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Posted by vasiliy, Feb 28 at 3:40 am
lol. forgot some checks, so shopkeeper bought half of the shop from himself. he has money, and he is allowed to take shop items… bingo!
Posted by vasiliy, Feb 28 at 2:01 am
another thing that annoys me a lot: monsters not hunting for good equipment. it's fun to see that the monster could equip something if it stepped on the square with random movement, but it will never go for food or gear even if it sees it.

i'm trying to change that: in monster random movement AI, the monster should check if it sees something interesting, and go there. so if it sees some good gear — the monster will go there and pick it up. if it sees some food, it will go and eat. doing so in random movement code will not disrupt other AI activities, and will make monsters more intelligent. also, there will be more reasons to not throw away good gear — monsters will definitely pick it up if they'll see it.

but i will prolly block all monsters except bunnies from going for carrots, otherwise there would be almost no chance for a carrot to survive.

in the future, some very intelligent monsters might remember where they seen some gear, and go there if they managed to lost their current gear.
Posted by vasiliy, Feb 28 at 1:52 am
chaostrom wrote
I'm not so sure about tying stealth kills to just sound though. I mean sure, it's kinda ridiculous how the entire town instantly knows the moment you attack someone, but managing a stealth kill in plain sight of someone else not triggering a hostile reaction seems just as silly.
yeah, i haven't made myself clear, sorry. of course, i mean that nobody should see you too. it is "nobody can see you, nobody can hear you" situation.

also, that "instant knowledge" should not be instant too. the witness should scream, and other teammates will hear that scream, and scream too. so if you managed to kill several people in a distant cabin fast enough, you're clear.
Posted by vasiliy, Feb 28 at 12:21 am
more stupid ideas: sound propagation and stealth kills.

the idea is that the monsters should be attracted by the sound of battle. the sound should propagate with some floodfill algorithm, not with simple range checks. this way, fighting in a room with all doors closed will muffle the sound, so less monsters will hear it.

also, this opens the way to stealth kills. if PC will use a dagger, for example, and kill somebody in a closed room without windows, and there are no other team members inside, and it was insta-kill — other team members will not turn hostile. i.e. nobody heard anything, nobody seen anything, no reason for hostility. this might be a special kind of attack with increased crit chance, but with heavier retallation too. not very useful mechanic as of now, but could be useful for new quests.


just to make myself clear: i am throwing ideas here, but i don't know when, or even if they will be implemented. most of them are in issue tracker, so i can choose some idea to work on if i feel it. also, i want to get some feedback on the ideas too. of course, it is hard to say something without a way of trying the thing in the game, but… you might spot see something i missed (like hiccups effect for praying, for example), or suggest some way to improve things. it is about 7 or so active people here, i believe, and this is the ideal number for such kind of development.
Posted by vasiliy, Feb 27 at 11:44 pm
the static picture. here, the skeleton attacks the player. attacker is white, victim is red. when the player attacks somebody, the player is not flashing — because it is annoying, and you know that you just attacked. also, this way it is easier to see that you are being attacked.

also, i restored screenshot keybind, so no more x2 screenshots.
Posted by vasiliy, Feb 27 at 5:12 am
added "attack flash": fighting monsters will flash for a while (they will be rendered with a solid color). i think that it is funnier than vanilla icons. if the player attacks a monster, only monster will flash. if the monster attacks the player, the player will flash too, in a different color. this way it is quite clear who attacked who.

i am not fully happy with the implementation (and 32x32 monsters are not flashing properly yet), but most of the time it works. it's hard to show the animation, so wait for the new build and check by yourself.

thanks to vanilla for the idea, btw.
Posted by vasiliy, Feb 27 at 12:42 am
experimenting shows that update rate 100 feels way more like IVAN. the game is both more interesting (new monsters appears earlier), and harder. still fair, though. somehow i feel that 50-60 will be even better. that is, i feel like i'm playing real IVAN again — the game which doesn't forgive lazyness and unawareness, doesn't forgive mindless rushing. i am now dying in UT again… which is good. because i used to go through UT in "brains off" mode. it was 1 death per 5-8 success runs to Attnam. now its 3-4 death to 1 success (and mostly because i'm not thinking good enough). yay.

i recommend the same change to vanilla: make IVAN gre… em… bad motto.


p.s.: this may help with low-level golem infestation on UT too. fast golem recalculation should quickly move most weak golems out of the list. vanilla has even more golems (i disabled golems for most new materials), so vanilla update rate is even slower, i believe.

also, for some reason the game doesn't update the list in wilderness. i don't understand why. i will prolly remove that condition (updater doesn't need "real map", i believe).
Posted by vasiliy, Feb 26 at 10:45 pm
so i implemented "fixed rate updates". it seems to affect UT difficulty a little, but it is hard to say for sure. anyway, i am trying to find a good rate. the old was 870 (this is the total number of all possible monsters), but i thing that something around 200 should be better.

yet it is really hard to tell if this matters much. i've seen sirens in UT several times with powerful gear (lucky me . this is prolly right, because IVAN shouldn't be easy, and UT was way too easy. yet the more you play, the less effect update rate has — mostly because you're sticking to your gears. so i will prolly make updates even faster (150, or even 100).
Posted by vasiliy, Feb 26 at 7:19 pm
by the way… i believe that we made the game less "adaptive" with all new golems and such. `game::CalculateNextDanger ()` updates danger map one monster config at a time. this was prolly done to speed up the game (the updater is called on each turn), but i don't think that it matters much today. yet more monsters means slower danger map recalculation, and hence slower "spawn autoleveling".

this may not be a problem, but i think that we should make updates a little faster. i tried to update all monster configs at a time instead. this mostly processes all zombies, skeletons and golems in one step, so full update is ~150 turns instead of ~600. let's see how this will affect the game.

maybe we should switch to "fixed update rate" instead, so added monsters will not matter anymore. i.e. let's say that the whole danger map should be updated in 100 turns, and process enough monsters on each step. or maybe update the whole danger map on each turn, but smooth the changes, so all monsters will be updated, but not with a sudden bumps.

this needs more investigation, because i don't fully understand how danger caluclations work. maybe we can even completely throw the danger map away: it looks like it was created mostly for speed reasons. our CPUs are fast enough these days. it is used in `BalancedCreateMonster()`, but maybe we can simply simulate the fights, as the updater does instead. i will prolly implement this as a hidden debug option and check.
Posted by vasiliy, Feb 26 at 2:47 pm
k8I doesn't have vials, so one problem less. and yes, i think that 300-600 ml will be spilled/dropped. drinking from cans will prolly use half of a can, and the other half will be spilled (and the can dropped sometimes).

as for the wand name… i'm all ears!