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Posted by Ernomouse, May 26, 2014 at 1:37 pm
(Eire)MadHatter wrote
I think I understand what you mean...

So something like prevents a golem boxing your head clean off with a critical punch,
Before you even have a chance to look at him.

Prevents instant death.....1 hit KO's
Have it just as rare as amulet of life saving but breaks just as quickly?

Yeah, that's exactly what I want the name to imply, just another AoLS! The true effect however is quite different. It only prevents death from passive sources as hunger, drowning, burning etc. and does nothing against the mighty golem you thought you could take with the extra insurance...
Posted by Ernomouse, May 22, 2014 at 5:43 pm
Actually...

Actually I'm surprised we haven't had more double threads.

Anyway, there are some good ideas there.
Posted by Ernomouse, May 22, 2014 at 10:07 am
Amulet of Resist Death xD

As the name implies, this has to RESIST death. Not prevent it...
Posted by Ernomouse, May 22, 2014 at 7:20 am
Chaostrom, you are right, you shouldn't see through flames and fire. But through smoke only... I'd say yes.

red_kangaroo, I like that idea. A lot.

Edit:

My thoughts on smoke and fire:

Smoke is generated by PC, NPC's and monsters or items and tiles that are on fire. The amount of smoke generated should be relative to the mass that is on fire, and maybe even for how long it has burnt already. If you want to go all the way, some materials like wood generate relatively little smoke, and others like rubber create a massive clouds of smoke. But that's taking it a bit far.

I like to think that smoke (and other gasses, magical mushrooms anyone?) should disperse into adjacent tiles with less smoke. Say you have two tiles, one with 100% smoke and the other 0% smoke. After a short period of time, the two title system should contain two 50% smoky tiles. To make things more simple, you could use the values 0 %, 25 %, 50 %, 75 % and 100 %. With those 5 values you should be able to do a whole lot.

Tiles with 100% smoke should put out fires and cause unconsciousness followed by death, if the player suffocates (a new state, used for choking on gasses and drowning) in them for too long. This has the potential to burn out all the air on a level, which make for very IVANesque bones files. Suffocating should produce a warning message once when attained, and maybe once when about to lose consciousness.

Fire should eventually burn out by itself, when there is nothing left to fuel it. Like smoke, it should spread to adjacent tiles with something flammable in them. Check for tile itself, items, gasses and monsters / PC's / NPC's.

Fire destroys items which do not burn, if the items are in fire for too long. For example armor becomes charred and start losing enchantments until their AV drops to 0 and they are destroyed entirely. ("You see a steel plate mail -5. It is charred.")

If you dump water on a fire, the fire will go out. If you dump a mine in the fire, the mine will blow up after a while.


I realize that all this is a LOT of work, and all of it doesn't have to be in the next version. This is intended more as notes for the programmers... Take it or leave it, is up to you.
Posted by Ernomouse, May 21, 2014 at 4:41 pm
Awesome! Remember to create appropriate graphics and the smoke. We want blinding smoke in the tunnels, only penetrable by infravision. Maybe ESP for creatures...
Posted by Ernomouse, May 19, 2014 at 3:03 am
Pent wrote
List of work to be done before release (to be edited as per the discussion; initially it will be quite small):
//Work to be completed for release of IVAN 0.51

* Fix any known major bugs (we'll create a separate thread for bug reports, and decide which to include).
* Finish work on Boots of Kicking.
* Playtesting for any glaring errors

With one of the original devs, "the Council" back at 2010 compiled a list of what 0.51 should include:

No new dungeon
BUGFIX: the shop door creation bug and dissolving body parts (TTY only?)
BUGFIX: Mustard gas hostility bug
Insect clouds
Fire
Mood system
Having the bones ghosts look like the original characters

I'll have to dig around for the mood system graphics, I'm afraid they might have been lost during the re-install a few months ago. Think of Wolfenstein 3D to get a picture of what it was supposed to be like.

I believe it was something the original devs were planning, and it had some effect on what the player could and could not do and how well he did it. It was supposed to be an extension for the panicked status. For example, a panicked player character can't attack directly. A near panicked PC would have a reduced attack ability (maybe -25% modifier to hit?). A player that has gone berzerk can't run away from opponents, or something like that.

Pent wrote
*Do we have permission to release work as an official continuation of IVAN development, or do we have to release what is essentially a "fanon" variant?

Permissions aside, have you thought of why would you want to keep this a continuation of the original development line? With a break this long I think it might be better if we labeled this as the official "fanon" variant that is directly descendant of the discontinued official line of development, supported by the original devs to boot. If this version is the official version for this community, I would say it's as good as being the official version since the original devs have dropped the project.

I mean, we are about the only people who care...

This way you can give credit to those who paved the way, and yet call it something that is originally yours. And it would still be the official version.
Posted by Ernomouse, May 16, 2014 at 3:26 pm
And I've been around for so long that that line has stopped to amaze me. =P
Posted by Ernomouse, May 10, 2014 at 4:16 am
I check daily, comment every now and then... But I've got serious timetable issues. (No, I haven't forgotten, just been busy, Chaostrom)
Posted by Ernomouse, May 9, 2014 at 4:58 am
Batman? wrote
well its time to start again, now isnt it?

Well, my current project is to finally finish X-COM Apocalypse, and I haven't had time to play that in a week. Once one grows older, the days seem so short and nights really ARE for sleeping. It sucks.
Posted by Ernomouse, May 8, 2014 at 2:40 pm
Teleport denial by death... That's so IVAN.