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Posted by chaostrom, May 20, 2014 at 8:37 am
To any other fountain in the dungeon. That's why you pop out at another fountain. Your best bet, if transported beyond your depth thus, is to chug away at the end fountain and hope you get thrown back.
Posted by chaostrom, May 19, 2014 at 2:57 am
Either that or he's rail-thin like an emancipated old man.
Posted by chaostrom, May 19, 2014 at 2:55 am
Actually the biggest obstacle with previous attempts was the lack of a dedicated coder. There was no point setting milestones or deadlines without one. However, as previous organiser, you have my full blessings to do whatever you feel necessary.
Posted by chaostrom, May 19, 2014 at 2:52 am
It's the beard. The beard, I tell you!
Posted by chaostrom, May 18, 2014 at 1:29 am
Just for future reference. Since this section is now open to all.

Discussion about IVAN on 4.8. and 5.8.2010

Attending: Alveradok, Bored, Chaostrom, Ernomouse, JoKe, J_Kahvi and Z

----
*Player mood system;
	Graphics are ready (Ernomouse has them)
	various levels of panic
		morale paniced <-> psycho
	Berzerk mood
	Animated face of the player
		when high on mushroom, new face
	One for every mood
	Male and female chars are different

*Sex
	http://www.attnam.com/topics/190/IRC_Adventures/2

*Magic system
	ISP/telekinesis kind, no fireballs and other cliches
	F.ex. lift a sword and use it to attack 
	Shouldn't be based on Mana

	Telekinesis/Magic
		travel through walls but no objects can be carried/worn
			player leaves his body and inventory behind and turns into a ghost
				should the body rot if you're away too long?
		ghost items
			amulet of astral projection
			magical mushroom gas could result in Astral projection
		something else than mana-point based system
	
			if mana-stamina drops low, it'd cause bizarre things
			the player will have to sleep
				dreams
					the player could gain things from dreams
					affect food burning rate; Affect stats; Affect item spawning rate
					finding spells only from the dreams
					12 or so dream world
		eaten items could enhance spells (Nethack?)


*Dig up or down
	Escaping up/downwards

*A new quest
	Retrieve a hammer from the catacombs
	Smith gives you a key to petruses wives
	Sex with one of them -> pregnancy (3 days?)
		What if you're female?
	Sacrifice the child and become Valpuri's champ
		If groin gets scarred a lot, you might get infertile
		Probably Petruses children could be sacrificed instead, as a harder guest
		Magical way of restoring fertility

*Player classes
	Might not be needed

*More comments to the code are needed
	Someone should write a guide to code files

*There is a power chart for balancing weapons
	Accuracy, power, sturdiness
	Frequency of appearance is used to balance the power
	Add features -> play testing

*Steppingstone material between meteorite steel adamantine
	The int requirement takes a huge leap

*Every weapon class should have an artifact
	More special items would be nice too (f.ex. flaming sword)
	Trophy items and NPC's for people who contribute a lot to IVAN
		there are plenty of examples already

*Another route to Attnam might be nice [SCRAPPED IDEA]
	Not sure if it's necessary, as there already are alternate ways

*Different types of damage
	Slash, point, blunt, burn
	Variance between different weapons
	Works diffeerently on f.ex. armour
	Ranged weapons would get more reasonable to have
		sling for blunt
		bow for point
		...


*Should full helmets dampen sound
	The less dense a material is, the better sound barrier it is

*Items and limbs made of f.ex. gas
	A weapon: "Fan"
	Steam powered Vacuum cleaner
		effective against ghosts, insects, thrown items

*Monsters could be put into items 
	Iron maiden
	Cage traps
	The problem is to make the charachter disappear
	Could be handled as f.ex. traps?

*A cloud of insects (fireflies, locusts?)
	The catacombs could have lots of insects

*You could have a conversation with the gods
	Ighalli's god system
		effects should be balanced somehow, so that better effects need better relations
		bad effects 
		god requesting an offer for some favours
		lifestyle choises could effect god relations
			blood contains a lot of iron f.ex.

