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Posted by fejoa, Jun 4, 2017 at 6:54 pm
capristo wrote
I commented on GitHub, but I think the full helmet 100% protection is too strong. Even if (as I presume) the rest of your body can still take sound damage. I think a special helmet or earmuffs or something offering full protection would be better; full helmets are just too common

For this feature, it was the only way I knew to do this without creating newfangled bug-prone code. In the game, when sound damage is done by , the damage gets divided up into different body parts according to body part volume. Head is least volume, so it typically receives less damage, in the order of 1-2 damage points. The full helmet SoundResistance = 2; For the damage output of , it only seems like it is 100% protection because you only have to put in a few points of resistance.
I could lower the SoundResistance to 1 for full helmets and special helmets (perp, attractivity etc)? That way there would be some resistance from a few tiles back, but you would still be vulnerable at point blank range, as one would expect with . Downside is, I don't think players would notice the difference from before. I made the changes here.


Serin-Delaunay wrote
It's a bit cliché for IVAN, giving that ability only to tin is rather nethackish, and looking at the PR I can't see any way for players to discover the feature in-game.

The change really is just a bit of a quirk. Is it really worth donning a crappy tin helmet just to evade ESP when you could be using ESP and wearing a more powerful helmet to help you find your enemies and kill them instead? I haven't tested whether it improves one's chances against battle mages etc, but it doesn't prevent you being infraseen, so I think a hapless, tin-helmet-wearing player would still get bombed by the corporation in the end.
Posted by fejoa, Jun 4, 2017 at 3:39 am
Made some minor additions to the code:

Tin helmets block ESP:
https://github.com/Attnam/ivan/pull/265
SPOILER ALERT. Click here to see text.
If you have ESP, and smart monster is wearing tin helmet, then you cannot see smart monster. If you wear tin helmet, you cannot be ESP seen. If you have ESP and wear tin helmet, you cannot ESP see or be ESP seen and you are dumb. If you wear broken tin helmet then you are ESPecially dumb.


Full helmets protect head from sound damage:
https://github.com/Attnam/ivan/pull/266
SPOILER ALERT. Click here to see text.
All helmets give some protection. Full helmets with no special abilities give maximum protection. Broken helmets give no protection.
Posted by fejoa, May 30, 2017 at 3:16 pm
Serin-Delaunay wrote
They should carry a barrel full of Valdemar on their back and make sound whenever they read anything, but as compensation they can manually copy scrolls. Also they have the masochist flag and attack themselves with a whip if they spend an hour without praying.

We would need:
New barrel item
Blank scrolls
Attack self command
Talking out loud whilst reading subsystem
Posted by fejoa, May 30, 2017 at 5:57 am
red_kangaroo wrote
Hm...

Can someone tell me if this is a suitable approach to fixing the librarian, or would you do it some other way?

game::GetStoryState() == 1
is where the player has dropped off the scroll to Petrus, and has thereby opted to follow the gloomy caves story arc. The game also checks for the existence of Petrus. Changing this causes all sorts of inconsistencies in the dialogues. I suggest we simply implement some more conditions within the case statesments, say:

    case 1:
     if(game::GetPetrus() && game::GetStoryState() == 1)
       ADD_MESSAGE("\"Thou art going to fight Elpuri? Beware! It is a powerful enemy. Other monsters "
                   "are very vulnerable if surrounded by thy party, but not that beast, for it may "
                   "slay a horde of thy friends at once with its horrendous tail attack.\"");
     else if(game::GetXinrochTombStoryState() == 1)
       ADD_MESSAGE("\"Some message about going to the Tomb of Xinroch.\"");
     else
       ADD_MESSAGE("\"Thou shalt remember: Scientia est potentia.\"");

Posted by fejoa, May 21, 2017 at 6:25 pm
capristo wrote
Am I missing something? Do you have to have encountered a creature to be able to polymorph into it with polycontrol?

SPOILER ALERT. Click here to see text.
yep
Posted by fejoa, May 9, 2017 at 2:42 pm
You could consider polymorphing yourself...?
Posted by fejoa, May 9, 2017 at 4:12 am
Throw a backpack at 'im and zap with a wand of fireballs
Posted by fejoa, May 7, 2017 at 11:45 pm
Ischaldirh wrote
Personally, also, I dislike the association between "mutation" and "polymorphing". I mean, I suppose it makes sense in that eating mutant flesh gives you polymorphitis - but the mutants themselves do not polymorph. I think it might be more thematic if the mutations were a little more permanent and subtle, like fucking with attributes (with a tendency towards raising them, but not in every case) or even ADOM-style chaos mutations.

That's those tentacle arms and crab claw head mutations that we so badly need. Next subsystem!!!!
Posted by fejoa, May 7, 2017 at 2:24 am
Serin-Delaunay wrote
Or when standing next to a tame valpurium golem.

There could be a test for team membership?
Posted by fejoa, May 4, 2017 at 8:02 am
chaostrom wrote
What if... Scabies gave you a status effect, where you vomit poison onto enemies randomly as you attack them, without interfering with your attacks.

And without losing nutrition points?