vasiliy wrote
hm. it should not crash (obviously

, just change the resolution on restart. but tbh, that part wasn't really tested: i set the resolution once, and never touched it again. thank you, i'll take a look!
I manually set the resolution, restarted the game was now the same size but the window was bigger- and then it crashed when after the intro title scrawl lol. Changing the resolution is pretty irrelevant when I noticed the magnifier setting though- setting it to like 6x was good (I'm on a 2k monitor), the only issue is that the graphics are a bit blurry which isn't a problem in the 2021 release.
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like what? maybe i'll eventually port them too. just throw all your wishes and crazy ideas into me, and something will stick.

The main thing I was thinking isn't actually a problem- for some reason I thought in yours you couldn't use the arrow keys to go up and down.
The other thing off the top of my head would be having to click "Y" every time I want to open a door- I want to just be able to move in the direction of the door and my dude auto-attempts to open it. Maybe there's a setting I missed? It's a minor thing but stands out when a door takes like five tries to open.
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thank you! the colors should be configurable, but… k8ivan has only one active user so far, and he never complained.

Conveniently I'm not the type of colour blind that can't tell red from green lol, but that might be an issue for some people!
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you mean the whole stack, not just comparisons? yes, i will prolly do it later.
sweet!
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the first version of item comparison was writing messages into log window, and i didn't want to clutter the log, so i implemented only the most necessary stats. when i switched to popups, i basically kept the same code, because i wasn't sure if it will work at all, and if i will like it or not. and then i simply forgot to improve it.

so i will definitely add other things there.
I REALLY like the popups. It makes it much more convenient to see and compare what's in the stack rather than having to read the message log or open any inventory. This was an excellent choice.
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i remember that this was the problem in some older IVAN versions too. it was either fixed in the mainline, or in some fork from which i inherited it.
thank you for pointing that! i definitely don't want leprosy to be that easy to get. it is mostly just an annoyance (run back, return, run back, return), and it doesn't feel like something interesting if it happens too often. you get used to it, and it's harder to miss it accidentally.

so i'm with you here.
yah leprosy should be rare and interesting to deal with.
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eh… it is really hard to balance such huge and mostly random game as IVAN, especially considering that the game basically a black box. we can change some values here and there, but it is not easy to predict the outcome. and after a lot of playing you got used to it, and may honestly think that it is perfectly balanced.
so i'm not blaming the team for that. just wrote some of my thoughts as somebody who missed almost a decade of updates. sadly, IVAN lacks proper tools (actually, any tools

to work with its databases, and this makes everything really hard and tedious. like, if you want to add a new material, you also have to go through most items, adding new material configs, tweaking the probabilities, and such. it quickly gets out of control.
i am trying to convert scripts to SQLite database now, just to see how it goes. if i'll ever succeed, it would be much easier both to query, and to change things. but i need to create a good DB schema for that… and i already redesigned the schema like dozen times.

That sounds like a lot of work, I always wondered why I didn't see more forks for IVAN when some roguelikes seem to be flush with them. It's such a great game so I'm absolutely thrilled to see ANYONE working on it, and I will play your version when I play for the time being! Thank you so much for your work