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Posted by Ighalli, Oct 21, 2016 at 10:41 am
I had some god rebalance changes quite some time ago, but there was confusion in GH and I never got back to them. Let's decide how people feel about these changes.

Nefas mistress chief odds scale with relationship
- 1 in 5 chance to only get a bottle of vodka from her
- Always only get vodka until relation > 200
- if relation > 200, 1 in 15 chance to chief
- odds improve with relation. At 1000, odds are 1 in 3 for chief
- previously was always 1 in 7 and always got mistress

Cruentis weapon enchantment is more frequent
The scaling is based on Loricatus hardening odds. More relation makes
higher level enchantments more probable. Higher than +5 requires luck.

Dulcis trains cha if she can't help normally
She will give at least 0.5 points of Cha to a Cha 10 player, and at most
1.0 points of Cha to a Cha 15 player. She will raise Cha to at most 30,
but this would take ~75 prayers near maximum relationship with her.

Legifer enchants armor when not near enemies
Now the three most diverse gods all enhance your equipment in comparable
ways. Loricatus hardens materials, Legifer enchants armor, and Cruentis
enchants weapons. It should be difficult to manage relationships with
two of them at once, but now every alignment has a powerful boosting
god.
Posted by Ighalli, Oct 21, 2016 at 10:25 am
The god-overhaul project is still on my backburner. In the nearer term, I had a god rebalance branch that was merged before I was done with it and I asked for it to be reverted. We could double check what I did to tweak Mellis and throw in some of the other changes I made, which mostly keep gods working like they do today. That needs to be considered by you all before we merge it, because it's essentially all balance tweaks.

Healing fluid & troll blood will still regenerate limbs, it's just no a guarantee anymore. If you're at full HP, it's a 1 in 2.5 chance to grow a limb. If your HP were lower, they'll be healed first and any healing left over has a chance to fix a limb. In this version, drinking 500 mL while at full HP has a 92% chance to get you a limb, and a full 1 L bottle is >99% likely to grow back a limb. It's just likely that only 100 mL will do nothing for your limb, and it's possible that a full liter of healing liquid will grow back multiple limbs and heal them. I doubt the balance will change much, but now the RNG can screw you over occasionally.
Posted by Ighalli, Oct 19, 2016 at 10:23 pm
Quote
I know for a fact that when drinking a liter of healing liquid in combat, you are interrupted constantly (people trying to kill you), but you don't get any of the healing effect until the bottle is empty.

Based on reading and changing the code, eating and drinking happens in 500 mL increments, and if you start with a 1 L bottle, you should get the effects of healing applied half way through. If a monster is sufficiently fast, they'll get multiple attacks before you get any of the healing, which this won't change.

I found a little bug to fix: broken vials are called broken bottles. I filled a vial with sulfuric acid to breach the stairs to UT3. Since they use so little acid at a time, vials and a bottle of acid substitute for a pickax passably well (probably closer to a charge from a wand of lightning in terms of what they can handle, but I'm in UT).
Posted by Ighalli, Oct 19, 2016 at 5:46 pm
fejoa linked to the limb regeneration code earlier. You need full HP and to drink 250 mL of healing liquid all at once to guarantee growing a limb, which means under my new system with smaller drinking volumes, you can drink a full liter of healing liquid and fail to get a limb. We could change it to heal with 100 mL and full HP, or leave it as is, so that getting limbs back is slightly harder. I don't think limb recovery is very difficult due to prayer, so it might not hurt to make it easy with healing. Or we could make praying for limbs harder.

Another thing that could be done is change the material distributions for the vials and bottles. Possibly healing liquids and antidotes should be likely in vials and unlikely in bottles.

Ischaldirh wrote
I think these liquid reworks will mostly make the game harder.

Is there any way to allow meals (and, by extension, drinks) to be consumed in parts?

*: Oddly, I'm now remembering that overeating does not appear to follow this pattern. The entire paragraph might be wrong, but I already wrote it, so eh.

I hope it's somewhat harder. I think how easy it is to stockpile healing liquid from Mellis makes the game easy in a way that the danger system doesn't compensate for.

The new code that's used for sipping can also be used for eating, albeit 100 mL at a time. It would be trivial to add a nibble command to eat just 100 mL of food, and it wouldn't be too hard to make it do something more reasonable. It should still interrupt you if a new enemy comes into view, but I didn't test that.

You're right; there are interrupts to eating which can happen each turn (1 turn = 500 mL consumption), like getting hit.
Posted by Ighalli, Oct 19, 2016 at 12:28 pm
I've started on a rework of the way fluids can be interacted with. We're losing a ton of conversation around this in the shoutbox.

Sipping / Dipping / vial PR is up https://github.com/Attnam/ivan/pull/201. Preferably we'll get some people to try it before we merge to make sure I didn't accidentally make the game easier.

