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Posted by vasiliy, Mar 15 at 11:18 pm
build 600316 released!
brief changelog:

* merged "take" and "put" actions for containers (use Tab to switch between take & put lists).
* it is now possible to buy a strong-box from a smith.
* it is now possible to add notes to inventory items (press '!').
* monsters will eat up to satiated state, not to bloated (except dogs, dogs are stupid).
* eating will prompt on satiated level, and then on overfed. because you need quite a fast reaction to stop eating on satiated, and last time i checked IVAN wasn't an arcade game.
* fixed bug with "w" and "W" commands: refusing to wield unusable weapon won't restore previous wielded weapon.
* better pray UI: aligned text, added info about diety relation to the player.
* Merka and his guards should attack monsters which attack the player.
* Attnam will not immediately turn hostile when you attack somebody. it now works more logically: attacking citizens will alert guards, killing some guards will alert temple guards, and so on.
* better handling of Petrus' wives #3 and #7. (imprisoned one may join, she won't leave Attnam without another one, etc.)
* it is now possible to turn on minimap on position questions.
* removed "no vomit in wilderness when poisoned" cheat. sorry.
* varios fixes, big and small.
Posted by vasiliy, Mar 15 at 6:29 am
added scary animated bat to the start menu (as a cursor). homage to ZX Spectrum "Phantomas" game.
Posted by vasiliy, Mar 14 at 7:11 pm
also, i see no reason to keep the internal gfx buffer representation as 16-bit color bitmap. so i started the work to use 24-bit (actually, 32-bit) gfx buffer instead. yes, this will double RAM required for GFX, and RAM bandwidth, but 'cmon! today we can afford rendering 800x600 screen in 32 bit color mode.

also, this will eliminate all direct color manipulations from the source, so switching to another color representation (back to 16, for example) would be much easier.
Posted by vasiliy, Mar 14 at 3:56 pm
sorry, friends, but i removed "cannot vomit in overworld" exploit. there is no reason to eat the spider and go away anymore: all penalties will be the same. now i myself have to stop doing it.

trivia: the engine fully supports vomiting on the world map. it was blocked because "vomit in direction" code cannot find the direction there — but it doesn't matter anyway.

btw, monsters don't like items covered with vomit. they will equip 'em, but will not run to them. so you can vomit on that armor or weapon, and quickly run to the next level. this is not intended, just a side effect: squares with acidious liquid are considered "dangerous", and finder AI code ignores items in dangerous squares.
Posted by vasiliy, Mar 13 at 7:06 am
red_kangaroo wrote
Idea: Applying the radio will first detect all other radios (and thus guards) on the level, and only then will the unauthorised access be detected.
i'm not sure here. my idea is that the radio is locked on the specific user. any attempt to use it should pass "user authencity check" first, and it should be the user radio is "locked on", not just some guard. that's why it detects unauthorized access without even connecting to the network.

p.s.: but maybe i'll change it to your idea, it looks more interesting. the player might want to activate the radio regardless of bad effects to get some intel info. SPOILER ALERT. Click here to see text.
also, explosion is prolly way too strong. i haven't considered the number of radios in Attnam.
Posted by vasiliy, Mar 13 at 6:29 am
p.s.: there is `WeightIsIrrelevant()` method for items, which returns `true` for lumps, stones and sticks. quick fix is to remove that method (or return `false` instead of `true`. this will turn off "wrong" piling.
Posted by vasiliy, Mar 13 at 6:22 am
hard to notice, tho: boots, gauntlets, bottles, cans — they all pilled only if all items in the pile are exactly the same. i think that only stones and lumps are pilled regardless of their volume. the easier fix is to disable piling for them — this will clutter the inventory, but the other code will work as expected.
Posted by vasiliy, Mar 13 at 6:11 am
red_kangaroo wrote
BTW, will this not override their default inventory? It's just a lantern, but it looks nice as the patrol guards moves around.
ooooh! thank you! i totally forgot that it is possible to set default inventory for characters. and of course i tested it with "see all map" cheat, so never noticed. you are right, i should implement a way to add items to their inventory, not fully override it. or maybe just put the radio to default inventory, assuming that all official guards should have it (which was the original idea anyway).
Posted by vasiliy, Mar 13 at 6:07 am
red_kangaroo wrote
Maybe make them "acidous" but with fire damage instead of acid damage?
interesting idea! i haven't thought about that. this will require a new property (easy), and some new code (which i don't know where to add yet), but it is definitely better than my current workaround.

red_kangaroo wrote
Sticky notes on items are wonderful!
thanks!


red_kangaroo wrote
Ooooh! This would work great in TX's priestess room, I think. She is non-hostile and has several guards in her room.
yeah. in k8I it is now possible to make interesting team configs. for example, shop guards and the shopkeeper need not to be in the same team anymore. guards could be set as "protective" for the shopkeeper team instead. this way, if you'll attack the shopkeeper, guards will protect him. but if you'll attack the guard, the shopkeeper may actually wait until you kill one of them before joining the party. i will prolly change Merka config to this, it looks more logical for me. i.e. why the shopkeeper should do the work he is paying his guards for? but if some guard is killed, it is prolly "emergency situation", so there is some sense to help them.

red_kangaroo wrote
Anvitas is from CLIVAN.
yeah, i found it later. when i started k8I, i merged everything from CLIVAN, but Anvitas is not used anywhere, and prolly way too strong to spawn by itself, so i've never seen it. it was… frightening. it also ruined my experiment by slaying all guards in no time.
Posted by vasiliy, Mar 13 at 5:05 am
actually, you can exploit the bug for your advantage: try to have the most expensive item first, and then you'll get more money than it should be possible!