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Posted by 4zb4, Oct 13, 2017 at 12:01 am
If there's a chance for NPCs to purchase shop contents, then the shops would need to restock every now and then. Otherwise we have a bunch of dudes clearing the place out and leaving probably only the most expensive stuff behind.

Also another fun thing with the AI is that if you kill the Attnam shopkeeper without alerting the town, the slave will just bundle up all the equipment, put it on, and make a run for it.
He doesn't actually make a break for the town limits, he just grabs the stuff because he's underequipped and it's there and starts wandering around town since he's not owned by anyone any more.
Posted by 4zb4, Oct 10, 2017 at 2:39 pm
red_kangaroo wrote
Heh heh heh, try wishing for "gun" or "bazooka".

I've always wanted to give the "gun" a miniscule chance to actually fire.
Or activating it toward someone would cause them to play along.
Posted by 4zb4, Oct 9, 2017 at 4:18 am
red_kangaroo wrote
Oh, no no no! That would be way too OP! Bodyswapping into any MONSTER_TEAM creature would give you nigh-unlimited access to a huge army.

Durrrrrr me - I didn't even think of that part!
Well, the scroll working that way seems pretty neat to me even if it might not be useful for very much other than swapping to a guard or something for some quick stat boosts.

Of course you could also bodysnatch something like an eddy or floating eye to mess around but I don't think it'd be a good way to win the game.
Posted by 4zb4, Oct 8, 2017 at 6:57 pm
Branching off the bones-to-skeleton feature mentioned in the too lazy topic, a humanoid corpse that burns to destruction should leave a pile of bones and a skull.
(Or does this happen already? I don't think I've ever had the chance to see.)
Posted by 4zb4, Oct 8, 2017 at 5:27 pm
red_kangaroo wrote
You could bodysnatch a GC shop guard, but you don't switch teams.

Ah right. I thought the bodysnatching would work the same as the wizard mode possession mechanic, which would retain the team the possessed creature was on.

So does this scroll change the character to the player's team first (i.e. tame them) and then you take over their body?
The way I read it was that it used the same check as taming but instead of taming the character you just took control of them immediately.
Posted by 4zb4, Oct 8, 2017 at 2:35 pm
red_kangaroo wrote
Thus no switching with quest-relevant NPCs and no easy switching into end-game enemies...

Doesn't this mean you'll be able to pull off the Diplomatic Immunity trick by bodysnatching a GC shop guard?
Posted by 4zb4, Oct 7, 2017 at 6:46 pm
The files red_kangaroo is pointing to are C++ (programming language) files.
The easiest way to have a look through them is to browse through the Github repository for IVAN.

If you know any other programming language it shouldn't take you too long to get acquainted with the code - keep in mind though that IVAN was ported to C++ from C at some point in the distant past so there's a LOT of old artifacts sitting around in there.
Making any changes in there is quite a lot more difficult than those you can make with the script files, and you'd need to compile the game yourself each time to check.

On a side note, thinking about it wouldn't it be a good idea to let people define additional methods of attack under char.dat rather than having to go into the source code? It would make fan modding a lot easier.
Posted by 4zb4, Oct 7, 2017 at 12:47 am
I've always liked that you can place a severed head back on a corpse to make it resurrectable again. It just makes sense to be able to do something similar for skellies.
Posted by 4zb4, Oct 4, 2017 at 1:41 pm
red_kangaroo wrote
Also, I think it would be nice to have some reward for fighting the creatures locked in the cages - right now, there is no incentive, so they are only a decoration. Giving them some loot would make it an interesting decision when to try to open the cages. At least the mutant bear should get some loot, IMHO. He seems to be intended as a mini-boss, but him being locked in a cage with no reason for me to fight him... A bonus enchanting scroll, or a random ring, or something similar would make him more interesting. If the other two also get some minor reward, it sould be much more mundane - with the amount of food TX offers, even a loaf would be nice.

If you wanted things to get nasty, there could be a trap that opens the doors, or we could let the mutant bear attack the cage door until it breaks out.


red_kangaroo wrote
Finally, I rather miss a shop in TX. It's nice to have Merka in GC for one more chance of a good item you will want to buy, especially when Hulbo has nothing of interest. Plus it's quite nice you can sell your spoils of adventuring without returning all the way back to Attnam. While it would not fit the flavour of the Tomb to have a shop in there, maybe there could be a shop on the above ground Temple level? Of course it should not sell any food, to preserve the hunger you battle in TX.

Could maybe have a treasure hunter or something along those lines set up shop on a semi-random floor? I've thought having a nomadic shopkeeper with a chance to appear on any floor would be a neat thing to have in IVAN. Smaller inventory of course, but a nice surprise if you bump into him.
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Posted by 4zb4, Oct 2, 2017 at 4:26 pm
If I remember right this was actually due to a quirk with how the game determines which bodypart to hit when taking damage, since electrical attacks are able to hit all bodyparts.