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This pastamancery deserves thousands of meat!
I have none.
KoL has so much content I could keep adding things forever, so having a predetermined ending point is/was important.
Its paramaters include a percentage of damage to block, a cap on the damage that it can block, and how many zorkmids you lose per point of damage blocked. It's pretty interesting, but it doesn't give us access to the things we'd need.
I didn't come across that sort of functionality while I was messing with this mod, but that doesn't mean they exist. I doubt that they do, though.
The only thing that I think would be interesting is having a Ka Coins resource that you could do things with and you get from killing things that have phylums with souls.
Also, yes, while a fan of KoL, the black and white art really doesn't fit in the rest of the game. Still, an excellent mod!
P.S. any chance you might do the Avatar classes or Way of the Fist skills? :D
It should also be noted that since the bonus damage is a separate instance of damage from the attack, a monster's crushing resistance and armor absorption will be applied to BOTH the bonus damage and the normal attack damage.
Hopefully something here applies to what is going on, if not I will probably need a more specific description of what's going on.
The way that that Thrust-Smack works is first a normal attack is performed on whichever tile you targetted. This functions exactly as any other normal attack-- it can be dodged/countered and can crit, it uses whatever your normal damage is, and this number will appear at the top of the screen as something like "You crush the Diggle! (damage)."
After that, Thrust-Smack will deal crushing damage based on your melee power to anything in the targetted tile. This damage may be resistable with magic resistance and affected by haywire chance, but I could be mistaken. This damage will not show up at the top of the screen, but will have a separate floaty damage number above the monster from your attack. If all of the damage from this part is resisted (e.g. through armor absorption), a "Your spell does no damage" message should appear at the top.
The second is to just use the art from the game's assets and possibly recolor some things. I personally didn't much like this because it didn't feel very... Kingdom-y. I ended up not going with this because I felt better erring on the side of "too kingdom" for my kingdom mod, but I totally understand some people preferring the opposite.
Because you brought it up again and being able to take a fresh look at things I thought of something else. That is to modify the game's art by replacing characters' faces/bodies with black and white stick figure people. That way the majority of a given skill image has more appropriate art, there is more of a nod to Kingdom, and the slapdash nature of the images' construction is appropriately silly.
I will definitely try messing with that idea so I can see how it ends up looking. However it might not be satisfactory... I won't know until I try.
Ideally I would have had art that was much in more in line with Dredmor's art style, and there are a few ways I have thought of (both when I was making the mod and now) to do that.
However, even though I do really like the classes, the black and white symbols deviate too much from the base style of the game for them to be enjoyable.
Any chance of getting symbols more in line with the game palette, or at least coloured symbols?
Oh, and do not ask anything from Krong. Krong only helps those who help themselves. ;-)
That attempt could very well could crash and burn, though. I'm more confident in my ability to make numbers work than pictures.
Man if only there was a white on white with badly drawn figures mod to go with it. I can settle for an all-class hero though. It's like ascending a bunch before you start the game!