*Ghosts apperance could vary
	Appearance saved when dying
	Blue and small transparence
	Ghosts that disenchant items
	Ghost that eats anything in the way
	Make them irritating
	Invisible chars leave invis. ghosts

*Chaostroms Zombie torso riddance idea
	Limit the torso animation rate to third or quarter of what it is now
	When the groin is severed, the torso cannot turn into a zombie any more

*Convert all graphics to 32x32 (J_Kahvi could probably do it)
	Opens possibilities to f.ex. turning into a big monster??
	Would double the objects available
		midget objects
		wand of object enlargement
	Midget tunnels and dungeons
	Gulliver
	Create new midget monsters from the existing 16x16 graphics
		midgets handle as groups, so you'd attack all the midgets in one square
		they still could move freely about

*Individual throwing accuracy for all items
	
*Monster ideas:
	Wand using monster
	Poltergeist monster 
	Insect cloud monstertype that you cannot attack by normal melee attack

*Moods on the dungeon ("quite like underground weather")
	magical weather, tiring weather, hungering weather

*Different dungeon types
	Tower dungeon
		very open levels
			wind
			going against the wind would be taxing or slowing
		illusions of f.ex. floor tiles
		you should be able to escape the tower by jumping outside
		if the player walks on a floor made of air then he will fall down a level, until he hits something solid
			Damage based on falling distance
		can't progress backwards
		wind blow would affect large and unencumbered creatures more
			if you jump or fly, you'd automatically get blown a certain amount with the wind
			this way small creatures could find secret dungeons
		tower made of balsa
			if the player weighs too much, the floor breaks
		For a cloack you could wear a Dwarven parachute, which radically decreases falling damage
	Small alien side dungeon
		Based on the frenchmen's alien mod
	Astral projection dungeon
		only accessible as a ghost
		astral projections could carry only one item
			only one revard could be brought outside, in case the side quest would be accessible only once
		wizard hiding from something in an astral plane
			his body is f.ex. suspended into a nearby statue
		constantly exploding level as the entrance
			explosions triggering every moment
			ghosts could be immune to explosions
		ghosts could move between levels without stairs
			see digging up and down
	Midget dungeon

*Too much mining would collapse the level above (Dwarf Fortress style)
	generate not only the level you enter, but the ones next to it

*The catacombs should have a different algorithm than the GC and UT

*BUGS:
Shops shouldn't have locked doors without warning
	when the shop is put into a room, change the locked doors next to it into unlocked ones

*Every new version needs more than the faces and the god system
A couple of tricky features, and a few easier ones

*Spreading fire which generates smoke
	Smoke clouds should have a intensity modifier
		In towers and towns wind should blow away the smoke and spread the fire
	Insects could act as clouds that move randomly
	Beehive that grows... Ogod!
		bug room
		makes a nice practice thing

*Side dungeons that go sideways

*Joke ideas:
	Monty Python:
		llamas
		dead parrot
		holy hand grenade
		the killer rabbit
			a little chance of a killer rabit spawning from adult mutant rabbits mating
		witches that weigh the same as a duck
			duck flesh and witch flesh

*Item ideas:
	Fan (blows away insects and ghosts)
	Steampowered vacuum cleaner (sucks in insects and ghosts)
		Instead of steam powered, it could be basically just a captured Eddie; when it breaks, the Eddy comes out...
	Wand of unlocking / locking (closes unlocked and unlocks the closed doors)
		neither of these ideas were generally liked
	Dwarven parachute
	Rubber boots that boost electricy resistance
	HUGE morningstar type weapon
		weapons destroying walls? You can kick them...
	Weapon tweaks
		The stethoscope is a bit strong as a weapon
		Gauntlets don't use unarmed skill (if they're wielded as weapons, maybe they shouldn't either)
		Wielded gloves should affect unarmed skill and worn gauntlets should do extra damage

*Next version shouldn't 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
Posted by chaostrom, May 17, 2014 at 3:16 am
*Facepalm*

I knew I forgot something! Now where is it...

There. The discussion notes regarding 0.51 as discussed at IVANcon with Kahvi. I believe the note-taker was Erno.
Attached files
Council_of_IVAN.txt ()
Posted by chaostrom, May 15, 2014 at 7:22 am
Yes. The spell-casting is an inbuilt ability, which is why Ischaldirh's snail-pace-speed makes him terrible to play, but fearsome to battle.
Posted by chaostrom, May 14, 2014 at 2:34 am
Oh very nice. Though I do think that you could have just healed up and gone back for that other Neerc.
Posted by chaostrom, May 12, 2014 at 8:43 am
I like that boxing glove idea. Higher KO chance for less damage.
Posted by chaostrom, May 11, 2014 at 12:34 am
Don't forget, unlike with your hands you only get one kick per attack. This plus the fact BoK needs to be a viable alternative to BoS which grants multiple bonuses means you don't need to fine-slice too much. Worry about it only if you break it.

As to that last bit about spiked gauntlets/caestus, the alien mod has claw weapons designed to use unarmed skill. You might want to take a look at that.