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Posted by red_kangaroo, Oct 14, 2019 at 10:41 am
MrMagolor wrote
I feel like getting that map could be a high-level reward for Mellis.

It's already quite easy to purchase it in a dungeon shop.
Posted by red_kangaroo, Oct 14, 2019 at 10:22 am
MrMagolor wrote
How do I deal with GC7? I mean, outside of getting an amulet of dimensional protection there seems to be no way to prevent the mystic dark frog(s) from teleporting your items.

Similarly to Enner, haste yourself, teleport to the frog and blast it with an offensive wand. Not safe by any means, but it works.
Posted by red_kangaroo, Oct 11, 2019 at 2:49 pm
capristo wrote
Is it possible to train mana yet?

Yep, magic items train Mana, so using horns etc. will eventually increase your Mana.
Posted by red_kangaroo, Oct 11, 2019 at 10:34 am
capristo wrote
Didn’t know mana helped lower the cool down period for magic items, cool!

That's pretty new, I think it was added in 0.55
Posted by red_kangaroo, Oct 11, 2019 at 9:24 am
Sorry about the really late reply!

TheMasterGear wrote
Yes, I gave him regeneration, I wasn't so sure about searching due to the search material query pop-up every once in a while.

It seems that you have mixed up SEARCHING and DETECTING. Searching helps you spot traps as it automatically searches your surroundings every turn. Detecting lets you detect material from time to time.

As a cat-man, he might also appreciate INFRA_VISION.

TheMasterGear wrote
Could they work if they were coded the same as the wand of striking?

The problem is that wands basically just "throw damage" in a single direction and don't need to care about anything else, it's basically an energy attack. Ranged weapons would need to take into account both the launcher and the projectile (their material and other values), which might be a bit tricky, and then move the projectile in given direction, maybe give a chance to block the attack, and finally drop the projectile where it hits something.

TheMasterGear wrote
Forgive me, but that was a mistake. What I meant was if the throwing skill is displayed in-game menus, or if that skill is hidden or still unimplemented.

I think throwing uses the weapon skill, ie. thrown dagger would use Small Swords, just as wielded dagger.

TheMasterGear wrote
I'm not sure what you mean by a cool down? That it's a faster turn speed to use magic items? Or that the wand can recharge?

Wands don't have cooldown, only magic items like the horns or magic whistle do. They can only be used once in a while, and high Mana makes this while significantly shorter. Mana currently does nothing for wands.

TheMasterGear wrote
To my understanding, the Gods that are farther from the morality of the God you befriended will grow equally more hateful.

Yes, but that has nothing to do with Wisdom. Praying to a god always makes other gods of different morality a bit angry.

Maybe high Wisdom could decrease the amount by which other gods get angry, though.

TheMasterGear wrote
Then the effect of (ElectricityResistance = 50; ) to the material work?

ElectricityResistance is basically a magical enchantment of the item protecting the wearer. Material does not grant any resistances to the player right now, but some materials make the item resistant to damage (eg. stone item won't burn, but it won't protect the player from fire damage).

TheMasterGear wrote
It has to, I did a test with fire resistance and shot oil lanterns with the Holy Banana of Oily Orpiv with over 100 resistance, regardless of if I used rings, cloak, or amulet, I would die or survive with 7 Hp every time.
[/quote]

Resistances have diminishing returns, but no real cap. You'd just need to pile even more resistance on to decrease the damage further, I think.
Posted by red_kangaroo, Oct 4, 2019 at 1:59 pm
Batman? wrote
If you zap a wand of Resurrection at yourself while poly'd into a ghost you should be permanently transformed into a living version of that creature

Posted by red_kangaroo, Oct 1, 2019 at 7:59 am
stoovan wrote
So if I polymorphed into the ghost of something else, does that mean I'm actually dead or am I turned into something that is dead.

You're just polymorphed. You will return to your normal form eventually.
Posted by red_kangaroo, Sep 30, 2019 at 12:05 pm
A new dev emerges, perhaps?

If you haven't seen it already, this is pretty useful.

TheMasterGear wrote
I'm not sure if this is indeed the case with the formulas, but this makes his character not work as he wants a cat-man rouge that doesn't use armor.

