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Posted by red_kangaroo, Nov 4, 2019 at 1:58 am
wizard44 wrote
I found a bottle full of ommel tears, but am not sure whether I should drink it immediately, or save it. Is there any benefit for waiting until a later time to drink stat boosting potions?

Once you find a wand of cloning, you could clone the stat potions. However, I think that in early game, every point can make a difference, so I'd drink it.

wizard44 wrote
The only piece of body armor I found was a broken steel chain mail that causes stat penalties when worn. Is it still better than no armor, assuming I do not find an alternative?

UT3 tends to be dangerous, so small stat penalties are probably better than no armor.

wizard44 wrote
I think the plan is to train unarmed training to at least 6 by fighting plants in the third level of the underwater tunnels, but how can I get enough food to become bloated and apply the vomit tactic to win the fight? Should I spend the gold at the New Attam store for this task?

Yeah, you will need to buy some bananas from the store.
Posted by red_kangaroo, Nov 3, 2019 at 1:47 pm
boneyman46 wrote
stopped a kamikaze dwarf by getting him one square from me and then charming him

That's pretty badass!

And horn of healing is strong. There's a reason why it's rare, very heavy and has a long cooldown.
Posted by red_kangaroo, Nov 3, 2019 at 1:43 pm
Wow, that's a pretty impressive track record!

Is the Loss mode in Elona the one with permadeath? If so, you're a madman. I enjoyed Elona for a while, but could never bring myself to try it with permadeath.

Ischaldirh wrote
wizard44 wrote
Do monsters pursue you if you go up or down levels? The way that monsters pursued me in games like Brogue when you went up the stairs often led to some pretty cheap deaths there.

To specify, they will follow you if they are near you while you go up the stairs, like in NetHack, but won't follow after you later like in Brogue.

wizard44 wrote
Which pieces of weapons and armor should I look for in the early game? I heard that large swords like longswords and arcanite alloys for armor are the best option. Or should I look for something else?

Equipment in IVAN is often about trade-offs. Plate mail offers exceptional Armor Value, but penalizes your Dex and Agi. Chain mail is the middle ground, while cloth/leather armor gives less AV, but with no stat penalties. Similarly heavy weapons will be more damaging but less accurate, and light weapon will do less damage, but strike much more often.

Dual wielding is strong, as it gives you two attacks and two block chances. Two-handed weapons, on the other hand, have much higher damage. I personally also think that shields are quite viable nowadays, as they give you a boost in AV and a high block chance.

wizard44 wrote
Should I train my character in any way before doing the underwater tunnels? I heard that a tactic called banana kicking is not a valid training option.

You should be fine with no exploits or grinding.

If you find any bottle of can with ommel stuff inside, drink it for sweet stat boosts.

wizard44 wrote
Is there a way to export your character’s stats in a readable format for other players to consult like you can in Dungeon Crawl: Stone Soup or Angband?

Sorry, not yet. It's been sitting in my TODO list for a long time...

wizard44 wrote
Any other tips are appreciated!

Unlike in other roguelikes, you total HP is not that important to keep track of. You can have your head cut off while your HP are still high if only your head is damaged. Have a look at the body part mannequin in upper right for color changes: bright red means the limb is dangerously damaged, striped grey means it's likely to be destroyed if you don't do something about it right now.

It's good to have either fire resistance, searching or levitation as you go to the Gloomy Cave.

Golems are often more dangerous than they look, but they tend to be slow and cannot see invisible.

Explosions and some monster attacks can break wands, and wand explode with their corresponding effect when broken. It's better to have all but your emergency wands stashed in a small chest, as a cascade of exploding wands can cause a sudden YASD.

Have a look through the starting village and later Attnam, you might find some useful NPCs.
Posted by red_kangaroo, Oct 29, 2019 at 3:16 pm
Cecillian wrote
As a directionless noob in this game, I want to understand the game plans of some more seasoned veterans. Once you guys get to the GCs, what are some things that you always do/things you look out for? As of now, I have not yet reached the bottom of the GCs, and nearly all of past deaths have been from random ass golems made from strong materials one shotting me.

I might not be the best to answer this because I tend to die often too, but...

* Don't try to kill everything. Run from anything scary, or teleport/web it with a wand and then run away.
* Don't try to melee everything. Zap wands at dangerous monsters. Also zap wands at annoying monsters (sirens...)
* Always have a wand of teleportation ready in your inventory. It will save your life when you get cornered or critted.
* Always stash additional wands into a chest, or they will explode in your face.
* Don't stay in a fight if any of your body parts becomes bright red. Run/teleport away and heal, then return to finish the job. It's better to "waste" some healing/teleportation than to die.
* Golems are tough, but don't see invisible. Use your wands of invisibility. They are also slow. Use run command, then hit them once, move away and wait until they step next to you, rinse and repeat. With enough Agi, they won't even get a hit in.
* Sometimes it's better to just teleport past Enner and leave him be. Also ghosts are immune to Enner screams, so you could polymorph into one.
* Zombie level is much easier with invisibility.
* Mystic dark frogs must be killed as fast as possible, just teleport to them and zap them.
* Never ever let Elpuri to touch you.

