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Posted by red_kangaroo, Aug 17, 2016 at 11:23 am
Unfortunately, that would result in the stairs occasionally generating in the middle of the river... I'll have a look if I can come up with something when I have a time, but the dungeon generation code screws with me good.

BTW, thanks to whoever fixed and merged this on Git and sorry for the screwed up indention - I was abroad and couldn't fix it until now.
Posted by red_kangaroo, Aug 12, 2016 at 7:53 am
4zb4 wrote
Reading a book or scroll in a poorly lit room hurts your eyes (abuses PER).



Seriously?! Well done, devs!
Posted by red_kangaroo, Aug 3, 2016 at 3:47 am
This is awsome.

The only other way I know of is to set a mine in front of Huang's house when nobody is nearby, then let a tourist trigger it. This is likely to heavily damage Huang, so it makes the fight quite easier. But your way seems much easier and more elegant.
Posted by red_kangaroo, Jul 31, 2016 at 3:41 am
SPOILER ALERT. Click here to see text.
Werewolves should definitely be included.

I would actually like to have a way of polymorphing permanently, so that you can try to win as a different creature.
Posted by red_kangaroo, Jul 30, 2016 at 1:58 pm
I'm not exactly sure why is the wiki so secretive about this, as it will not help you at all.
Posted by red_kangaroo, Jul 1, 2016 at 7:16 am
Actually, I tried just that before I ended with the downstairs in the room with the river. It didn't work well. :/

The problem is with AttachRequired messing up the dungeon generation. The generator probably doesn't recognize the two staircases as attached if there is a river intersecting the way, thus it resulted in strange corridors being generated over the room with the river. At first, I thought maybe the liquidterrain is not recognized as passable, thus making it impossible for the generator to attach the stairs, however, even with the bridge, as long as there is a room across the whole width of the level, it results in strangeness if the staircases are on different sides of the room. With shorter room, it always generates a tunnel around the room to connect the two staircases. That is also why so many squares with specified OTerrain are there in the script, to ensure no glitches will build a corridor or a wall over the river room.

Without AttachRequired, it works just fine in generating BoundedRandom-ly placed staircases on different sides of the river - I just doesn't attach the staircases to the rest of the dungeon, resulting in impassable level with nearly no tunnels. I guess that's expected.

Anyway, I wasn't able to figure out how to make the randomly placed river work. I'm not exactly happy with fixed place for the downstairs, but in my humble opinion, in works and looks rather good.

If any of you are able to give me some insight into how to make the generator cooperate without ruining my river or placing the stairs in the middle of a wall, I'd much appreciate it.
Posted by red_kangaroo, Jul 1, 2016 at 3:54 am
I added a new pull request adding an underground river to enner level.

I remember discussing it somewhere here, I'm not sure where and when. Anyway, enner talks about fishing (if you can survive talking to him) and I think it adds a nice flavour for him to simply be sitting there and peacefully fishing, everyone dying just because he likes to sing. It also makes his level a bit more interesting, as it doesn't differ at all from all other levels exept for its one deadly inhabitant. There is also a striking lack of rivers in Ivan I'd like to address a bit with this change.

Feel free to criticize the necessity and/or implementation of such a change.
Posted by red_kangaroo, Jun 23, 2016 at 1:26 pm
I don't think they should be merged, as they are both quite different in both flavour and effect. However, making burns visible on the mannequin would be nice.

Not that I have been burning that much without dying to it...
Posted by red_kangaroo, Jun 20, 2016 at 11:51 am
fejoa wrote
This was my go-to idea for determining how the player can gain access to the Tomb, seeing as the encrypted scroll is the item that causes GC to be revealed on the world map. The reason for swapping the scroll is that in CLIVAN you could reach all the locations and get access to loads of loot, and so players would much more easily end up with a stacked character and the opportunity to kill a lot more monsters than in vanilla IVAN, which posed less of a challenge for power players. If GC and the tomb are mutually exclusive, then the player has a choice to make about which dungeon she would like to pursue.

I must agree that allowing access to both locations would result in large loot spike, which while nice for players, greatly affects game balance. It might be possible to balance it by creating more OP monsters. However, I personally like the idea of swapping the encrypted scroll.

On the other hand, I would like to see some more locations accessible to everyone. Maybe if a new town or two were added (Mondedr, anyone?), balance would not suffer much (you still have to earn gold to buy in the new shops) and players would have more incentive to explore more than a single path from New Attnam to Attnam and GC/ToX.

fejoa wrote
I like this because it is likely that the chaos guys would be interested in getting any intel on Attnam and its military movements, so giving the scroll to the necromancer in the dungeon would make sense (albeit he's locked in a dungeon). Maybe he offers some reward (higher victory condition) for recruiting the chaos army and busting him out?

Well, we have four victories so far - freedom, knighthood, chaos and high priest.

Chaos can remain the same even with ToX as your dungeon.

For an easier victory (freedom-tier), maybe slay several Xinrochs and escape with some kind of treasure, living for the rest of your life in riches, out of reach of the Attnamese?

Knighthood-tier could use the avatar of Valpurus laying on the other throne in the Cathedral (I admit, I hate it laying there looking important, but with no use). You would need to steal it (angering Attnam) and offer it at a High Altar of Mortifer deep within ToX, to receive a blessing of Mortifer. Your team would swap to monster team, meaning you can amass a huge army to lead against Attnam. Maybe offering the avatar on the High Altar would result in "corrupted avatar of Vapurus" and you would win by using/placing it upon the altar in the Cathedral converting it to Mortifer, who would promptly rain death and sorrow upon all surviving Attnamese?

At least one of the victories possible, however, should make you return to good grace of Attnam, so that you don't need to become all evil to win with ToX, just as you can win both allied to or enemy to Attnam with GC. (I know that using "evil" to describe character going against Attnamese tyranny is ironic. )

Speaking about victories (and sorry about derailing this a bit), what if another low-tier victory akin to Freedom for Tweraif from CLIVAN was added to vanilla? I would like to do more for my village than simply slaying Decos. Maybe make it somehow tied to the UT:4-5 and Lobh-Se? Restoring Silva to power in New Attnam after the revolution, so that she may ward off Attnamese?

fejoa wrote
EDIT: Not being able to resist a challenge, I thought I would go about making a generic maze creation algorithm. I've got something that works, but it's pretty scrappy, but now that I have it going, I can make it less experimental and more robust. See attached image for in-game results.



Now I'm thinking about about a labyrinthine Pyramid dungeon with mummified Lenin at the very end...
Posted by red_kangaroo, Jun 19, 2016 at 11:55 am
fejoa wrote
I want to be able to swap the encrypted scroll for the tomb's location, which would lock out gloomy caves. The NPCs would still appear in the tomb as per GC. There would need to be a check to see if Xinroch has spawned yet, and by the time you reach a certain level in the tomb, then he would make a guaranteed appearance. After that, his ghost shows up... This is all coded behaviour, but will be like icing on the cake. First, the nuts and bolts of the dungeon, like color, texture and layout.

What about giving a use to all the cells in Attnam Cellar and putting a friendly necromancer there, imprisoned by the Attnamese but ready to reveal a hidden location to the player for a scroll easily used in blackmail?