Armor is really, really important in IVAN, so no armour at all would be pretty hard to pull off, but a cool challenge. I would give yourself at least searching and regeneration permanent status effects, they could make no armor run much easier.

TheMasterGear wrote
* How hard is it to add new creatures or humanoids to the game?

Can you compile the code? If yes, then have a look at human.cpp and nonhuman.cpp, there you can define new creatures. If not, then you'll need to add creatures as variations to already existing types (like there is base kobold and then variant kobold warrior etc.)

TheMasterGear wrote
* How do my sprites look? If you like them, would you have any requests?

Pretty cool! New sprites for the game would definitely be welcome. I Might ask you for some location sprites, if you're willing.

TheMasterGear wrote
* I also want to change the gloves and boots to cover the whole arms shoulders and legs instead. For the belts, I wanted to change them to a piece of armor that covers their groin.

Do you mean sprites or code? Gloves/boots/belts already protect your arms/legs/groin, respectively.

TheMasterGear wrote
* I think full helms should decrease Perception significantly, about ninety percent or less.

That idea is a TODO for a long time, and still unimplemented.

TheMasterGear wrote
* I want to make armor much realistic by having much higher DV and has a more significant stat penalty. In turn, I want weapons and material hardness to matter much more when dealing with blocking damage: for example, a steel sword cutting through copper armor after a few solid hits.
* I also want these three damage types.
1. Slashing does the most damage, but it's weak vs. all armor.
2. Stabbing works well vs. flexible armor but not rigid armor.
3. Crushing/blunt works well vs. all armor, less so to rigid and least to padded armor. This damage would be the only way to knock out a full plated enemy and go in for the kill with a knife stab.

I would be careful about balance. Armor is already very strong and balancing weapons vs armor precarious. Good luck.

TheMasterGear wrote
* I saw a bow in the sprite folder, how hard would it be to add bows to the game?

There is no code for ranged weapons yet, so that would need to be added.

TheMasterGear wrote
* If throwing is a skill, is it displaced in the game?

I'm not sure I understand?

TheMasterGear wrote
* Perception should be better at spotting traps and at some point, should always succeed.

Perception definitely could help with spotting traps, but I don't think there should be a level where it always succeeds. I always liked diminishing returns more than hard caps, but that's me.

TheMasterGear wrote
* Does Mana stat make wands, holy books, or scrolls last longer?

Right now, it lets you use magic items (those with cooldown) more often.

TheMasterGear wrote
* It would be cool if the player size and weight could change at the start or during the gameplay.

Yes.

TheMasterGear wrote
* Wisdom seems rather useless to me if it makes the gods hate you faster at higher levels of Wisdom. Also, I think Wisdom should do more than what it does.

IDK if it makes the gods hate you faster. Wisdom greatly shortens the prayer timeout and increases power of prayers (damage of Legifer's explosion etc.)

TheMasterGear wrote
* There's no rubber/insulators in the material list; it would be good for boots to make lighting magic not so dangerous.

There is rubber, it just doesn't do anything against electricity yet.

TheMasterGear wrote
* I don't think magic resistance should cap out.

I don't think it does?

TheMasterGear wrote
* For the overworld much like Zelda II. I think what would be cool if on each title you could explore a randomly generated environment based on the if it forset, grass, sand, or snow. That way, the player doesn't starve when they're out in the wild and wandering the world would have more of a point to it.

Yes, yes, yes.

TheMasterGear wrote
* While normal axes aren't the best weapons in IRL, they could be suitable for applying to cut through wood walls and chop down trees.

That would be nice, yeah.
Posted by red_kangaroo, Sep 30, 2019 at 11:38 am
Batman? wrote
Where is it? I loaded the latest released and explored the entire map in wizmode and haven't found it. Is there an in-game trigger to get it to spawn?

Black market can be accessed after reading a map of black market. I have no idea why it won't appear when you reveal the map in wizmode, so I will check and try to fix it, but in the meantime try wishing for the map.
Posted by red_kangaroo, Sep 25, 2019 at 11:12 am
Yay!

Announced on RogueBasin and IVAN Discord.