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Posted by red_kangaroo, Jan 27 at 8:55 am
vasiliy wrote
yeah, i thought about that too, and i think she may give some stolen goods back if you accept the quest (and stop stealing). like, "oh, it seems you accidentally dropped this… here, take it, and please be more careful next time."

That is a wonderful idea.

vasiliy wrote
it's not the same, though. k8IVAN requires a closed room to rest when paniced. the code specifically checks if the player is in a room (a small one), with all doors closed, no holes in walls, and no monsters inside (even pets). created doors doesn't belong to any room, so paniced player cannot rest there.

Hm, what about a scroll that locks everything lockable in range dependant on reader's Int (a bit like teleportation)? So all doors, chests, chastitiy belts, ...

Scroll of locking
Posted by red_kangaroo, Jan 27 at 5:17 am
Dark-Star2018 wrote
Moryggan = "Moggy" (british slang for dog)

This one is great.
Posted by red_kangaroo, Jan 27 at 5:10 am
vasiliy wrote
the devs wanted to make worldmap not as dull as it is now. maybe add some random encounters, in Fallout 1/2 style? not just fights, but some unique events, like those Knights with The Holy Grenade in Fallout.

Random encounters on non-permanent maps would be awesome. Like an ambush set by some bandits, or a hungry bear, etc.
Posted by red_kangaroo, Jan 27 at 5:08 am
Dark-Star2018 wrote
-Artifact staff with once-a-day polymorph ZAP. Either just rare as hell generated or carried by a unique wizard.

Already exists in vanilla.

SPOILER ALERT. Click here to see text.

Dark-Star2018 wrote
-Have a way to activate the thaumatic bomb

I planned that and never got around to implement it.
Posted by red_kangaroo, Jan 27 at 5:04 am
vasiliy wrote
also, i will prolly partially revert the change to Siren logic from vanilla. having Elianise to sing to you and take your stuff in Cathedral is so… "ivanly". i bet nobody cares if she takes some stuff from a dirty peasant. it is IVAN after all! the player will quickly learn to avoid her; she stole my stuff more than once, and that was… frustrating, but fun. i knew that i have to avoid her, so it is my punishment for being careless.

Well, she was intended as the quest leader for Dark Forest, so you would have to come to her... So she shouldn't steal from her while she gives you a quest.
Posted by red_kangaroo, Jan 27 at 5:02 am
vasiliy wrote
and… scroll/wand of lock creation? pretty useles, and should prolly be cheap, but may save your ass if you are paniced and need some safe place to rest.

We already have a wand of door creation that does something similar.

vasiliy wrote
people, if you are reading this, feel free to comment on my ideas! i sux at game design (at any design, actually), so i'd love to hear your thoughts. or even your crazy ideas. not that i'm out of things to do (you'd better don't look at my TODO file, it's HUGE , but if you'll tell me about your ideas sooner, it may shape the code in a specific way to make implementing them easier.

https://attnam.com/wiki/Plans_by_red_kangaroo

Posted by red_kangaroo, Jan 26 at 11:55 am
I really want to have enough time at my hands to merge k8IVAN code back into vanilla.
Posted by red_kangaroo, Jan 26 at 11:53 am
vasiliy wrote
and by the way… thank you all once more for Aslona route! i guess it's mostly red_kangaroo's work, right? (i haven't looked at git logs, it's just a wild guess). anyway, thanks to everybody involved. i like it so far, and for me it feels like an integral part of the game, made with "IVAN spirit" in mind. i haven't played it much yet, though — mostly because i am too lazy to sail to Aslona. (i REALLY need to implement auto-travel!) yet ~1/6 of my games is Aslona route. cannot say anything about balance, because i never even made to Oree without WM, but i managed to explore starting levels of GF and FC before having my ass handed to me, so they at least as playable as other parts of the game.

Thank you very much. Yes, Aslona is basically mine.

Note that the three dungeons (GF, FC, PY) were made with the assumption that the player will be jumping between them, not doing one at a time. Difficulty jumps between floors are BIG and you need to weigh your options where it's safest to proceed with your current equipment.

vasiliy wrote
p.s.: we need to replace player's icon with a ship icon while sailing. sadly, i cannot draw even to save my life.

That was my intention, too. Then I got... lazy.
Posted by red_kangaroo, Jan 26 at 11:44 am
vasiliy wrote
by the way: is it possible to kill the stupid kid (or wait for him to be killed), carry his body to the exit, and resurrect him? escort missions sux, especially with this dumb m… mighty future king!

Yes.

It should not be you who kills him (that makes his friends in both Aslona Castle and Rebel Camp hostile), but if you let him be killed, take his body and later resurrect him, everything is fine and dandy.
Posted by red_kangaroo, Jan 22 at 8:19 am
vasiliy wrote
hitting someone with armed bear trap does nothing interesting, tho: it simply deactivates. the same happens if it hits a wall (naturally .

They should attempt to trap an arm of a humanoid enemy they hit.

vasiliy wrote
i still want a way to disarm a mine too, but cannot think out how to do it. not with the code, but gameplay-wise.

In vanilla, you have a Dex-based chance to disarm a mine if you levitate above it.

Whatever way you choose to implement it, I think it should be based on Dex (and possibly Int). Agility in IVAN is tied to legs (dodging, running), Dexterity is for arms (weapon accuracy).