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Posted by fejoa, Sep 18, 2016 at 2:54 pm
capristo wrote
It's shift+X and it has to be compiled with wizard mode enabled.

Whoops, I think I forgot to compile with wizard mode enabled. I'll update the binary.
Posted by fejoa, Sep 18, 2016 at 4:31 am
IVAN 0.507 is out!

Sorry for the delay, I was sick this weekend.
Posted by fejoa, Sep 15, 2016 at 6:28 am
There's this out: https://github.com/Attnam/ivan/pull/175
In the data files, humanoid ghosts (spirit) already have
BodyPartsDisappearWhenSevered = true;
so it should work like golems and genies now.
Posted by fejoa, Sep 15, 2016 at 3:12 am
I'll make ghost limbs severable, and make them disappear when severed until I can think of a proper way to do this.
Posted by fejoa, Sep 14, 2016 at 7:27 am
The reason I made it so ghosts couldn't lose limbs is because it seemed odd to hack limbs off a ghost. Head, torso and groin are still vital on a ghost.

There are a number of possibilties:
1) Make ghost's limbs disappear when severed - most common behaviour for a few special humanoid characters
2) Make all of the ghost body parts vital - easier to one-hit a ghost
3) Redirect all the damage incurred on arms and legs etc to the torso - easier to land blows and probably kill the ghost faster
4) Leave it as it is, JoKe's WM-pumped character wasn't landing any body blows anyway.

Does it need to be fixed? Or is it a new and curious feature?
Posted by fejoa, Sep 14, 2016 at 6:22 am
You could say it negatively affects the game.
Posted by fejoa, Sep 13, 2016 at 8:39 am
Serin-Delaunay wrote
What intensity is used for the menu/victory/defeat tracks? I'm assuming 64, but I can imagine some of them playing while the player's body parts exist and have HP.

Menu, victory and defeat tracks are actually empty at this stage... but that is a good point. I don't know how the music would respond.
Posted by fejoa, Sep 13, 2016 at 7:08 am
Um, so to simplify matters we reverted the change: https://github.com/Attnam/ivan/pull/171
This means there will be no change in the next release.
Posted by fejoa, Sep 13, 2016 at 6:12 am
Update: The lead dev (Adrian Gin) for the music subsystem published a guide on the wiki outlining the allocation of channels inside each track: https://attnam.com/wiki/Music_Creation in case anyone was keen to write tracks for the game
Posted by fejoa, Sep 12, 2016 at 10:35 pm
I reasoned more blink dogs because they can call up their buddies when panicked and the player can be surrounded by a horde of them in time. So it would require some skill to get the blink dogs to swarm so you could have enough of them to get the permanent stat.
Floating eyes are harder to come by so I thought probably just leave them at three.