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Posted by Ischaldirh, Feb 22, 2019 at 6:31 pm
fejoa wrote
I wonder if puppies could fetch sticks when thrown?

They totally should! That would be a great little detail.
Posted by Ischaldirh, Feb 22, 2019 at 6:30 pm
Yeah the new traps are cool. Teleport gas traps are awful to get around...
Posted by Ischaldirh, Feb 14, 2019 at 10:45 pm
I vaguely recall creating it myself in a super-crude MSPaint work. But I would hate to take credit for Blob's work. Maybe I made a shittier, cruder version which was later made more properly by someone with Photoshop?
Posted by Ischaldirh, Feb 14, 2019 at 4:11 pm
Personally, I prefer the classic pixel icon.
Posted by Ischaldirh, Jan 27, 2019 at 10:20 am
chaostrom wrote

Ah, then consider this further endorsement.
Posted by Ischaldirh, Jan 26, 2019 at 12:21 pm
I'm not sure what the plans (if any) are for expanding the directions the game can move in, but as it stands it seems like the Encrypted Scroll is the key. You give it to Petrus to get the GC, you give it to the dude in the dungeon to get TX. If we continue that pattern it seems to me that it will get awkward pretty quickly to write in.

What I propose, is that the scroll itself always goes to Petrus. However, instead of immediately sending you into the GC, he then gives you permission to do errands for his courtiers while he confers with Haedlac. Chatting with him again gives the GC, while chatting with other people may give other quests. This opens up story possibilities without forcing the player to commit mail theft every time.
Posted by Ischaldirh, Jan 23, 2019 at 2:50 pm
Add'l information: these pop up every time I start the program:

~/Games/IvanWin055$ wine ivan.exe
0009:err:ole:CoGetClassObject class {bcde0395-e52f-467c-8e3d-c4579291692e} not registered
0009:err:ole:CoGetClassObject no class object {bcde0395-e52f-467c-8e3d-c4579291692e} could be created for context 0x1
0009:err:winmm:MMDRV_Init CoCreateInstance failed: 80040154

MidiOutWinMM::initialize: no MIDI output devices currently available.

0009:err:ole:CoGetClassObject class {529a9e6b-6587-4f23-ab9e-9c7d683e3c50} not registered
0009:err:ole:CoGetClassObject no class object {529a9e6b-6587-4f23-ab9e-9c7d683e3c50} could be created for context 0x1
0009:err:ole:CoGetClassObject class {529a9e6b-6587-4f23-ab9e-9c7d683e3c50} not registered
0009:err:ole:CoGetClassObject no class object {529a9e6b-6587-4f23-ab9e-9c7d683e3c50} could be created for context 0x1
Posted by Ischaldirh, Jan 23, 2019 at 2:44 pm
I got the following error:

AlreadyErased:ItemID 32, possible dup char bug.

Save files attached. I was chasing a mutant rabbit down a corridor when the crash occurred I've been running IVAN via Wine, on a Linux Mint system.
Attached files
Save.tar.gz (2.25 MB)
Posted by Ischaldirh, Jan 22, 2019 at 9:49 pm
Well done! And with natural limbs no less
Posted by Ischaldirh, Jan 22, 2019 at 11:08 am
Mushrooms are a fungus. In general, fungi feed on rotting biological compounds - i.e. corpses. So, I suggest that mushrooms have a higher likelyhood of spawning on tiles containing corpses, and that they accelerate any rotting process in their tiles.

To expand on this: dead plants could increase this effect more than dead animals; bones could increase it but only very slightly. Most dead critters would tend to spawn normal giant mushrooms, but dead magical critters (mages, blink dogs, maybe mutants?) could slightly increase the tendency to spawn magical mushrooms.

I'm just thinking about hauling all those zombie/plant corpses into a room to build yourself a mushroom farm... which I do sometimes anyways, when I run into a patch I sometimes like to leave one alive to spawn more snacks for me later.