Author Topic: PRIME (Zap'M variant) updated to v1.5  (Read 14161 times)

Psiweapon

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Re: PRIME (Zap'M variant) updated to v1.5
« Reply #15 on: March 23, 2011, 01:38:21 PM »
The phaser is better.

The zap gun is shitty, but consumes very few *. I included it mostly to give the G a ranged weapon. It has a chance of stunning but it's proving useless, so I'll have to tweak it in a future version (or maybe even remove it and give them laser pistols)

The chameleon suit grants you 20% concealment, "handled kludgily in ApplyConferredResistances" as Cyrus comments.

The superhero cape grants you moar speed and protection against a type of damage.

I'll look into writing a function for examining items, a la (D)rop, that brings up a menu to select what do you want described. For monster I guess the easiest way would be extending the / (look there) and : (look here) commands, but I don't know  if I'll be able to implement it for 1.6 (The "current" version you downloaded is halfway between 1.5 and 1.6)

About which skill does a weapon fall under, yes, it'd be GREAT to know  ::) I guess I *must* implement that sooner or later.

Thanks a lot for the feedback! I'll try to give you a review of your ruby game later today or tomorrow.

Today I've implemented the Pyrokinesis power, which had a placeholder in the original game, but haven't tested it yet.
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