A new dev emerges, perhaps?
If you haven't seen it already,
this is pretty useful.
TheMasterGear wrote
I'm not sure if this is indeed the case with the formulas, but this makes his character not work as he wants a cat-man rouge that doesn't use armor.
Armor is really, really important in IVAN, so no armour at all would be pretty hard to pull off, but a cool challenge.
I would give yourself at least searching and regeneration permanent status effects, they could make no armor run much easier.
TheMasterGear wrote
* How hard is it to add new creatures or humanoids to the game?
Can you compile the code? If yes, then have a look at human.cpp and nonhuman.cpp, there you can define new creatures. If not, then you'll need to add creatures as variations to already existing types (like there is base kobold and then variant kobold warrior etc.)
TheMasterGear wrote
* How do my sprites look? If you like them, would you have any requests?
Pretty cool! New sprites for the game would definitely be welcome. I Might ask you for some location sprites, if you're willing.
TheMasterGear wrote
* I also want to change the gloves and boots to cover the whole arms shoulders and legs instead. For the belts, I wanted to change them to a piece of armor that covers their groin.
Do you mean sprites or code? Gloves/boots/belts already protect your arms/legs/groin, respectively.
TheMasterGear wrote
* I think full helms should decrease Perception significantly, about ninety percent or less.
That idea is a TODO for a long time, and still unimplemented.
TheMasterGear wrote
* I want to make armor much realistic by having much higher DV and has a more significant stat penalty. In turn, I want weapons and material hardness to matter much more when dealing with blocking damage: for example, a steel sword cutting through copper armor after a few solid hits.
* I also want these three damage types.
1. Slashing does the most damage, but it's weak vs. all armor.
2. Stabbing works well vs. flexible armor but not rigid armor.
3. Crushing/blunt works well vs. all armor, less so to rigid and least to padded armor. This damage would be the only way to knock out a full plated enemy and go in for the kill with a knife stab.
I would be careful about balance. Armor is already very strong and balancing weapons vs armor precarious. Good luck.
TheMasterGear wrote
* I saw a bow in the sprite folder, how hard would it be to add bows to the game?
There is no code for ranged weapons yet, so that would need to be added.
TheMasterGear wrote
* If throwing is a skill, is it displaced in the game?
I'm not sure I understand?
TheMasterGear wrote
* Perception should be better at spotting traps and at some point, should always succeed.
Perception definitely could help with spotting traps, but I don't think there should be a level where it always succeeds. I always liked diminishing returns more than hard caps, but that's me.
TheMasterGear wrote
* Does Mana stat make wands, holy books, or scrolls last longer?
Right now, it lets you use magic items (those with cooldown) more often.
TheMasterGear wrote
* It would be cool if the player size and weight could change at the start or during the gameplay.
Yes.
TheMasterGear wrote
* Wisdom seems rather useless to me if it makes the gods hate you faster at higher levels of Wisdom. Also, I think Wisdom should do more than what it does.
IDK if it makes the gods hate you faster. Wisdom greatly shortens the prayer timeout and increases power of prayers (damage of Legifer's explosion etc.)
TheMasterGear wrote
* There's no rubber/insulators in the material list; it would be good for boots to make lighting magic not so dangerous.
There is rubber, it just doesn't do anything against electricity yet.
TheMasterGear wrote
* I don't think magic resistance should cap out.
I don't think it does?
TheMasterGear wrote
* For the overworld much like Zelda II. I think what would be cool if on each title you could explore a randomly generated environment based on the if it forset, grass, sand, or snow. That way, the player doesn't starve when they're out in the wild and wandering the world would have more of a point to it.
Yes, yes, yes.
TheMasterGear wrote
* While normal axes aren't the best weapons in IRL, they could be suitable for applying to cut through wood walls and chop down trees.
That would be nice, yeah.