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Posted by fejoa, Oct 26, 2017 at 5:47 am
We ported some features from your version, like splitting the dungeon files etc, but not the complete work.
It would be good to be able to handle 'MustBeRemovedFromBone()' like you did as well. Do you have a list of all the relevant commits on your branch to be able to implement these features?

k8ivan is on a git repository eh? Is it possible to do some git magic to merge things from another repo into GitHub?
Posted by fejoa, Oct 25, 2017 at 10:37 pm
Enjoy the beer!
Posted by fejoa, Oct 25, 2017 at 10:34 pm
There was a bunch of ideas in this thread: https://attnam.com/topics/Titanium-and-other-metals

I guess we just bridge it with some more materials?
Posted by fejoa, Oct 25, 2017 at 6:45 pm
chaostrom wrote

I remember that thread and I was wondering whether it would come up, thanks for finding it chao. It was also quite recent, suggesting that it's still something people fancy improving.

The status quo is functional but still half-baked. I'd love to see IVAN's weapon system be more nuanced.

I like Izzy's suggestion to include a material factor in the damage calc.
Posted by fejoa, Oct 25, 2017 at 4:06 pm
Can we build a model in Python to test it out? It'd be faster and give us more of an overview.
Posted by fejoa, Oct 25, 2017 at 3:36 am
I always wondered if it could be paper scissors rock between the three damage types and three types of armour. I haven't got any ideas though.

Izzy?
Posted by fejoa, Oct 24, 2017 at 1:33 pm
red_kangaroo wrote
Just putting here a rough changelog since IVAN 0.58 so far:

Sorry for the dp, but thanks for the list red, very handy, and all the changes are impressive.
Posted by fejoa, Oct 24, 2017 at 1:29 pm
I'm going to put up a new windows binary this Friday. Then I hope to retain the normal three month release pattern, with another one (0.51) in December.
Posted by fejoa, Oct 23, 2017 at 5:17 am
Nice!
Posted by fejoa, Oct 23, 2017 at 3:26 am
red_kangaroo wrote
Also includes uninteresting minor fixes (well, earthquake crashing on Lobh-se level is somewhat interesting).

Can you try setting EarthquakesAffectTunnels = false; in the dungeon data file for that level and see if it stops it crashing?