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Posted by Pent, May 19, 2014 at 10:24 am
Ernomouse wrote
Permissions aside, have you thought of why would you want to keep this a continuation of the original development line?

Well, I'm fine either way, but that seemed to be the general sentiment around here.

As far as the IvanCon stuff, it's really just a matter of who's willing to do what, and in what sort of timeframe. I wouldn't go as far as to say that the entire list of features should be required for a release, as that just increases the chance of it falling apart at some point.

I'm sure it would be easy enough to find someone to work on creating "no new dungeon".
Posted by Pent, May 18, 2014 at 7:19 pm
If you look at the size measurements as height in centimeters, it puts the player at about 5'9" (most other human characters are around average height as well), and Petrus at about 7'4". It may not work properly for all things, but for humanoids it seems about accurate.
Posted by Pent, May 18, 2014 at 6:18 pm
List of work to be done before release:
~~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 can be fixed without too much of a hassle).
  - Playtesting for any glaring errors ~Who wants to playtest?
* Balancing (http://www.attnam.com/topics/1273/Game_Balance)
* Finish work on Boots of Kicking.
* Player mood system as per IvanCon discussion. 
* Insect clouds as per IvanCon discussion.
  - Some method of clearing gases from squares, or accessible gas immunity (generic gas mask item, perhaps?).
* Player ghosts as per IvanCon discussion.
* Fire system as per IvanCon discussion.
  - Ability to 'P'our bottles/cans onto nearby squares
// Add blob's Ivan+Vladimir artwork to the entry of GC8
   -Done, but an improved version of the image is greatly welcome
Posted by Pent, May 18, 2014 at 5:11 pm
Quests in forum Other Coding
Batman? wrote
I never thought of this so I Just tried it in wizmode. nothing happens.

It worked when I zapped him with a wand of resurrection in wizmode. Same for the one-armed hunters in Attnam.
Posted by Pent, May 17, 2014 at 1:16 pm
capristo wrote
Should I just open the 'IVAN Development' forum to be public? That would be quicker than trying to figure out the bug that's not allowing people access. And it's not like we'd discuss anything secretive anyway.

I don't see why not, especially considering the majority of people who are around frequently are in the dev group anyways.

capristo wrote
However, I will still use the "IVAN Developers" group to give people the little icon and make them feel at least a tiny bit special and valued for all their hard work

Posted by Pent, May 16, 2014 at 9:41 pm
Warheck wrote
There's that text file somewhere containing work for a 0.51 release. Maybe we should revisit that file and come up with a summary. There may be some new things to add to the list. There is certainly mention of the child raising quest as a near future goal.

Are you talking about this one? After the list of ideas it has a brief "plan" for version 0.51:

*Next version shouldnt be too hard: 
	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
	= IVAN 0.51

What is the dissolving body parts bug?

The mustard gas bug is fixed already. The shop door bug should be fixed as well, though I could swear I've gotten one or two locked and booby-trapped shop doors since then.
Posted by Pent, May 16, 2014 at 8:23 pm
Somagu wrote
I'm just grasping at straws here, but could it be that explosive damage can only be reduced to a certain amount? Worth checking, even if briefly.
You may be onto something. I just did a similar test with a veteran kamikaze dwarf, and there was a notable difference between 1 ring (15 res) and 2 rings (30 res), as well as a slight difference between 2 rings (30 res) and all 4 items (85 res).

This seems to be the code where resistance comes into play during the damage calculation:

if(!PenetrateResistance)
Damage -= (BodyPart->GetTotalResistance(Type) >> 1) + RAND() % ((BodyPart->GetTotalResistance(Type) >> 1) + 1);

It looks like it should work fine (damage is reduced by ~50%-100% of the body part's total resistance to that damage type), but looking at those GetTotalResistance() functions leads to a maze of other functions, many of which I can't find definitions for (some of them don't even seem to be declared; is this some sort of magic with the scripts?), so I'm not sure what the hell is going on with those test results.

On an unrelated (but fun) note, I noticed that severed enner beast heads are still animated; ostensibly a bug, but I'd like to imagine that the damned thing is actually still alive, but is rendered harmless without its body (and vocal cords).
Posted by Pent, May 16, 2014 at 2:19 pm
Replacing limbs is so easy anyways, what benefit would prosthesis have (aside from the fact that artificial limbs are already a form of prosthesis)? Most weapon ideas can easily be made into regular equip-able weapons, so limiting your character by say, chopping off a hand just to put in a claw instead of just having handheld claw weapons seems a bit too restrictive.

Warheck wrote
I think developing that subsystem further was one of our dev goals at some stage.

Speaking of which, what are the current development goals? We should definitely have a list of goals to be met for a release. All of the major bugs/exploits of 0.50 are fixed now, so what else ought to be done?
Posted by Pent, May 16, 2014 at 6:49 am
Well, it would be easy enough to make weapons that use the Unarmed combat skill (it's just a line in the script). The whole surgery thing would be a lot more complicated.

I'm not sure artificial limbs should be enchant-able, since they're so powerful anyways once the materials get stronger, but they could certainly use some sort of tweaking, since currently many people just avoid them entirely for being so strong.
Posted by Pent, May 15, 2014 at 10:14 pm
I did some more testing with resistances, and came across some interesting results:

Damage received by 14 END character (74 Max HP) with 0 AV (all cloaks made of air) vs Kamikaze Dwarf of Nefas (adjacent diagonal square)

NAKED -> 0 FireRes

44 damage
44
44

CLOAK ONLY -> 25 FireRes

22
22
22

AMULET ONLY -> 30 FireRes

22
22
22

ONE RING -> 15 FireRes

22
22
22

TWO RINGS -> 30 FireRes

22
22
22

CLOAK + ONE RING -> 40 FireRes

22
22
22

CLOAK+TWO RINGS+AMULET -> 85 FireRes

22
22
22

TORN CLOAK -> 10 FireRes

22
22
22

MODIFIED RING -> 1 FireRes

44
44
44

MODIFIED RING -> 5 FireRes

29
28
29

MODIFIED RING -> 3 FireRes

35
34
32

TWO MODIFIED RINGS -> 6 FireRes

28
26
26

MODIFIED RING -> 9 FireRes

27
27
24

MODIFIED RING -> 10 FireRes

25
22
24

TORN CLOAK RETEST -> 10 FireRes

24
24
25

AMULET RETEST -> 30 FireRes

22
22
22

TWO MODIFIED RINGS -> 16 FireRes

22
22
22

MODIFIED RING + TORN CLOAK -> 15 FireRes

22
22
23

MODIFIED RING -> 14 FireRes

22
22
22

MODIFIED RING -> 12 FireRes

24
22
22

As you can see, the resistance seems to stop stacking around 10-12, which is odd since every elemental resistance-granting item grants at least 10 resistance. I'll take a look at the code tomorrow and see if I can figure out what's going on.