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Posted by red_kangaroo, Oct 28, 2017 at 5:57 am
Batman? wrote
question, when i play in windows the screen is really small, is there some way to make the window larger?

Are you using fullscreen? it is very, very small without being fullscreen. But there is the new scaling option, so try to switch to eg. 2x graphics and even windowed might be better.
Posted by red_kangaroo, Oct 27, 2017 at 6:54 pm
Here's the thread.

Here's one more bug report, so something is probably up:

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I got constant c++ runtime eror every time u save the game ? tho game saves and loads dat save corectly
Posted by red_kangaroo, Oct 27, 2017 at 5:39 pm
OK, first bug report from reddit:

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Although its not too big a deal since it loads so quickly but every time I die and it asks to show me my inventory and kill list it crashes. Did I extract it improperly or is this a common thing?
Posted by red_kangaroo, Oct 27, 2017 at 7:46 am
fejoa wrote
That's great, what platform are you running? I tested on Win7 and it works.

I tried it on Linux through Wine, actually. It runs just as well as compiled on Linux directly.

fejoa wrote
Can you please update the RogueBasin announcements for us red? I lost my password

Of course.

EDIT: Announced on r/roguelikes, Temple of the Roguelike and RogueBasin.
Posted by red_kangaroo, Oct 27, 2017 at 7:39 am
Works for me.
Posted by red_kangaroo, Oct 26, 2017 at 1:31 pm
Loosing a head while polymorphed into a zombie, I found out that your Per is not at all affected by you being headless. Loosing your head (and still living) should definitely set your Per to 0. You should be unable to see, hear or smell without your head, but right now, well... Your Int is decreased, though, which is cool. Also the priests will see nothing strange about summoning you a new head and the gods can grant you an artificial head.

However, this got me thinking that we could also use a Blindess status for times when you only want the player to be unable to see, but his or her perception remains unaffected - after all, you could loose your sight due to a spell or strong light, but still be able to hear and smell normally. It might also work similarly to having no light source in darkness (making the area around you dark) rather than as if you had 0 Per (when you can still see your own tile, but not even the adjacent ones).
Posted by red_kangaroo, Oct 25, 2017 at 3:13 am
There were some ideas floating around about making the three types of physical damage (blunt, piercing and slashing) somewhat different. What if we made the weapons using different damage types distinct through different damage ranges?

Right now, each weapon has a base damage calculated from its stats and can do from 75% to 125% base damage, which is the displayed damage range. We could tweak this:

* slash damage could remain as now (75% - 125% base),
* pierce damage could do from 50% to 150% base (it can hit a vital organ, or pierce only muscle, doing less damage than normal),
* blunt damage could be consistent, always doing base damage, no range.

This way, weapons using different damage types would feel more distinct, but we would not need (much) rebalancing, as the base (and average over many hits) damage would remain the same.

What do you think? Do you have other ideas about physical damage types?
Posted by red_kangaroo, Oct 24, 2017 at 12:33 pm
Just putting here a rough changelog since IVAN 0.58 so far:

Changes
* several hundered new dialogue lines added,
* story of Xinroch added,
* 45 new items, including several artifacts, added,
* full helmets grant sound resistance,
* tin helmets block ESP,
* several potions added,
* two new optional minibosses are generated,
* spider level added,
* improvements to Attnam and its underground,
* more people in Tomb of Xinroch,
* sirens can be generated,
* science talking with more NPCs possible,
* several materials added,
* scaling option for graphics added,
* switch to .png graphics,
* show height and weight of creatures.

Fixes
* assorted balance tweaks,
* fix digging stopping after single turn with NumPad,
* many, many more fixes.
Posted by red_kangaroo, Oct 24, 2017 at 1:52 am
Now that is... a bit too much pink.
Posted by red_kangaroo, Oct 23, 2017 at 5:05 am
fejoa wrote
Can you try setting EarthquakesAffectTunnels = false; in the dungeon data file for that level and see if it stops it crashing?

Yes, that was the minor fix I was talking about. It is just one big room, so it was crashing because of no tunnels to destroy, but I already added EarthquakesAffectTunnels = false, sorry for the confusion.