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Posted by red_kangaroo, Feb 11 at 2:39 am
vasiliy wrote
tbh, i doubt that mana concept fits to IVAN, at least as i see the game. even if i'll ever implement "wizard training route", it will only allow the player to direct their wands in more than 8 directions, that's all. as Yancakes wrote: "Our hero is a schlub! A fast learning one, but a schlub nonetheless." there are more than enough games with classes, magic systems, and such. i don't think that we need to follow them.

IVAN is a complex game which hides its complexity under relatively limited number of options, so let it stay as that. new players need not to think which class to choose, which traits to take, and so on. and this is the first of many traps IVAN prepared for unsuspected players, lol. "look, this game is so easy!" the limited number of stats helps to better setup this "metatrap", i believe.

I completely agree, the player should not be able to learn spellcasting. However, in vanilla I used Mana as "magic item affinity". Basically, higher Mana lowers cooldown of all magic items you have, or otherwise influences their effects. I reasoned that while the player cannot use magic actively, their magic items are drawing their energy from somewhere (from the user), so a latent talent for magic will still help.

But yeah, I don't think the player should ever be able to learn "real" spells.

Similarly, Will in vanilla is used as a saving throw against many detrimental effects - like sirens. Though it might be currently a bit too weak and should be rebalanced.

vasiliy wrote
by the way: if you'll manage to befriend Kaethos, and give him a healing potion, he'll drink it, and grow a new leg. this is because intelligent monsters will check if they're missing some limbs, and consider this as "need healing" situation. (yes, just checked this. it works.)

Yes!
Posted by red_kangaroo, Feb 10 at 3:32 am
vasiliy wrote
slightly changed status panel. if you don't see anything wastly different, then i did my work right.

What I see is that you are not showing Will, Mana and weight.
Posted by red_kangaroo, Feb 10 at 2:55 am
Yeah, that's a bug. It should be as you write, RAND() % 4 or RAND_4.
Posted by red_kangaroo, Feb 7 at 6:23 am
vasiliy wrote
also, there is the bug with xinrochghost both in k8I and in vanilla: it is the subclass of ghost, and ghosts are not humanoids. therefore the sprite is not composite, it is taken from "Char.png". yet the script specifies humanoid composite form for it, which it totally wrong, and the game displays random gfx instead. i believe that it should use `TorsoBitmapPos = 128, 16;`, for example, for spooky ghost-like face.

That is because ghosts are humanoid in vanilla. They are generated just like zombies and skeletons. Spooky scary ghost face is no longer used.
Posted by red_kangaroo, Feb 3 at 3:23 am
vasiliy wrote
the original code had two big problems, both related to "object hell". they mostly manifested themselves as duplicate entities and "zombie" entities. 't was currupting the saves beyound almost any repair.

That must be the elusive "duplicate object" bug that has plagued development for years now! It just keeps randomly cropping up and crashing the game.
Posted by red_kangaroo, Feb 3 at 3:20 am
vasiliy wrote
SPOILER ALERT. Click here to see text.
also, sometimes i want to drag IVAN into grimdark/horror territory. like, if you load a save which is several monthes old, you'll find the world empty. the levels (including cities) partially ruined. fountains drained. no monsters will spawn. you are the only one there, with nothing to do, nobody to talk with. and no way to die, because no wands/scrolls will work. everybody's dead. gods themselves are dead. the sun is dead, and it's always dark on the ground. congrats, you won the game by destroying literally everything.

not that i'll ever implement this, it doesn't fit. but sometimes i really want to…


I, too, like this idea! Though maybe it could be the effect of the thaumic bomb? If you trigger it, you cause a catastrophic ley line collapse, resulting in... this.

Or maybe a new quest from Mortifer.
Posted by red_kangaroo, Jan 29 at 7:43 am
vasiliy wrote
by the way. how do lanerns in IVAN work? they are everywhere, they don't need any fuel, there is no liquid or gas inside, neither any crystal. it's creepy.

They are holy items of Legifer, so presumably via divine magic?
Posted by red_kangaroo, Jan 28 at 6:27 am
vasiliy wrote
IVAN was prolly the first roguelike i played.

IVAN was definitely the first roguelike for me. I have not known what roguelikes are, nor have I known that I am playing one for quite a while. And even if there are a lot of other larger, more polished roguelikes, IVAN still remains my most beloved game (along with HoMM 3, I guess). Nostalgia is a drug.

vasiliy wrote
i guess that means that dreams of my childhood finnaly came to life.

Nice.
Posted by red_kangaroo, Jan 28 at 6:06 am
vasiliy wrote
also, maybe some other ways to better control the generator? what you wanted to do, but couldn't, because scripting is missing That One Small Thing?

Random vaults, that is a room with a chance to appear. E.g. you define a room independently from any dungeon, you define in which dungeon it might appear, at which floors it might appear, and a chance it has to appear. This would allow scripting of many "encounter" style rooms, with a specific situation that doesn't need to be in every single game.
Posted by red_kangaroo, Jan 27 at 10:57 am
vasiliy wrote
great idea! and there should be scroll of unlocking too, just to complement the things. and to unlock that stupid chest in the vault…


Scroll of unlocking should be pretty rare, though, because of the stupid chest in the vault.