above them is further away than it should be.
Vore - Determines when pets will attempt to vore the enemy.
Always - pet will always attempt a vore when possible. When on other options become unavailable.
Finisher - pet will vore weakened enemies to finish them off. Can be turned on and off.
Ignores attack - pet will vore enemies when regular attacks do not work. Pets will focus on voring such enemies to deal amage (unless they are immune to digestion damage) Can be turned on or off.
Orosaki wrote:14 Quick command - Commands no longer take a turn to issue. This enables you to issue each individual pet a command without spending any time.
Sheights wrote:Is there any way to change sprites for enemies that have eaten anyone?
Orosaki wrote:A couple of ideas i had for spells
2. Stomach Stretch can work multiple times on the same creature (up to 4 times)
Benevorlent wrote:Orosaki wrote:A couple of ideas i had for spells
2. Stomach Stretch can work multiple times on the same creature (up to 4 times)
It can already, Stomach Stretch increases the target creature's belly capacity by 1 up to a maximum of doubling their capacity. I think the biggest are gold troglodites (the things on the menu screen), which have a normal capacity of 6 and thus a maximum increased capacity of 12. Playing as one's not really possible though as they're 4 squares big, so green dragon is probably second best (4 standard capacity for 8 max and custom vore text)