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Posted by Yancakes, Mar 3 at 12:05 pm
vasiliy wrote
drop UI in a shop will show the prices. it is really boring to try to drop each item just to see how much it costs.

fsdfsdgsegseg FINALLY

Amazing work as always. Sorry I haven't been posting as much but I'm still eagerly anticipating this! My support is just more silent of late lol

Hope you've been well. I'll get caught up on what I've missed after breakfast
Posted by Yancakes, Feb 22 at 12:24 am
I think my brain stroked and is skipping a number of posts but: are a small store added to the first town and a doctor added to the second and other settlements in the books? I know priests can heal leprosy but I like the doctor lol
Posted by Yancakes, Feb 22 at 12:22 am
IVAN v420.69 might pull some youtubers to feature it lol
Posted by Yancakes, Feb 14 at 2:42 am
chaostrom wrote
Going off on that tangent, the idea for a prehistoric setting was once discussed.

That would be amazing, too. I have been working on a "quest for fire" -like campaign for my D&D players for ages!
Posted by Yancakes, Feb 14 at 2:41 am
vasiliy wrote
btw, there is Solicitus temple in k8I, inherited from… CLIVAN, i believe. Solicitus is the god of Atheism. having god of atheism (by the way, the only god with a physical presence in the world) is so… ivanesque, that i simply couldn't omit it.

hahahaha that's very in the spirit of the game, love it. i'm not sure I ever saw that before, though I HAVE played clivan.
Posted by Yancakes, Feb 14 at 2:39 am
vasiliy wrote
it would be interesting to use IVAN engine for some postapoc RL, though.
that would be amazing lol. though i still wouldn't do many ranged, I know guns are always part of post apoc stuff but I'm in Canada and get fatigued with guns in games lol

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and we now have some kind of ranged weapons — we can throw things! this is more than enough, i believe. especially considering that in k8I you can throw armed mine or bear trap. throwing mines at Jenny is fun!
I can't wait xD


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your wish is granted! is was easy wish, tho, because i haet this mechanic with passion too. the only thing that reminds it in k8I is "Look"ing — if you never ever stepped on a square, and revealed it by some other means, and there is a scroll, the game will not tell you which exactly scroll it is. but it hardly affects anything, because there are almost zero situations when you can Look at the square you never visited. and if you visit it, the scroll automatically became "identified".

and i may remove this mechanic again anyway, it doesn't add much to gameplay.
that's fine, even if it doesn't add much it doesn't detract at all lol.


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yes, it is known bug with saves, sorry. the current build is totally unplayable due to it. i think i fixed the bug, so the next build should be ok. this is one of the bugs you won't catch witn Wine — everything works with Wine, but fails on real windows system. once i'll be sure that it is fixed, i'll upload new build.

I can't wait!
Posted by Yancakes, Feb 13 at 11:51 am
vasiliy wrote
"high enough tech is indistinguishable from magic".

SPOILER ALERT. Click here to see text.
what i don't like in fantasy/magic is the inevitable presence of some supernatural forces, which people might never learn/understand. wizards may know how magic works, but not why.

this is also why i almost never pray to gods in IVAN: i simply keep forgetting about that! maybe i should make a hidden switch which replaces gods with slot machines… lol. "you found ancient altar slot machine. it was once owned by Nefas, the boss of brothel mafia…"

I'm fine with not knowing how magic works. Especially as a slave in IVAN. I dislike in, say, D&D that people know WHY magic works because it removes pretty much any chance of spiritual philosophical speculation from gameplay. There are no atheists in the forgotten realms. The prospect of atheism in IVAN is actually quite funny when we know the gods are there and you can contact them directly, if anything I'd make that more obscure.

That being said, mellis is the goat and one of the gods I've lifted for other fiction and world building when I play D&D. Mellis makes empty cans and bottles worth toting around since once you're in his favour he'll fill them up for you, sometimes with troll blood and healing potion!
Posted by Yancakes, Feb 13 at 11:46 am
vasiliy wrote
this is prolly where we can agree to disagree.

i need to think about it for some more time, but currently my rationale is: PC has absolutely zero magic abilities. magic items for him is just like another kind of weapon — "press here, and it will make BOOM". just like with guns, PC can learn slightly better aiming, more hand and breath control for better shooting, but that's it. and it prefrectly fits to "weapon categories" this way. because from my PoV any kind of "magic affinity" inevitably leads to questions like "ok, why can't we learn some spells then?" of course, nobody is obliged to implement spellcasting even if some kind of mana stat is there, but putting it to "weapon kind" clearly indicates that spellcasting is not ommited by accident, it is conscious balance decision.

of course, i'm not insisting that i am the only one who's right here. both visions have their pro and contra. maybe my vision is biased, because to be fully honest, i am sci-fi person, i HAET magic with passion. so i see magic items more like some hi-tech artefacts, which require Int and skill to operate, not some special "magic ability". and this leads to "weapon skill".


p.s.: one of the reasons i love IVAN is because there are no stupid spells, "schools of magic", spellbooks, and all that. i know that you aren't going to introduce that… but i want to drive the game even further away from it, if it is possible.

I'm on your side. I ALSO like the lack of ranged weapons though.

At most a stat can affect how spells are cast from scrolls, even though I did talk previously of an quest that let you learn a bit of magic. I think the game benefits by having magic be limited to scrolls/wands/equipment. It both makes it play differently from other roguelikes and impacts world building.

Also, please, NEVER implement unidentified items. It's my least favourite part of any game where it's a mechanic lol

Anyways I finally got around to playing the newest build, if I leave the UT and return the game crashes. I can enter the UT no problem but as soon as I leave and come back it crashes every time.
Posted by Yancakes, Feb 11 at 5:30 pm
vasiliy wrote
btw.
SPOILER ALERT. Click here to see text.
great idea with the shortcut path in Goblin Fortress. i firstly not realised that there are two ways to get the kid. i even managed to mostly get him out this way. great work!

and i did one very questionable thing in GC: added second exit from Enner level. it is near the river too, but you can get away without killing the beast. somehow i always felt… sympathatetic for the poor thing. he only wanted some fish, and somebody to talk with, it's not his fault that everybody around dies! of course, there are many ways to not kill him, but i felt that i should explicitly hint the player.

and had to change leave/return code a little. the game is not really ready for multiple exits to the same level. they work as expected when leaving, but on returning, the game always selected first generated one. which is wrong in case of Beast Level. so i added support for multiple exits, and the game selects "most recently used" for returning.

this is not fully correct too, because if we'll have several returning stairs too, they will all lead to the same exit one. prolly need a way to link exit/enter pairs too. but i will think about it when there will be maps with such bizarre exit configurations.

this is very sweet. excellent addition.
Posted by Yancakes, Feb 5 at 5:51 pm
lol, "pocket beartrap!"

why would mines not be a threat if they went off when you moved away from them? are they easy to disarm? perhaps make something a requirement to disarm them, so you have to sacrifice an item to do it?