Cecillian wrote
Additionally, I happened upon not one, but two scrolls of body switch. From what I gleaned, it seems to be pretty damn powerful, but I'm not sure what I should morph into, if at all right now. Any insights towards how to maximize the scroll's potential would be much appreciated.

The scroll uses the same check as a scroll of taming, so you can possess same creatures that you could tame. That means uniques are immune, but otherwise with higher Cha you can become nearly anything.

If you get it early, you might want to possess something with high Int, so that it's easier to harden/change materials and so that you can train your Int higher. Otherwise all mistresses make good bodies, because they have high stats, but are not that hard to tame.

Don't possess animals. They can't read and some can't even open doors.
Posted by red_kangaroo, Oct 23, 2019 at 12:00 pm
chaostrom wrote
We could take things a step further by having self-learning AI. If a bear survives drinking poison, it'll avoid future bottles of poison. If a goblin waving a wand around survives it breaking in its hand, it tries zapping the next one it comes across.

Machine intelligence for IVAN.

I agree that should we allow more mobs to use wands, we need to be very careful with balance. Tying wand use to Int sounds good. Maybe the higher a monster's Int, the more often can their AI use a wand?
Posted by red_kangaroo, Oct 19, 2019 at 4:14 am
Ischaldirh wrote
Could IVAN bats behave similarly?

I actually just recently tried to replicate this behaviour in my dev branch. We'll see if it turns out OK.

But in general, I'd be for some improvements to enemy AI and them being more smart in combat. Of course, we need to make sure they're not so smart it becomes too hard for the player.

Some other improvements off the top of my head:
* When there's space, mobs should try to encircle the player and not stand in a line and wait for their turn to be murdered.
* Some A* pathfinding would be great.
* Once we have throwing mobs or ranged weapons, shoot-and-run mob would be nice, as you mentioned.
* Mobs picking up and using wands. Some already can use wands, but they won't pick them up, AFAIK. This needs to be carefully balanced, because wands are deadly and we don't want kobolds in UT1 blowing the player to smithereens.
* Mobs picking up potions and waiting to sip them when they're hurt. Now they just drink them when they find them.
Posted by red_kangaroo, Oct 17, 2019 at 1:07 am
TheMasterGear wrote
We actually got stuck on the tutorial for compiling as it's way outdated and now uses CPP files instead of O files, or the files would say they were invalid. It would help if you can tell us how to compile the source code correctly. : )

The INSTALL should hopefully be up to date.

Depending on your OS, on Linux compiling is quite easy (that's what I'm using). There were also saome threads about using Visual Studio on Windows and about compiling on Mac.

TheMasterGear wrote
Yep, I gave him that too. Oddly there doesn't seem to be real night vision in the game. Infravision only sees hot things, not making the lighting look much brighter, which is how night vision would work.

Darkness is scary, as it should be.

If you want to circumvent this, you could give the player some emitation (ie. make the player glow ). That will simulate night vision, as there will be alaways at least a bit of light to see by.

TheMasterGear wrote
So the wiki page here is wrong?


Looking at the code, I can only see weapon skill, move ease (burden state), Dex and Per contribute to thrown to hit (see item.cpp line 160). So yeah, no throwing skill involved.

Oh, BTW, I noticed that your Perception is already used for searching, so you do get better at searching with higher Perception.
Posted by red_kangaroo, Oct 16, 2019 at 12:53 pm
I was wondering if we have any pixel artist here that would be willing to help? I'm currently working on a new quest that will add a few new locations and other stuff, none of which has a sprite yet, and my artistic skills are, well... limited would be an overestimation.

What I would like:

* A mighty seaside castle of a king.
* A small camp (several tents, probably).
* A ruined castle/fort.
* A cave entrance.
* A pyramid.
* A small fortress/tower.
* A ship - the player will get a ship to sail the ocean and I would like to change the sprite while onboard.

And the black market could probably use a better sprite.

BTW, if anyone wants to have a look at the very WIP branch:

Posted by red_kangaroo, Oct 16, 2019 at 12:44 pm
IDK why people keep saying armour of great health is a trap, I'm using it quite often. Its AV got buffed a bit, I think, and the extra HP is quite worth it, IMHO.

Metal gloves and boots give much, much more AV for the same Intelligence requirement as cloth. It's not a trap, but a choice: take hit to attributes for high AV, or take lower AV for no attribute hit.

The disappearing valpurium sword, well...
Posted by red_kangaroo, Oct 16, 2019 at 12:17 pm
MrMagolor wrote
I feel like having "traps" by the devs is really poor game design.

What gear do you feel is a trap? There was already some rebalancing of various items to make more play styles possible and to have no useless gear.