Search Results
Searched for posts by red_kangaroo in all forums

Showing results 211 - 220 out of 677 total
Modify your search
Posted by red_kangaroo, Nov 22, 2018 at 6:33 am
badbeaver wrote

BTW, how was your fight with the ghost of Xinroch? Hard enough/too weak?

Ischaldirh wrote
Maybe some alternative super-hard semi-optional room with level-wide implications?

Maybe we could add a room of mind worms? Or add more dark mages and mystic dark frogs to the tactical level?
Posted by red_kangaroo, Nov 21, 2018 at 12:23 pm
Anyone knows where could I find the code that governs naming of golems?

I'm trying to add material softening, including being ablt to zap a golem to soften its material. That works fine, but while I can update thier appearance, I didn't find where to update their name to reflect their new material.
Posted by red_kangaroo, Nov 21, 2018 at 6:25 am
badbeaver wrote
Is this intentional?

You mean whether blink dogs should summon more of themselves? Yeah, that's intentional. There's a limit, just like with mushrooms.
Posted by red_kangaroo, Nov 19, 2018 at 2:02 pm
badbeaver wrote
I beat the Tomb of Xinroch! And it was hell. But fun hell. Also, it turns out that it gives the same score multiplier as the High Priest ending, which is a bit odd. My score is also nowhere close to beating the high score, but... I guess I got the highest score out of the people who beat TX. Gotta start somewhere, right?

Wow, that was quick! Good job.
Posted by red_kangaroo, Nov 19, 2018 at 12:21 pm
badbeaver wrote
It is impossible to change materials of artifacts, right?

I made that change a while back, and then reverted it when people were concerned about artifacts falling behind in power compared to normal weapons that can be upgraded to eg. adamant. So right now, most artifacts can be material-changed, barring a few that would have some properties broken by having their material changed.

I still think it would be more interesting if artifacts had immutable materials and their powers came more from their special effects, though.
Posted by red_kangaroo, Nov 19, 2018 at 12:12 pm
I did.

Also in the first picture, isn't that the remains of the kamikaze dwarf on that island? Maybe something like a gas trap spawned on his island and he died before you even saw him?
Posted by red_kangaroo, Nov 18, 2018 at 11:13 am
Hi dirtydingusmagee and welcome to the forums!

You are more than welcome to contribute in any way you want.

dirtydingusmagee wrote
It would be nice if there was some sort of counter to mustard gas, that is usually what kills my early GC characters before I have enough endurance to survive, even while r'u"nning out of the gas. As long as I have more END it's fine, but its tough at the very beginning of GC. Acid resistance does not seem to protect against them, and I think it probably should.

I'd be hesitant to nerf mustard gas, as there are already mutliple ways to counter it. Gas immunity preotects from it completely, you can newly 'T'aste healing liquid to heal only a few hp, effectively countering the DoT of mustard gas with only one or two bottles of healing liquid, searching or levitation makes you not trigger the traps in the first place, plus there's regeneration, polymorph etc.

Acid resistance is also too readily available, IMHO, and the original devs made mustard gas use a non-acid damage for a reason - it should be scary. Think about how dangerous landmines are, and how you can best survive them by not triggering them - that's how you should treat mustard gas.

dirtydingusmagee wrote
I think maybe refining some game mechanics to encourage less grinding might be a good idea, like how you can pick what skills you train in dungeon crawl as you descend deeper, so grinding isn't really viable. Another idea would have standard leveling like in most RPGs. with the choice of what stats you upgrade when you level up.

No, just no. IVAN is awsome and unique in how smoothly and naturally it integrates gaining power to normal gameplay. Level-ups would be completely out of place in IVAN. The same goes for training skills - in DCSS, you can fight with spears, but train axes, because that's what you picked to train... Really?

If you're concerned about grinding, think about it like that - grinding by definition quickly becomes boring, tedious and not worth it in the long run. Let the few players who want to be bored do what they want to do, but the rest will play normally. Thus grinding is not really a problem.

dirtydingusmagee wrote
I'm not sure if this one is a good idea but it would discourage more grinding: in DCSS shops don't buy anything, they only take gold. This way there is no use for hauling a bunch of trash items for gold.

That may work in DCSS, but IVAN is designed around finding valuables (gems, treasure) in the dungeons and selling it for gold. There is no other way to gain gold, so you must be able to sell stuff.

dirtydingusmagee wrote
Another feature from Dungeon Crawl that I didn't realize I needed until I played it is the "ctrl f and g" functions. Ctrl F in Dungeon Crawl is a 'find' command where you can search for any type of item you've come across thus far, really useful after you've descended a couple levels. Ctrl G is the 'go' command, you can specify what level you want to go to and your character will walk there.

Yeah, that would be great.

dirtydingusmagee wrote
I have no idea how we would do this, but it would be cool to have a more reliable way to win with more skill at the game. I've only won by delivering Elpuri's head twice and it was a combination of playing this game for a long time and also just blind luck. Take this with a grain of salt, I'm sure people on this board have a lot more/lot more difficult wins. Obviously this tweak would still ideally keep IVAN extremely hard to win. I'll think about this one and see if I can flesh out this idea some more.

But skill already let's you win much more reliably! You probably already can easily get through the UT, and you couldn't do that when you started playing. GC or TX just needs different tactics to reliably plough through, and some poeple on the forums (JoKe or Serin-Delaunay) seem to be able to win nearly any game.

But yeah, it takes some time to get from blind luck wins to pure skill wins. I'm not even close in skill to be able to win the game without some luck.
Posted by red_kangaroo, Nov 17, 2018 at 11:10 am
chaostrom wrote
Hm? I thought the requirements were wearing the shirt and being champion of Valpurus. Am I misremembering?

I think you also need a proof of slaying Petrus, ie. his nut.
Posted by red_kangaroo, Nov 16, 2018 at 2:25 am
chaostrom wrote
Might be a good idea to put something in-game that lets players know the nut and the shirt are incompatible to avoid this in future.

I think the check is in place to prevent players from accidentally getting a Chaos ending when they already have both the nut and the shirt required for a High Priest ending, so they are not actually incompatible.

badbeaver wrote
I just realized that I will have to complete the Tomb of Xinroch in order to even have a chance to beat that score... That place gives me the creeps...

Don't worry, it's gonna be !!!FUN!!!. (And good luck.)
Posted by red_kangaroo, Nov 8, 2018 at 12:46 pm
Hm, do you have it in open inventory?