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Posted by red_kangaroo, Jun 22, 2020 at 1:04 am
I think leprosy is tracked per limb, so if you destroy the limb and only eat the flesh lumps, the leprosy will be "lost". Are the flesh lumps rotten/spoiled, or fresh?

Pickled zombie.
Posted by red_kangaroo, Jun 20, 2020 at 12:44 am
chaostrom wrote
On that note, rolling pins. Equipped on Attnamese housewives so they can back up their talk. Also other such implements, like kitchen knives and pitchforks. Low level blunt, sword and polearms respectively. More variety in beginner items.

Have you recently checked what are the housewives carrying?
Posted by red_kangaroo, Jun 17, 2020 at 4:05 am
Press F to open a crafting menu, then you can use F1 to get help for the individual options.

You will to dismantle some items for raw materials, and then you can use these to create other items. Finding a forge and anvil for metalcrafting, or workbench for other types of materials helps.
Posted by red_kangaroo, Jun 10, 2020 at 7:06 am
fejoa wrote
Did we pinpoint the source of the imp bug in the end?

It's likely because their CreateCorpse() method is missing a SendToHell() call, so the mob keeps hanging somewhere in memory.
Posted by red_kangaroo, Jun 10, 2020 at 1:11 am
Sorry about thar, browni. Imps seem to be doing that quite a lot, now. :/
Posted by red_kangaroo, Jun 9, 2020 at 1:14 am
fejoa wrote
4D Simplex noise

You're a madman.
Posted by red_kangaroo, Jun 6, 2020 at 9:41 am
Ischaldirh wrote
1) From the chat, what if some monsters COULD pray?

IDK about praying per se, but I wanted to add some form of "spellcasting" to priests that would be based on their god's prayer effects.

Ischaldirh wrote
2) Mass applies to the weapon damage calculation. Does the mass of your gauntlets apply to your unarmed melee damage? 'cause it should.

Damage of all items is based on their material strength and mass. AFAIK the damage of your gauntlets is added to your unarmed damage, so the mass of your gauntlets already matters.

Ischaldirh wrote
4) This one is out on a limb, it's a bit wild and game-altering. The suggestion is giving weapon skills unique effects, which become more effective with higher skill. They would be present at any level including 0, but unlikely to proc until you gain a couple levels in the associated skill. My initial idea was for kicks: granting a chance to kick any time you make another attack. The chance would be doubled for unarmed attacks and halved for bite attacks, and would increase with skill level. Other ideas I had were giving blunt weapons a knockback effect (like kicks), giving small blades a critical strike effect, and giving unarmed strikes a chance to attack again.

That would be pretty cool, like weapon abilities in POWDER or CoQ.
Posted by red_kangaroo, Jun 5, 2020 at 6:46 am
fejoa wrote
This past week the internet wouldn't give me a straight story for generating seamless periodic 4D fractal simplex noise in C++, but from what I can piece together from the few credible sources out there, I can say we are well on the way to being able to switch between continents and Pangea, and different world sizes.
I have a noise generator working in IVAN now (FastNoise library), which instigates the shape of the landmasses on the world map, in a way that can be controlled by a couple of parameters.
I'll put up some screenshots when I next get a chance.

That sounds great!
Posted by red_kangaroo, Jun 3, 2020 at 2:40 pm
Here are binaries for Windows and Mac:

https://github.com/Attnam/ivan/releases/tag/v058

We don't have a binary for Linux, but you could use the Windows binary through Wine.
Posted by red_kangaroo, May 27, 2020 at 6:49 am
fejoa wrote
This... ...is actually pretty workable. All it needs is a separate second world map, let's call it "cloud map", and we'll be away laughing.

Or if we wanted just one dungeon to be found in the clouds, we could add something like a random chance that instead of this message, game::TryTravel() to that cloud dungeon will be called. Though exiting that dungeon would then need to be special cased, if you were able to enter it from any location on worldmap, otherwise the game might get confused where to put you on the worldmap once you get out.