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Posted by Pent, May 10, 2014 at 12:43 pm
EDIT/REDO: Having removed my ranting from before, see the below MSPaint sketch for the gist of it and why BoS should still be taken into consideration while reworking the BoK.

What the sketch doesn't show is that the BoS, while being comparable to BoK kicking-damage-wise at the same enchantment level, give the other massive benefit of carry weight, making BoK kind of useless. Boots of Kicking should be in some way exceptional at kicking, so as to make them a viable alternative to BoS.
Posted by Pent, May 10, 2014 at 8:37 am
red_kangaroo wrote
I wish (D)rink was (q)uaff instead. (Seriously, I have dropped healing liquid several times when it could have killed me.)

But if you used 'q' to drink then it would be even more disastrous when you accidentally hit capslock/shift.
Posted by Pent, May 9, 2014 at 8:13 pm
Warheck wrote
We could get the user to scroll through a list of pre-cooked key bindings (NetHack, alternative...).

I added a NetHack keymap that works this way (you can toggle between Normal, Alternative, and NetHack). I considered trying to port over the custom binding options from k8IVAN, but that could get messy, and honestly, who wants to remap that many commands? The movement controls seem to be the only things people have preferences for anyways (I've never seen anyone say "I wish the vomit key was 'm' instead of 'V'").
Posted by Pent, May 9, 2014 at 1:25 pm
Thanks for the info, Chao. The prayer timer is already implemented in CVS, and some code for Ighalli's god system can be found here (as well as in the other god/gods.cpp/h files in that repo), which can be built upon.

I'll look through /Doc/ again and try to compile a list of usable ideas. Unfortunately, a fair amount of the files in there are in Finnish, and Google Translate can only get me so far; does anyone here know any Finnish who could help translate some of that stuff?

Also, I had some trouble opening the attachment link in your post, so in case it's useful to anyone, I'm attaching a .pdf version.
Attached files
IVAN_ideas.pdf ()
Posted by Pent, May 8, 2014 at 4:18 pm
Sounds good. You work on the boots, and I'll merge the spider retrieval quest onto the main branch then get to work on the wand of resurrection taming.

EDIT: Also as a side note, I always thought light green Valpurium (like in LIVAN) looked much better than the gold Valpurium in 0.50. What does everyone else think?
Posted by Pent, May 8, 2014 at 2:23 pm
red_kangaroo wrote
I must say that I find the alternate key binding to be very comfortable. Especially in comparsion to e.g. 123456789 direction keys, as I also play on a laptop with no number pad.

I'm quite fond of them as well. This way I don't have to move my hands to press any of the keys on the right side of the keyboard.

Warheck, I believe it's hjkl for horizontal/vertical movement, and yubn for diagonal movement. So for IVAN you'd want the following:

Game.cpp
cint game::MoveAbnormalCommandKey[] = { 'y','k','u','h','l','b','j','n','.' };
Posted by Pent, May 8, 2014 at 1:17 pm
So far, all updates have been bugfixes, or minor balancing tweaks. As far as actually adding new content goes, we should probably have some organization.

I believe that, before any completely new features are added, any unfinished/unimplemented content should be completed. For example, Lobh-Se, mind worms, punishers, the Catacombs, etc.

I've been making a list of unfinished/unbalanced features that I was planning to work on for personal use if not official. Feedback/additions would be appreciated.

