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Posted by fejoa, Apr 29, 2017 at 6:15 am
Just merged your awesome work Red. A really valuable contribution, J_Kahvi would be proud that you've so skilfully incorporated so many of his latent artworks from the files. I've added the christmas trees back in and these can be merged. Maybe we need to think about the valpurium battle-axe again.

In the meantime, can someone please download this version of IVAN (rename-to-zip.doc) and tell me if it runs properly, or whether you get a missing .dll error?

The internet at my flat has is a bit unreliable at the moment.
Attached files
rename-to-zip.doc (3.12 MB)
Posted by fejoa, Apr 25, 2017 at 6:28 am
Looking forward to checking out the changes!
Posted by fejoa, Apr 25, 2017 at 6:26 am
red_kangaroo wrote
...
This should be fixed and could be handled in two ways: a) we somehow change the way StoryState is handled for different quests and give librarian new replies for ToX; or b) we give librarian general replies he will give at any time, for both GC and ToX.
...

What do you think?

Is good. I like the latter way also, because it requires less special behavior and gives the librarian more wise words to say.

Red, can you please create an issue in github?
Posted by fejoa, Apr 25, 2017 at 6:20 am
red_kangaroo wrote
If it's possible, I would like to request review and merging of Attnam Catacombs pull request. I think I finished and fixed everything that needed to, and more changes and ideas can wait for further releases.

Okay I acknowledge this. I'll have a look at the changes this week and we'll do the merging ready for the next release
Posted by fejoa, Apr 18, 2017 at 3:22 pm
Ischaldirh wrote
Cons: It involves a new item, likely some new art, and possibly a little code.

This is actually another pro, IMO!

It's a great idea, which we can easily try
Posted by fejoa, Apr 17, 2017 at 5:01 am
I have an update on things that have been going on in the code project, which will give you an idea of what is coming in the next Windows release. Detailed changes can be found in this page.

The changes that have been made are mostly improvements to the stability of the game. A number of crash bugs have been fixed, most notably the digging-while-hungry bug, which has been lurking within even vanilla IVAN (0.50) for around for 12+ years by our best estimates. Wizardmode saves should also load reliably in the next release. The wand of polymorph breaking bug has also been fixed.

For devs and some players, you will notice a change to the graphical file format. This is quite a big change, and the solution has been very generously implemented by our very own Zenith. These have been changed from Picture Exchange (PCX) format to Portable Network Graphics (PNG). This was done so that changes to the graphics from contributors can be diffed and visually compared from within the github pages. It makes it easier to keep track of the graphical file history as well. Graphics developers should take note of the format changes and adjust their workflow accordingly. Hopefully it also speeds up the process of cooking up new graphics.
Players will not be able to notice any visual difference to their IVAN experience.

There will also be the option to scale the graphics by 2x in the next release.

Unless someone else jumps ahead and does a release (most welcome), the next Windows release is planned for the end of feApril or the beginning of feMay. IVAN 0.51 will thus be due out at the end of June. The prospect of IVAN 0.51 being a stable release is looking very good at this stage.
Posted by fejoa, Apr 16, 2017 at 9:23 pm
chaostrom wrote
That's what I first said. Either the penalty rates, or some other functionality to make those penalties worth it. Before trying anything new like armour skills, we should attempt adding the damage types that have been around forever. Cloth would protect against blunt but not much else, chain would protect against pierce and slash, but plate would protect against all of them, or something like that.

What about

Cloth:
+50% slash protection
+0% blunt
+0% pierce

Chain:
+50% slash protection
+0% blunt
+50% pierce

Plate:
+50% slash protection
+50% blunt
+50% pierce

In another suggestion, we could use the character's size attribute to scale the effectiveness of plate armor. Small character is better with cloth, large character is better with plate.
Posted by fejoa, Apr 14, 2017 at 8:26 am
Serin-Delaunay wrote
This change sounds really unbalanced.

Yep. You'll have to forgive my earlier post, I crashed into the discussion after 4 months away and felt like I had to dev something. My post actually misrepresents the thread discussion, I think the guys mean they want to change some other related aspect of plate armor in a more balanced way.

I spent some time trying to catch bugs. Jeez that hungry dig bug is making me dig trenches. Time for bed.
Posted by fejoa, Apr 14, 2017 at 4:54 am
Bump.

Back to the topic, is anyone planning a next dungeon?
Posted by fejoa, Apr 14, 2017 at 4:06 am
Ok so, you'll probably notice there was no March release.

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