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Posted by Ernomouse, Oct 23, 2016 at 12:21 pm
Ischaldirh wrote
IS_ERNOMOUSE

I see what you did there.
Posted by Ernomouse, Oct 16, 2016 at 9:33 am
chaostrom wrote
Didn't we have a sort of "multiplayer" IVAN that shared bones before?

Yeah, it was that port where you logged in to a server and played there. I believe you could also spectate another player going at it. I loved it!

fejoa wrote
I don't know if I plan to include a mushroom level on XT. It can always be transplanted to a new, as yet undesigned dungeon however.
I do remember the mushroom level from LIVAN, it was chaotic as hell once those magic mushrooms got going...

Mmm yeah, just the way we like it here!
Posted by Ernomouse, Oct 11, 2016 at 3:46 am
Wow, those values for weapons don't make any sense to an ex swordsman like me! Swords are excellent blockers - especially the (lighter?) two handed swords should rank way higher than mines or maces. IRL the two main attributes that define if an object would be good for blocking are weight & balance and reach & surface area. Of course durability of the object defines if we are talking about a last ditch effort or a more permanent solution - a cloak won't take as much punishment as a kite shield, even though it does make an excellent and effective blocker even in real life.

Based on my experience, I would put the order in something like (in descending order)
Category 1: cloak, full shield (>20 000's)
Category 2: big swords, small shield, most two handed weapons; staffs, spears and war hammers, buckler shield (~15 000's)
Category 3: small swords, rapiers, bulky items like chests, mines, daggers, other one handed items like axes and maces (~10 000's)
Category 4: whips, carrots, and other miscellaneous items (<5 000's)

If I was the Emperor, I would set the items in each category pretty close to each others, and wider caps between each category. I would consider splitting the blocking ability of each weapon into two categories (the rapier is excellent when you need fast response to light threats but near useless against something heavy like an axe or a scimitar). I feel it's not really necessary to complicate the game that much.

Weapons that leave your limbs or fingers in harms way are bad for blocking for psychological reasons (mines, carrots, many misc. items).

Some objects should be much more prone to breaking when blocking. For example the way swords are designed, you always block with the main material (steel) and so the break value should be close to what you have when you attack. With an axe you're way more likely to take the hit into the secondary material of the handle, and so it should break much more often. Mines should break easy (and explode when they do). Carrots, cloaks, staffs, spears and war hammers, chests, axes, maces, whips, carrots, and all other non-metal items should also break easily, and become worse blockers.

Weapons could have an attribute that makes them break equipment more easily. A sword is for damage and won't leave much of a mark on an armor, but a war hammer or an axe should DESTROY whatever the opponent puts in it's way. This would make the game more interesting and kobolts more of a threat. It could also serve to balance the game if we upgrade many weapons.

Other ideas:
Maybe we could give maces a metal handle to make them more suited for blocking than axes?
Why cannot we equip chairs in battle? They make a fine two handed weapon both for attack and blocking!
(Cloth material) cloaks should be feasible if easily broken one handed weapons if they aren't already - a whip type weapon that is very good for blocking but not so much for attack maybe? Perhaps add an entangling attribute to occasionally disarm the enemy.
Posted by Ernomouse, Oct 11, 2016 at 3:05 am
Yeah, no need to distinguish every single release in a game as small as IVAN.
Posted by Ernomouse, Oct 5, 2016 at 10:38 am
4zb4 wrote
While we're on this subject, is there any truth to full-helmets "ringing" like a goddamn bell when they get hit?

Further than that, if we're going to be going whole-hog on helmets, then regardless of whether that's a thing that actually happens or not, a helmet made of a metalic material should ring when you're hit in the head and have a chance to cause confusion.
Or at least print a message. Pretty sure getting hit in the head can cause confusion in the first place. And memory loss too!

Alternatively it could be restricted to a unique variant of Valpurus striking you with a hammer for bothering him, triggered only while wearing a metal full helm.
"Valpurus smites you with a small hammer, causing your helmet to ring like a church bell!"

No it doesn't - usually the helmet has a lot of padding to help dissipate the blow. A blow to the head will still make your head spin momentarily, not for the impact or the loud clang but for the sudden acceleration and mild concussion caused by your brain bumping to the inside of your skull, so the confusion is real. I've got 1st hand experience on this. =P I would still do the Valpurus effect for the humor factor - we shouldn't let realism get in the way of a good joke!


Ischaldirh wrote
Thought about this some more. I don't think it actually makes any sense. The Enner's awful voice doesn't hurt you because you hear it, it hurts you because it's awful. Otherwise it wouldn't be smashing your gear. You could be deaf and still die from the Enner.

I thought about that too. The damage is caused by his singing being too loud and the flesh rendering resonance of the notes (full body damage) in which case it should effect your whole body, as you said. If it was just bad singing sticking carrots into your ears should suffice as a precaution to close in, which is not the case.
Posted by Ernomouse, Oct 5, 2016 at 5:32 am
fejoa wrote
They should also protect from sound damage type.

Absolutely. A fully padded helmet impairs your hearing at least as much as your vision.
Posted by Ernomouse, Sep 14, 2016 at 6:35 am
Ugh, I hate talking to the ghosts, they always have negative things to say about their health.
Posted by Ernomouse, Aug 30, 2016 at 3:51 pm
4zb4 wrote
Quick question, does ethereal include levitation by default, or alternatively the ability to avoid traps and not drown in water?

I kinda like the idea of being essentially a physics prone ghost. The idea of being able to pass through water tiles but subsequently drowning because you still sink under the water and can't breathe also amuses me. And it'd be a very IVAN thing to happen.

Iiinteresting... This brings us to the question how do we explain the character breathing while he is immersed in brick, dirt or stone if he'll still drown in water? Put a time limit on how long you can go without breathing and you've come a long way towards solving the problem.
Posted by Ernomouse, Aug 4, 2016 at 3:15 am
I tipped J_Kahvi about this on facebook. You're welcome!
Posted by Ernomouse, Jul 26, 2016 at 4:43 pm
Aargh! Don't throw me to the wolves Chao, you've been around longer than I have! =D
So thanks but no thanks, I'm a terrible speaker and haven't been active in a long time.