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Posted by 4zb4, Aug 13, 2017 at 3:36 pm
MrMagolor wrote
Something else I'd like to note is, as mentioned elsewhere in these forums, is that the wiki desperately needs an overhaul.

I haven't been on the forums in a while (and this post is a month old), but this was me and red_kangaroo's area.
Maybe I'll get back to it, I know I left a few articles hanging. I see red_kangaroo has already been working on it.

However, I'm going to tidy up all the 0.50 stuff first before I start on the new versions. There's still a lot to add to the wiki with regards to the base mechanics of the game so I'd like to get those out of the way first.

Also, it's a wiki so that means everyone's free to contribute!
...just try to keep things consistent. I think we need to fill out some new templates, especially for whole pages e.g. Item page, NPC page etc. just so those things are consistent across the wiki.
Posted by 4zb4, Jun 21, 2017 at 7:03 am
We have a team actively developing the game right now! Check out the github.
Posted by 4zb4, May 11, 2017 at 12:31 am
You can also try landmines if you're feeling really ballsy.
Posted by 4zb4, May 8, 2017 at 3:33 pm
If your chest is going red with significant protection and HP it means that he's close by! Just keeping going in the direction that kills you faster!
Posted by 4zb4, Apr 19, 2017 at 8:39 am
chaostrom wrote
Implementing stone armour to be "useless and cumbersome" means we still end up with junk armour that nobody uses.

red_kangaroo wrote
I think the idea was that it would have sky-high AV, way over current top plate mails, but also high weight and penalties. We could make it work, even if for only some characters.

Red kangaroo has the idea.
The whole point of the stone armor was to have some insanely tough armor that was nigh-impossible for a regular player character to use (and more importantly it was to be used by some NPCs who could wear it with little trouble, who would be the only source of the armor.)

So it's there, and naturally the lower tier ones would be more or less outright bad but then we can have light crystal ones, or quartz ones that absorb lightning etc. and finally something like graviton mail at the top end with insane AV but still very high penalties and weight.
Posted by 4zb4, Apr 19, 2017 at 1:04 am
We could implement my stone armor to replace the plate mail as "most useless and cumbersome" armor.
Posted by 4zb4, Apr 15, 2017 at 12:45 am
The general way the discussion seems to be leaning towards is reworking the penalties of using plate armor because currently it gets outperformed by both cloth and chain since the penalties are too harsh on your DEX and AGI to justify using it at any stage in the game.
The real question is how to best rebalance the penalties. Spreadsheets and discussion are all well and good but I personally think we'd be better off trialing one suggestion for the penalty changes and playtesting to see how it feels.
Posted by 4zb4, Apr 13, 2017 at 5:52 pm
red_kangaroo wrote
Speaking of which, we could make soft gauntlets be called "gloves" and soft boots "shoes", just for the extra flavor. These are like 2 lines in script files, AFAIK.

Had a quick look. At first glance you'd just need to add:

FlexibleNameSingular = "[soft version name]";

...but in reality, the game only checks for flexible names for body armor - in gear.cpp, line 58:

long bodyarmor::
...
{ return GetMainMaterial()->GetFlexibility() >= 5 ? item::GetFlexibleNameSingular() : item::GetNameSingular(); }

So each item would need to have that changed so that they accept the FlexibleNameSingular. Not hard but it'd be a bother.

As for the boots I actually think the names should be the other way around! Leather boots for example are, after all, not unheard of.
However metal boots are little bit out of the ordinary, so perhaps they could do with a more fitting name like sabatons or sollerets.

Though in IVAN they're your only leg protection since we don't distinguish between feet and legs (or hands and arms) so we could probably get away with greaves or something (while including the boots alongside the greaves graphically).
Posted by 4zb4, Apr 12, 2017 at 3:40 pm
Don't forget that chain boots/gloves/coifs/belts don't exist which leaves a bigger discrepancy for everything that isn't torso armor.

Quote
I think the stat penalties are the most off-putting on all stiff armors. With no (for chain) or much lower (for plate) penalties, I think I could cope with the high weight and actually use metal armor.

I was initially going to say that having no penalty for chain was a bad idea because it'd take a fat dump on cloth armors, but then I had a think about it and it might actually not be a bad idea after all - because there's still "soft" penalties to using chainmail, namely the facts that it's still heavy as anything to a point and it's susceptible to rust.

Again we come back to the jump between meteoric steel and adamant that causes a problem here. Did we ever implement Titanium from that thread forever ago?
Posted by 4zb4, Apr 10, 2017 at 3:35 pm
I personally try to stick with the cloth armor tree for the whole game, yes. Only exception would be arcanite plate because it's so much lighter.

As a general rule, if you want to use metal body armor you're going to want to have enough LSTR (carrying capacity) to use it without being burdened, and you're unlikely to be able to do that near the start of the game unless you're carrying next to nothing else.
The good thing is that the tougher metals start to get lighter, and further in you'll have developed more LSTR to carry them.