Search Results
Searched for posts by red_kangaroo in all forums

Showing results 621 - 630 out of 762 total
Modify your search
Posted by red_kangaroo, Sep 24, 2016 at 1:39 pm
I have to say the TX entrance is bombastic! My heart probably skipped a beat when I saw a veteran dark knight right next to the entrance. And the interior with the pentagram... Awsome.

Anyway, I like the vampire room idea. Do you mean to port vampirism from CLIVAN?

And one optional boss for TX could be a black dragon. There already is a tile for 2x2 dragon in game files, so what if he had a lair somewhere TX:2 to TX:4? He might be very overpowered for his area, but neutral. His lair would hold a very large amount of treasure and picking anything would count as stealing...

Additionally, if he could breathe fire (or anything), he might only be able to do so from his head tile, thus making players standing on the other side of his body safe.
Posted by red_kangaroo, Sep 19, 2016 at 3:36 am
Can't it be disabled in options?
Posted by red_kangaroo, Sep 19, 2016 at 3:35 am
Ischaldirh wrote
Two new material idas: Butter and Cheese. Both would be potential loaf materials. (Also golem materials?)

Maybe more than one kind of cheese...?

dwarven hardcheese
elven chedar
orcish mozzarella
attnamese bear cheese

Posted by red_kangaroo, Sep 18, 2016 at 1:12 pm
I wonder, does the wizard mode work difeerently from what it used to? Not that I need it right now, but I'd like to use it one day and Ctrl+X doesn't work for me...

And BTW, does anyone know how validation of pull requests from local clones of repositories work? I tried to create a pull request from a branch on my laptop into Ivan main on Git, but it tells me a validation is required... I don't have much experience working with this, so I'm probably doing something wrong...
Posted by red_kangaroo, Sep 18, 2016 at 6:54 am
Thanks!

Let's see how many times I can die in a single afternoon!
Posted by red_kangaroo, Sep 4, 2016 at 4:03 am
I'm all for tweaking the blink dog flesh, telecontrol is very strong even from the ring.
Posted by red_kangaroo, Sep 3, 2016 at 12:11 pm
BTW, how is everyone's opinion on permastates now?

I know I have voiced my enjoyment of this bug/feature, but I came to realise that the ease of gaining some of the states (telecontrol, I'm looking at you) for good is pretty much gamebreaking.
Posted by red_kangaroo, Sep 2, 2016 at 1:07 am
daneel wrote
'Blood Scroll of Vampirism'

Blood Scroll of Vampirism?
Posted by red_kangaroo, Aug 30, 2016 at 12:24 pm
I'm going to put here some ideas I had for Mondedr, should it be added as a new town in IVAN.

It could have two floors:
* above ground town with some people and shops,
* underground Thieves' Guild.

Above ground
It's an outlaw town, full both of criminals and of people persecuted in Attnam. Tthe above ground town aprt should have peaceful goblins, kobolds and orcs in addition to the normal farmers and wives, making it a kind of refugee camp for all races.

For shops, I think we need something slightly diferent from Attnam. From CLIVAN, we could have Gob the Goblin's shop, but maybe give it a different building with several rooms:

##############
#g    g#g   g#
#weapon#books#
#  +   +scrol#
# armor#g   g#
#g    g#######
###+####     #
#g    g#  @  #
# all  # ----#
#types +     #
#g    g# g g #
##########+###

# wall
+ door
- table/counter
@ Gob
g shop guard

It's still a single shop with one shopkeeper, but each type of merchandize has its own section. It's also bigger than Attnam shop, but could have higher prices. Plus there are quite a few guards, as this is an outlaw town.

Then, we could have Kroo the Kobold Keysmith. He would wander randomly without a shop, but chatting with him would prompt to buy a random key. One by one, he would sell the player all key types in the game (each type only once per playthrough), with the price increasing for each subsequent key. The octagonal key would always be sold as the last one (for a hefty sum of money).

I also like the bare-hands doctor from CLIVAN and would like to have his shop in Mondedr. For those who didn't play it, he can remove any limb you pay for (even your head - don't do it), plus he can heal as any priest. He already says he made the attnamese eunuch and seeing as Petrus lacks one of his nuts, we can easily guess why did the bare-hands doctor end up in Mondedr. Maybe he could also sew back any lost limbs and attach any found nuts for extra manliness.

Finally, there would be a small building above ground, leading to the underground Thieves' Guild. However, there could be a guild guard standing on the stairs and the player would need to complete a quest to make the guard step away from the stairs and let the player enter.

Underground
The Thieves' Guild. I imagine a guild hall, several rooms for the thieves and assassins, several shops, a temple to Cleptia and a small prison section. Some quests could be tied to the Guild one day in the future.

As for the shops, they could only be accessed after completing an entry quest for the Thieves' Guild, so they should have some good stuff to sell. A small book/scroll shop and a jeweler would be nice to have. Especially the jeweler, as there is no such shop as of now.
Posted by red_kangaroo, Aug 30, 2016 at 3:04 am
JoKe wrote
It would however mean the dungeon layout has to be designed around the player possibly having it. Ethereal status could trivialize a lot of content if you can simply walk past every obstacle. The status is not limited by charges the same way controlled teleports are, which are already somewhat problematic from a level design perspective.

That was what I meant. Ethereal and telecontrol are two most powerful status effects the palyer can get, because they both allow for much greater mobility than normal and aid in avoiding many if not msot obstacles the game can throw on you.

An easy and cheesy way of taking the edge off ethereal would be to spawn more creatures that can walk through walls, just as invisibility increases spawns of creatures who can see invisible.