~ Proper implementation of Lobh-Se, as described by unused dialogue: 
	(Kaethos in char.dat)"Oh, you're going to Attnam through the tunnel? I don't envy you. There's a dreadful monster 
	dwelling in the its forbidden depths: Lobh-Se, the misbegotten daughter of Scabies, who exists 
	only to devour any man or beast she senses. Through the millenia she has gained every imaginable
	disease and bitten by every existing poisonous creature; now she is practically invulnerable to all damage.
        Beware and avoid Lobh-Se at all costs! Fortunately, this is rather easy, as she only leaves her lair in the 
	heart of the night and even then does not venture far, since nutrition is plenty there and she returns promptly 
	when satiated."
		*Lobh-Se will appear in UT2/4 late at night, while remaining in UT5 during the rest of the day.
		*Alternatively, no UT5 (Lobh-Se has no accessible lair), and Lobh-Se appears in UT4 for an 
		 hour or so each night. She will "return to her lair" (disappear) after that time unless she is 
		 engaged in battle.
		*On her own team; will fight and eat any *living* creatures (ie. ignore golems in UT4) -- make sure enemies
		do not team up and take her down too easily (set them to run from her? - another reason for her not 
		to fight the golems).
		*Eating SICK_SPIDER_FLESH should give player all negative status effects, similar to black unicorn flesh 
		(but much worse - eating a fair amount should trigger perma-everything-bad).
	
~ Taming formula for Wand of Resurrection
	* The ability to get free allies such as Sherry and Izzy is a bit overpowered...
		- However, if you managed to kill them, then you are likely powerful enough that you should be 
		close to the taming requirements, so slightly decreased requirements are reasonable.
	
	Candidates:
	* TamingDifficulty/2 <= CHA
		- Simple, but high CHA requirements may require excessive discussion with NPCs, which would be tedious.
	* (1.5*TamingDifficulty) <= CHA+(INT+WIS)/2 
		- Allows high INT/WIS characters to tame higher difficulty creatures without relying on Charisma as much.

~ Remove all remnants of unused Willpower stat (even when not displayed, fountains can increase WIL, which is a waste).
	- Is there anything in the scattered .txt files in /Doc that mentions what Willpower was going to be for? 
	Rather than getting rid of it, it could be properly finished and implemented.

~ Add actual effect for Boots of Kicking.

~ Finish the Catacombs
    * I believe dialog.txt has something about the Punishers being down there?

~ Other unused/unfinished enemies
    * Mind Worms
    * Large Dragon, Mammoth, and Tank in char.pcx (among other unused graphics)

~The child tourist in NA asks you to catch him a demon spider as one of his friendly responses.
(bring back tamed spider => spider joins tourist team => receive reward?)
	*This one doesnt really fall under "unfinished" content, but the tourists dialogue does hint at it in a way
         (I was disappointed when bringing him a spider didnt do anything).
		- I actually already coded this quest because of my aforementioned disappointment, and felt I should at least mention it.


The (albeit cryptic) Bugs.txt file in /Doc/Work also has several bugs listed that may be worth investigating.
Posted by Pent, May 8, 2014 at 8:42 am
chaostrom wrote
The AoLS itself may not, but what about the life-save status?

According to the Character Danger Values list in the * menu, none of the relative danger values changed when I equipped or took off any of the amulets. The same held true for most of the rings (ring of invisibility still boosted my danger considerably).

ESP/Telecontrol from Infuscor didn't seem to affect it, while Haste/Slow from wands did. I imagine anything that gives a direct benefit/handicap in combat does affect danger, while the "utility" states don't.
Posted by Pent, May 7, 2014 at 6:13 pm
After messing around in wizard mode a bit, it seems that amulets and rings don't affect your danger value (according to the * menu at least), so wearing an AoLS everywhere shouldn't actually put you at risk.

Also, Boots of Kicking don't seem to actually have any effect. They have a higher FormModifier than regular boots, which gives them a higher base weapon strength than regular boots*, but enchanting them doesn't actually change their kicking strength.

*the formula for weapon strength is:
FormModifier * Main Material Strength * Main Material Weight
Posted by Pent, May 7, 2014 at 5:05 pm
The ivan.cfg file (also accessible from option 3 on the main menu or the '\' key in-game) has an "Alternate Direction Keys" option, that binds the movement keys to the 8 keys surrounding the letter 'i' (7,8,9,u,o,j,k,l). It will rebind any command that uses one of those keys appropriately.

Alternatively, you could directly remap the movement keys in the game.cpp source file, but you'd need to recompile the game afterwards, which IMO is more of a hassle than just getting used to the preset keys.