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Author Topic: glass vials brake when thrown  (Read 1135 times)

Pwned dwarf

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glass vials brake when thrown
« on: October 19, 2014, 02:59:48 pm »

I want this so i can throw poison at my enemies and laugh, also please add poison vials in arena mode
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StagnantSoul

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Re: glass vials brake when thrown
« Reply #1 on: October 19, 2014, 03:13:19 pm »

You wont be laughing if the cloud comes towards you, some hits you, or the enemy glomps onto you. But I do like the idea.
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Quote from: Cptn Kaladin Anrizlokum
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Quote from: Eric Blank
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Sirbug

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Re: glass vials brake when thrown
« Reply #2 on: October 19, 2014, 03:16:49 pm »

I hope dwarves will learn to make poison gases one day.

Although fortress mode military would be hilariously suicidal with poisonous gas.
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Cool, but wouldn't this likely lead to tongues having a '[SPEACH]' tag, and thus via necromancy we would have nearly unkillable reanimated tongues following necromancers spamming 'it is sad but not unexpected'?

StagnantSoul

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Re: glass vials brake when thrown
« Reply #3 on: October 19, 2014, 03:18:10 pm »

Leather masks to make them poison gas proof.
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Quote from: Cptn Kaladin Anrizlokum
I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
Quote from: Eric Blank
Places to jibber madly at each other, got it
Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.

Pwned dwarf

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Re: glass vials brake when thrown
« Reply #4 on: October 19, 2014, 05:22:06 pm »

Leather masks to make them poison gas proof.
what if touching the gas makes them explode? not inhaling
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kontako

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Re: glass vials brake when thrown
« Reply #5 on: October 19, 2014, 05:38:27 pm »

This is a good idea, I like it. I could imagine collecting poisonous sludge from a haunted region, and then hurling it at someone to watch what happens.
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Witty

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Re: glass vials brake when thrown
« Reply #6 on: October 19, 2014, 06:10:26 pm »

Having a squad of goblin chemists chuck an AOE beaker of insta-rot poison at your troops would certainly shake sieges up a bit.
But before that sort of stuff, I'd like to see the ability to actually use those barrels of animal venom to coat my weapons and ammo. The ability to extract venoms from larger creatures like GCSs would also be nice step towards that direction.
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Pwned dwarf

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Re: glass vials brake when thrown
« Reply #7 on: October 19, 2014, 11:48:45 pm »

The ability to extract venoms from larger creatures like GCSs would also be nice step towards that direction.

unfortunately, a lot of deadly poisons have to be ingested or injected, so some things wouldn't work, and when i was thinking of this i though of liquid splattering, although toady could make a alchemist lab for the alchemist skill and be able to make syndromes and/or make syndromes into gasses
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StagnantSoul

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Re: glass vials brake when thrown
« Reply #8 on: October 19, 2014, 11:51:56 pm »

A venom on a spear tip should be fine for injection.
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Quote from: Cptn Kaladin Anrizlokum
I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
Quote from: Eric Blank
Places to jibber madly at each other, got it
Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.

Vattic

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Re: glass vials brake when thrown
« Reply #9 on: October 20, 2014, 02:00:22 am »

When eggs were being implimented I asked if they would break when thrown.

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If I throw an egg will it's shell break and spill it's insides?

There are lots of items that should break when they hit the ground, but I haven't done anything new with item damage yet.  The egg is certainly a prime candidate for that sort of thing.
Source.

I suspect glass items like vials would be included.
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Sirbug

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Re: glass vials brake when thrown
« Reply #10 on: October 20, 2014, 05:00:49 am »

Poison weapon on defence doesn't seem very useful for me. Most of the time, injured enemies are already incapacitated or fleeing, so there's no need to add some over-time damage. For enemies though - that would be new source of fun.
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Cool, but wouldn't this likely lead to tongues having a '[SPEACH]' tag, and thus via necromancy we would have nearly unkillable reanimated tongues following necromancers spamming 'it is sad but not unexpected'?