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Posted by 4zb4, Aug 25, 2016 at 7:43 pm
Enner doesn't swim, his screams are simply powerful enough to part the water so he can walk along the bottom.

Also while I think it would be neat if the player could learn how to swim at some point, that's something you can already accomplish by polymorphing into an amphibian or just bypass entirely by gaining some means of flight.
Posted by 4zb4, Aug 16, 2016 at 12:49 am
daneel wrote
Tried adding a slave to the room, he likes to break the door down. might try a zap of Door see how he fairs against metal.

Careful, zapping a wand of door creation inside a building in Attnam actually makes everyone super mad for some reason.
Posted by 4zb4, Aug 15, 2016 at 12:52 pm
daneel wrote
also just yesterday I happened to find myself Champion of Valpurus, prayed to him and received an Angel. took her out with me hunting and it's a shame that with running it's easy to outpace her.

I've always thought keeping allies around without them getting lost was rather difficult.
Maybe we should make capable allies (such as angels, blink dogs etc) teleport near you every now and then?
Posted by 4zb4, Aug 10, 2016 at 3:35 pm
Reading a book or scroll in a poorly lit room hurts your eyes (abuses PER).
Posted by 4zb4, Aug 10, 2016 at 6:59 am
Far as I remember he refuses to buy anything because Decos would get mad at him.
Posted by 4zb4, Aug 8, 2016 at 8:55 pm
Some ideas I had about landmines (might make a github branch for them):

  • Currently landmines detonate instantly. Instead, they should only detonate when you step off them, alerting the player when they've stepped on a mine but not detonating it (yet) - this is a movie trope that doesn't work IRL, but I think it's a neat thing to have.
  • To tie in with the above, you should be able to drop items on the same tile as the mine to weigh it down in an effort to stop it from going off. This adds gameplay value because you might have to sacrifice a bunch of items in order to keep the mine from going off, and you're not going to get them back without detonating the mine.
  • To preserve the original functionality of the mines, they should now be proximity mines or trip mines - I like the idea of trip mines better because it's low tech, whereas proximity mines imply a level of technology not present in IVAN.
  • Possibly add directional mines - these detonate if you enter the tile that they are facing, and launch projectiles in that direction a la wand of striking. Could be disarmed by simply picking them up since they don't detonate in the same tile. Would require significantly more effort to implement than the others in this list, probably.
  • Bouncing betty-type mine. Detonates when you enter any tile next to it, but unlike the directional mines it fires off in all directions (could just use generic explosion like the current landmines)

Only issue is that I think the bouncing betty mines are going to be pretty frustrating since you won't be able to detect them since you currently need to be within 1 tile of a trap in order to detect it via searching.
Same applies to the directional mines if you step into their firing line, you won't know it was there until it's already gone off - but that's how landmines work currently anyway.

Directional mines would still be set off by levitating players, trip mines would not.
To fit in with the low-tech thing I mentioned earlier, directional mines would instead have a series of wires projecting from them rather than some means of being able to magically detect passersby.
Posted by 4zb4, Aug 4, 2016 at 5:21 pm
I just remembered a different trick that has just become relevant again!

Unlike thrown bottles of sulfuric acid, a wand of acid rain doesn't assign blame to you, as long as you don't hit an NPC with it.
So you can sneak into the sumo arena, blast the walls with acid rain and not even have to worry about teleportation to get outside!

This also has the effect of leaving acid puddles everywhere for Huang or the audience to hurt themselves on, as well as making it easier to position the mustard gas on the southern wall.
It also allows you to exit the arena proper and start punching the audience, but that results in immediate disqualification.




As a side note, I REALLY like how the explosions set things on fire now.
Here's a gif showing that nobody cares about you killing people with mines in New Attnam:
Posted by 4zb4, Aug 4, 2016 at 5:18 pm
Serin-Delaunay wrote
They do know that there's exactly one person running around town carrying mines and polymorphing themself... and the dolphins probably know how to get fingerprints or DNA off a shard of mine shrapnel. If they're not affected by polymorphing.

I did consider this. They don't necessarily know that you've got mines and the ability to polymorph until you demonstrate it, and even then they'd have to be smart enough to connect the dots back to you - and most of the citizens have pretty low intelligence. I think it would in fact have to be up to the Dolphins or Petrus to CSI you.

Serin-Delaunay wrote
How do you get the gas grenade at the middle of the southern wall to explode without affecting you? All three locations you could throw it from are inside the cloud.

It doesn't necessarily need to be right in the middle of the south wall since the audience moves around, but the ways you can avoid it are:

  • Gas immunity from some source. Unfortunately the only reliable one would require you to reach Ivan first, with the most immediate temporary sources being magical bubble clouds and fountains. Maybe eating giant mushrooms too? Not sure if gas immunity is in the list of possible effects for eating them.
  • Place the grenade on the floor NOT ON THE SAME TILE AS THE LANTERN and detonate it with a wand of striking - carefully, so you don't accidentally break a wall.
  • Teleport Kenny or a different ally outside of the arena and hit them with it instead.
Posted by 4zb4, Aug 4, 2016 at 1:44 am
Upon further investigation I am very pleased to have replicated Red Kangaroo's mine trick.
Turns out it's not limited to the tourists setting off the mine - the game's actually logical and no blame is assigned when nobody knows who set the trap!

In fact, it works in Attnam too. I'm doing some further testing since I think any of the characters present with Infravision or ESP will cause the town to become hostile when the mine is set, but you might be able to avoid that...

EDIT: Yep, the NPCs with infravision/ESP definitely do take notice when you place a trap and turn Attnam hostile.


Actually, scratch all of that.
Turns out that nobody actually cares if you set a trap outside of a building in New Attnam or Attnam proper, even if it hurts or kills someone.

Unfortunately even a 100% undetectable invisible golem (in 0.50 too, not just 0.504 where I'm not sure that bug was fixed) is still blamed when a trap is set in any owned property.
I would argue that this is something that needs to change as there is absolutely no logical way anyone would be able to tell WHO set the trap, even if they did see it apparently materialize out of thin air.
Posted by 4zb4, Aug 3, 2016 at 3:53 am
I didn't know you could set traps in New Attnam and have them triggered without making the town mad!
Or does it have to be one of the tourists that triggers it?

I think it might be time for more SCIENCE.