Quote
4:03 am JoKe 5x slower consumption?
4:03 am JoKe Ouch, that's going to result in a lot of dead adventurers in UT3
4:05 am JoKe Often you don't have any other outs available that early than just drinking some healing liquid and hoping for the best, slowing that down just basically removes that out.
4:08 am JoKe I'd be fine with slowing down eating, but removing healing liquids mid-combat completely is a bit too far IMO
5:46 am fejoa Might this function explain what sort of volumes are needed to regenerate limbs and heal hit points: https://github.com/Attnam/ivan/blob/0708e1fc1f7a1478298c5697...
7:20 am 4zb4 I do agree with JoKe. Either healing liquids need to be more potent (to allow for adequate healing when sipped rather than quaffed) or we need to allow for the current drinking time to remain the same while still accommodating the code for smaller liquid quantities (somehow)
7:21 am 4zb4 Or maybe we could have an "apply" command for bottles that involves dumping the liquid all over yourself. This could allow for lesser healing than actually taking the time to drink it, but is much faster.
7:22 am 4zb4 Also would let you do dumb things like pour acid on your head
7:22 am 4zb4 Or smart things like extinguish a fire
8:41 am Ighalli "No time like the present" <- I saw "No time at the present"! I'm sorry!
8:43 am Ighalli Yeah, applying liquid to spill it on yourself is a good idea.
8:44 am Ighalli You guys think chugging a full liter of liquid in combat is a feature instead of an oversight? Try chugging a liter of water as fast as you can and time it. We'll make it that fast.
8:45 am Ighalli Combat healing = wand of resurrection or, better yet, read a scroll of teleportation (which are useless in combat now, because healing is strictly faster & better) and then heal up out of the fight.
8:57 am Ighalli 4zb4, you could make it so that you can combine two containers of the same liquid into one. That's something I didn't get to and filling up a bottle with vials is pretty useful.
9:48 am Serin-Delaunay Applying liquid containers to a tile you're not standing on would also serve as a non-ridiculous way to dispose of unwanted fluids, which at present must be done by dipping clean weapons or burning items in them.
10:13 am JoKe @Ighalli, wand of rez is way too rare to be a dependable combat heal especially in early game (does it even heal?)
10:14 am Ischaldirh I was actually thinking that being able to dump liquid over your head would be a good command
10:15 am JoKe Yeah, 'a'pplying things to dump container contents in general would be a good thing to have
10:16 am Ischaldirh Would you be able to dump cans of food out? Would it leave a lump?
10:17 am Ischaldirh Also, the reason I thought about dumping liquids over yourself, was that when your limbs are on fire you can't put them out, you have to let them burn
11:30 am capristo I feel like too much discussion gets lost in the shoutbox. Even with a working history that would be the case
11:30 am capristo I wonder if forums are just inadequate. Too slow / too bulky with everyone's avatars and sigs, etc.
11:30 am capristo maybe each topic should have a live discussion or something
11:34 am Serin-Delaunay Dumping liquids on one's own head would be the special case of dumping liquids where the selected direction is 5.
11:39 am Serin-Delaunay Would be useful for healing yourself if drinking 1000 millilitres starts taking a long time (and you don't mind having a weapon covered in healing liquid), healing allies that refuse to drink, liquid disposal, dousing flames, and attacking enemies with unarmoured bodyparts.
Posted by Ighalli, Oct 15, 2016 at 11:12 pm
chaostom, yeah, stat freezes would be very weird. This ring doesn't do that, it just prevents any polymorphing (and provides a buffer in case your arm is severed).

capristo,
- I thought the idea of a ring that prevents change being made of unmelting ice was a cool mental image. If ice is made to actually melt, then we can put in something to make this item exempt and it'll be more interesting.
- Yeah this should probably be more expensive (2000?). Possibly I should also should tweak the frequency; right now it's so low that it would practically require a wish. Maybe it should not be RNG'd but always generated on a particular NPC, like the belt of levitation. Or, if people don't think it's too OP, we could raise it as high as 5 or so, like a polycontrol ring.
- Polycontrol is based on Intelligence and having seen the creature in question. The early game strategy if you get one of these rings is to eat mutant animals and wait until you get lucky then lock that form. If you found one late game, it might still be worth wearing polycontrol and just picking something beefy.

I noticed in my attempts that the siz attribute is really important for getting a strong humaniod. Very strangely, to my mind, mistresses are bigger than the player, at siz 180 (human form werewolves are smaller with 170). A genie is the size of a two-headed moose!
Posted by Ighalli, Oct 15, 2016 at 3:51 pm
4zb4 wrote
In the real world there's symptoms that you'd notice before your limbs dropped off, such as developing lesions and numbness in the extremities.
Since we can't visually show that in-game without doing an assload of extra coding, we can compensate by having the occasional message pop up with things like "Your arms feel numb" or "You notice you're covered in sores" before the limbs actually start falling off.

Leprosy messages added in this PR.
Posted by Ighalli, Oct 15, 2016 at 3:43 pm
Try my new PR to see if you can get a polymorph victory. https://github.com/Attnam/ivan/pull/197 (I did on something like my 5th attempt, having scripted the new ring into New Attnam)
Posted by Ighalli, Oct 15, 2016 at 11:38 am
chaostrom wrote
So, a ring of stability that negates all polymorph/teleport in your square?

Something similar was in the plans: https://github.com/Attnam/ivan/blob/df6b70cbead8f5b9ecd1fe7a...
Posted by Ighalli, Oct 11, 2016 at 7:17 pm
Ernomouse wrote
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.

It would be awesome, and probably not too bad, to make blocks split between primary and secondary materials with a frequency depending on the item type. Worst part will probably be adjusting all of the weapons to adjust the fraction. You could default to just the relative volumes of the materials, minus what's inside of a hand, but then you end up with maces blocking with the ball.