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Posted by Cerumen, Sep 12, 2009 at 6:04 pm
You can dissolve shop walls with wand of acid rain and nobody minds unless you hurt someone. I find it weird that it depends on rains, although rainwater does appear on the ground so that may be it - in any case, you still need to vomit several times for the walls to get dissolved.
Posted by Cerumen, Sep 12, 2009 at 7:47 am
BDR:



Maybe it's the fact that I'm using CVS-based IVANX, but it works perfectly fine, and I'm pretty sure I tried dissolving NA walls with vomit in .50 before. Did you actually test it?
Posted by Cerumen, Sep 12, 2009 at 7:43 am
Quote
Do mirrored HHG's retain their pin-pulled state? If so you could try that... though you still will be left holding a live 'nade. If you're quick enough you could possibly pull the pin, mirror, kick, teleport away, and leave town (will the HHG explode on the world map?), dispose of YOUR grenade, and then return to town.

One problem is telling apart which one of the HHGs is the original one and which is cloned.

Also, if you leave an activated grenade an then leave the map and come back, the grenade will be there, unexploded, and you won't be able to use it again. The thing chao showed with the world map is funny too.
Posted by Cerumen, Sep 11, 2009 at 2:28 pm
Two more wizard mode methods from me to kill individuals peacefully (and at your own risk):

1. Clone yourself.
2. Equip your clone with a thunder hammer.
3. Piss him off.
4. Stand between the clone and the individual you want to kill and let your clone attack.

Of course, you may want some good armour and electricity resistance and a lot of healing. Petrus can't be killed this way, but it works pretty well on Hulbo or Richel Decos (then again, there are easier ways).

The second method is simpler:

1. Get a pet kamikaze dwarf.
2. Give him a backpack.
3. Piss him off at a distance and make him explode near somebody friendly.

Try doing that in the cathedral gunpowder room... of course, you won't survive that, and it probably won't deal too much damage, but it's still funny.

Not as cool and easy as my Enner Beast method but it also works

Finally, I also tried, in CVS, equipping a clone with an activated Holy Hand Grenade, but unfortunately no matter who's holding it you're still considered the one who pulled the pin and get killed for it.
Posted by Cerumen, Sep 11, 2009 at 1:48 pm
Sorry to rez an old topic, but now I realised there's a pretty obvious solution to that problem of getting out: Simply vomit on the wall until it dissolves. New Attnam walls are really weak, and destroying them doesn't piss anyone off.
Posted by Cerumen, Sep 9, 2009 at 6:22 pm
Ah, that makes sense, BDR. It also explains why stats are a bitch to train over 20 naturally. Which should make it a smart strategy to train stats up to 14/19, and then go over with "artificial" means like holy bananas, ommel fluids, fountains, etc. Easy to say, hard to pull out in the brutal world of IVAN.
Posted by Cerumen, Sep 9, 2009 at 6:21 pm
When an ostrich reaches the door, it stops dumbfounded. When two other ostriches follow, they get displaced onto the sides, and as a result, all three stand there like idiots while the growers drop bananas.

Posted by Cerumen, Sep 9, 2009 at 4:38 pm
Hmm? What do you mean by "percentage" and "occassionally"? It's possible the game checks whether to raise/lower a stat every now and then, but guessing from how it always takes something between 25 to 100 turns to raise your agility up one point from the start by running around the world map, it's not totally random and it can be checked on various times.
Posted by Cerumen, Sep 9, 2009 at 3:47 pm
Here are some tests I did for one character. The number on the left indicates the new value of Agility, then to the right: time it struck this value, and how much time it elapsed before raising it (running around the world map) or abusing it (resting in New Attnam). There are some snack breaks I didn't count.

12 - 1/12:00
13 - 1/12:40 - 0:40 to raise from 12 to 13
12 - 1/22:05 - 9:25 to drop from 13 to 12
13 - 1/22:35 - 0:30 to raise from 12 to 13
12 - 2/9:35 - 11:00 to drop from 13 to 12
13 - 2/4:50 - 0:15 to raise from 12 to 13
12 - 2/11:20 - 6:30 to drop from 13 to 12
12 - 2/16:20 - 5:00 extra rest
13 - 2/16:55 - 0:35 to raise from 12 to 13
14 - 2/19:05 - 2:10 to raise from 13 to 14
15 - 3/4:05 - 9:00 to raise from 14 to 15
16 - 3/6:50 - 2:45 to raise from 15 to 16
17 - 3/10:15 - 3:25 to raise from 16 to 17
16 - 3/12:20 - 3:05 to drop from 17 to 16
17 - 3/12:45 - 0:25 to raise from 16 to 17
18 - 3/16:45 - 4:00 to raise from 17 to 18
19 - 3/21:35 - 4:50 to raise from 18 to 19
20 - 4/5:00 - 8:25 to raise from 19 to 20
19 - 4/7:55 - 2:55 to drop from 20 to 19
20 - 4/9:35 - 1:40 to raise from 19 to 20
21 - 4/22:45 - 13:10 to raise from 20 to 21
20 - 5/1:45 - 3:00 to drop from 21 to 20
19 - 5/13:30 -11:45 to drop from 20 to 19
18 - 6/1:00 -11:30 to drop from 19 to 18

It seems that:

1. Once a stat drops, the counter for raising it is reset, and so instantly doing something stat-raising bumps the stat back to its previous value, and then it takes the regular amount of time to raise that stat to the next level.

(I was secretly hoping that the time-to-raise value would get reset and so it would let you raise stats up quickly if you did it immediately after they dropped, but no such luck apart from getting them in their previous place)

2. The time to drop a stat does not depend whether it was raised a long or a short time ago, instead, it depends on the height of the stat (the higher it is, the faster it drops).

There are some weird anomalies: unless I got something wrong, after dropping from 13 it 12 Agility, it took me just over 30 minutes to get it back up, then over 2 hours to raise it further to 14, then NINE hours to raise it to 15, and then less than 3 hours to raise it to 16 and over 3 hours to raise it to 17. Where the hell did those 9 hours come from?

(it seemed to me so far that stat raising was regular... chances are, there may be something like adding a random amount of points to stat increase/decrease every turn in addition to preset values, or some other weird factors).

Gah, gotta check the source files again
Posted by Cerumen, Sep 9, 2009 at 2:53 pm
Sorry for a new topic, but I don't think anyone has suggested this before, and I thought it deserves a particular mention.

This is an extension to the infinite bananas trick - ie. kicking bananas from the landing zone after the gatherers drop them but before the ostriches pick them up.

I guess anyone who tried this can agree that the ostriches are particularly annoying. So here'sone more use for the wand of door creation:



Just wait for a while or run around New Attnam and then kick whatever you want out of the steadily approaching infinity pile of bananas.

If you're wondering what to do with all the bananas and peels, here are some ideas:
1. bankrupting the Attnam shop by selling it only bananas
2. decorating every single tile of New Attnam with banana peels
3. doing the above and then pissing off Decos
4. becoming a champion of Nefas using only sacrificial bananas