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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.
Posted by red_kangaroo, Aug 29, 2016 at 5:21 pm
fejoa wrote
Yes definitely!

Yay!

fejoa wrote
This last one is crazy good.

It must be an endgame artifact, because it will be overpowered no matter what.


For the victories,
SPOILER ALERT. Click here to see text.
I think freedom can be granted for the Skull of Xinroch, it has nice analogy with the current freedom ending - head of a monster endangering Attnam for your freedom.

For knighthood ending, I'll take the liberty of quoting myself.
red_kangaroo wrote
Knighthood-tier could use the avatar of Valpurus laying on the other throne in the Cathedral. You would need to steal it (angering Attnam) and offer it at a High Altar of Mortifer deep within Tome of Xinroch, to receive a blessing of Mortifer, which would result in "corrupted avatar of Vapurus" and you would win by using it upon the altar in the Cathedral converting the High Altar of Valpurus to Mortifer, who would promptly rain death and sorrow upon all surviving Attnamese?

Normal knighthood is harder than freedom, but doesn't make you fight Petrus and the whole Attnam. This ending would make the whole Attnam angry, but if you are quick and clever, you still don't need to fight them and Mortifer will kill off everyone once you negate the protection of Valpurus over Attnam.

That would make it easier than Chaos and High Priest endings (no need to kill Petrus), but harder than freedom (you are cut off Attnam and all its shops and repairs, plus need to return).
Posted by red_kangaroo, Aug 29, 2016 at 5:06 pm
Serin-Delaunay wrote
Yes. But if you can't levitate then you don't want to revert to your true form while you're swimming!

Another reason we need amulet of unchanging.
Posted by red_kangaroo, Aug 26, 2016 at 11:44 am
BTW, will the maze floor generator be included in the next release?

EDIT:

Thinking about another special floor that might be found here:

##############################
#####....##...5###############
####......#.#.##..############
####..6...+.#..+..+....#######
####......######4.#....#######
#####....##...##..#..3.#######
#####.####.....####....#######
#####+#<)+..1..+.2+....#######
#####.####.....###############
##.......##...##.......#######
#.........######..9.9..#######
#...7..7..#....+.......#######
#.........+..8.#..9..9.+.#####
##.......##....#.......#A#####
########################.#####
#........#.........#.###+###.#
#........#.C.C.C...###.....###
#........#.........#..B...B..#
#..D..D..+.C.C.C...+.........#
#........#.........#.........#
#..D..D..#.C.C.C...###.....###
#........#.........###########
#........#####################
##+#######....################
##.......+..E.+>##############
##########....################
##############################

.: room floor
#: adamant wall
+: locked octiron door
<: up staircase
>: down staircase
): octagonal key
1-9, A-E: monsters

Basically, the player has to fight through a series of rooms, each with a stonger mosnter than the room before. All the doors are locked with an octagonal lock, making it more or less the player's choice when he will tackle each.

EDIT 2: (Last one, I swear!)

Thinking about the several forms of Xinroch the player will meet, what if we base it a bit on Egyptian concept of body and soul? Basically, everyone has several parts or types of souls and the player could battle all pieces of dead Xinroch.

Skeleton of Xinroch
The current Xinroch, is he didn't appear elsewhere yet. Melee fighter type.

Shadow of Xinroch
His sheut, could be quite weak, but with huge Dex and Agi, making him quick and capable of criticals. Can also walk through walls.

Spirit of Xinroch
His ba, probably should be spellcaster for a change. Can walk through walls.

Soul of Xinroch
His ka and the final boss. Warrior-wizard, because casters in IVAN are powerful and combining magic and melee prowess could be lethal and !!Fun!!. Can walk through walls and might even teleport.

I was also thinking about an artifact cloak "Shadow Veil" found in this dungeon (and non-wishable). It would grant no AV, but ethereal status (as ghosts have), letting the player walk through walls.
Posted by red_kangaroo, Aug 26, 2016 at 11:36 am
fejoa wrote
Say red, what happens if you make Mr. Enner able to swim?

It's definitely possible to let him swim, he'll catch you slightly faster, taking the straight way rather than walking over the bridge. However, you guys think spawning him in a set place makes him too much of a predictable threat, we might leave the river as is, only make Enner spawn randomly anywhere on the level.

Thoughts?

chaostrom wrote
As stated above, the player learning to swim is redundant right now. That said, I can see some potential in letting the player swim if we make underwater levels possible, with diving/surfacing acting as descend/ascend stairs.

That would be awsome! If we're adding new dungeons in the future, underwater dungeon would definitely be a nice niche.

It would also be nice to have a drowning system rather than instadeath whenever you touch water pool. You could still sink like an anvil if you don't know how to swim, but giving the player eg. End-based number of turns to save himself as he slowly drowns sounds fair.
Posted by red_kangaroo, Aug 20, 2016 at 3:46 am
The bridge cannot be destroyed, it's a part of the floor which is indestructible as of now.

Enner should wander around, so it's not exactly in the same place every game. Let's see whether it will make him easier to defeat, because that's not something I was aiming for.