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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.
Posted by red_kangaroo, Oct 21, 2017 at 3:02 pm
Cool! That would be awsome in vanilla.

What about making the material in item name use the material's color?
Posted by red_kangaroo, Oct 17, 2017 at 4:03 pm
vasiliy wrote
p.s.: is is somewhat… inconsistent that the bottle is the only thing which spawns separate "broken" object instead of BROKEN config. i guess it is either leftover from the early developement stages, or a hack to ease implementing damage from broken bottles lying on the floor.

I thought this was because a (non-broken) bottle is a container, while a broken bottle is not? There's not much difference between a non-broken and a broken sword, but a non-boken and broken bottle behave completely differently.
Posted by red_kangaroo, Oct 17, 2017 at 8:55 am
What if all items (in the best case including walls ond other destroyable dungeon features) had an inner "thermal energy counter" and all materials (including those that cannot burn) had a melting point?

That way, you could make fire damage taken by an item or a wall add up to the counter, with the counter slowly decreasing over time. Either strong fire damage or repeated exposure would then be able to increase the counter up to the melting point of a given material, destroying the item or wall in question. Thus burnable items would still be more vulnerable to fire, but even metal walls would eventually melt if you had enough wands and mines.

Equipped items or adjacent walls with high counter could deal fire damage to the player and monsters, and maybe melted items would leave behind puddles of lava that would deal fire damage to anything that stepped into them before disappearing after a while.
Posted by red_kangaroo, Oct 16, 2017 at 7:56 am
fejoa wrote
Feel free to post your own personal plans here as well.

OK, then.

I would like to (slowly) do the following:

  • Add Mondedr, accessible by giving the encrypted scroll to a special NPC. This would lock you out of GC and TX, but give you access to a set of other quests based in Mondedr.
  • Add Dark Forest quest started in Mondedr, inspired by CLIVAN Deep Forest and connected to the new elven ambassador in Attnam.
  • Add a quest about the dwarven fortress of Kharaz-arad and orcish freeholds, agaon started in Mondedr.
  • Add a quest about the slavers of Aslona, connected to the emissary in Attnam.
  • Maybe expand the number of materials available in the game?
Posted by red_kangaroo, Oct 16, 2017 at 4:13 am
4zb4 wrote
With your suggestions there though I'd be more in favor of limbs only regrowing when you consume a potion at full HP, or more specifically if the amount of health restored by however much you drank heals you to full but there's enough "overheal" on top of it to restore a limb. That makes more sense than having to annoyingly waste a dose on say 5 or less HP to get your limb back in a stressful situation because of some arbitrary boolean set for "is this guy's HP full".

Hm, maybe simply increasing the amount of healing liquid you need to drink to regrow a limb would do the trick?

What if you needed to drink a full litre to assuredly regrow a limb, but only had a chance of regrowing one with half a litre? That could work nicely, actually, making healing liquid more precious by requiring larger quantities.
Posted by red_kangaroo, Oct 16, 2017 at 2:18 am
I was thinking about all the ways a player can regain his or her lost limbs and I would rather like to tweak the way healing liquid and troll blood allow you to regrow your lost limbs. Why?

There are many ways how to get your limbs back. Praying to gods is interesting, because you can get various artificial limbs and generally interact with the material system. Priests are also good, they require money and some travel, so loosing a limb does not feel inconsequential. Wands of resurrection have a second, very nice and powerful effect, so you will consider whether to use them on yourself or to revive a killed powerful pet; so again, they are interesting. I tried adding a new Regeneration status that allows you to slowly regrow lost limbs (but does not speed up healing, that would be OP together) and I again thinks thats interesting, because you require time to restore your body and eventually regrowing your limbs just feels badass.

Healing liquid and troll blood, on the other hand, are the second most common liquids in bottles (after water) and give you a new limb whenever you drink at least 250 ml of them. Bottles come prepacked in 1 litre, though, so even if you dip into an empty one to ahve two half litres of healing, you will still get two full heals and two regrown limbs from it. I think this makes regrowing lost limbs with those way too easy, plus there's nothing interesting on drinking some healing potion to restore yourself back and continue. There's no player choice, time or travelling (and the time spent waiting for your limb to regenerate or travelling back to a priest without a limb can be interesting one indeed). It's boring and everyone can do it quite often with the amount of haling liquid they will have, plus it stops the player from considering the more interesting ways of getting new limbs.

I have two ideas: We could simply remove the ability of healing liquid and troll blood to regrow limbs. IMHO there's already enough ways and they are all accessible enough that getting rind of healing regrowing limbs would not unbalance the game. Or we could change the regrowing so that it only occurs if the player drinks the healing liquid when already on full HP - you could still drink half the bottle to full heal, then the second half to regrow a limb, but at least it would not be so OP as now. I'm afraid, though, that the second approach will still not solve the issue completely due to abundance of healing liquid, only lessen it.

What do you think? Any more ideas or counterarguments?
Posted by red_kangaroo, Oct 13, 2017 at 2:10 pm
Pressing _ (sit down) while one of your limbs (not equipment) is on fire should make you roll on the floor with a chance to extinguish the fire.