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Posted by vasiliy, Feb 18 at 12:35 am
@red_kangaroo, btw, i've seen siren stat change. how could you?! it's racist!

ok, i was joking, of course. i like the idea, but i want it to be done slightly another way: random. i.e. not tied to config, but being random in the given range. it is easy to do by hardconding randomisation in C++, but i want the way to randomize any stat for any monster. this will prolly require some heavy changes to db model, so i'm looking for a good solution yet.


btw. there is command console in this version of k8I. run with "--console" arg to access it (either with the usual tilda, or with F12). it has interesting command: "MaterialInfo" (commands are case-insensitive, and the usual tab autocompletion works). the main feature of the command is soften/harden sequence: press tab for the second arg to see help. it's not as good as standalone utility, but still useful.

also note that using almost any console command will block writing the result to highscore table. there are no other consequences, but the score will not be remembered.

also, spaces in material names could be replaced with underscores. this is to have one word for autocompletion. the code knows how to deal with that.
Posted by vasiliy, Feb 17 at 10:46 pm
Dark-Star2018 wrote
It's perfectly in the spirit of the game and besides that drinking ages are a very recent thing.
yeah. besides, it is Lord Mittrars' problems now, it's their king after all, not mine. at least i brought the kid alive, not as a corpse to be resurrected.

btw, they will kill the kid anyway later. royal wizard is strong enough to go and get the kid by himself, yet he didn't. actually, the kid was more safe in his cell. he will soon be dead or kidnapped again.

SPOILER ALERT. Click here to see text.
actually, i don't even believe that the kid was kidnapped in the first place. killing the heir could have some… undesirable consequences; but some diplomacy solved the problem… which i created again.
Posted by vasiliy, Feb 17 at 10:21 pm
dunno… i think blood is too much. maybe just add "liquid ectoplasm" instead? we already have luquid mustard gas and such… i thought about it, but… just forgot, lol.

also, liquid ectoplasm could be botteled, as other liquids. and have some effects on drinking. maybe confusion and ethereal moving for a short time?


p.s.: github broke their layout once again some time ago, so it is PITA to watch for your changes. and they're not in mainline yet, so "git pull" doesn't work too. it would be great if you'll post notes here too, it's not a demand, of course, i just believe that it would be easier for us to talk about them this way.

and i should have posted about ectoplasm too, mea culpa.

i don't see this as a competition anyway. k8I is experimental branch, vanilla is "conservative" branch, and i am happy that some of my changes were taken to vanilla. i even started to write more detailed commit messages, so it would be easier for you to follow. my commit messages still sux, but i hope they sux slightly less now.
Posted by vasiliy, Feb 17 at 7:10 am
lol, had to lower Int requirement for drinking by 1. this is so stupid kid could drink some vodka, stop panicing, and follow me. is it even right to allow kids drinking vodka? ah, nevermind, it's not my problems anymore.
Posted by vasiliy, Feb 17 at 5:36 am
implemented butchering wich cleavers. i barely know what i am doing, but the code seems to work; the player can butcher the corpse, and fill empty cans with the resulting flesh. currently, all cleavers are the same. this prolly need to be changed (and the whole thing need to be balanced), but at least it works.

internally it is implemented as a new action akin to dig, so it properly spends the time, and can be interrupted by attacking monster.
Posted by vasiliy, Feb 14 at 9:40 pm
build 590215, brief changelog:

* converted sounds to Vorbis format (and added some more sounds too).
* moved sounds to separate vwad. this vwad is optional, and the game will work without it.
* levitating over the traps will not annoy the player with the prompt, and won't stop "G"oing.
* it is now possible to deactivate traps.
* Florea (exiled priestess of Silva in New Attnam) now has a name!
* fixed long-standing bug with zombies (some zombies had legs for heads
* smith can open locked chests and boxes... by STRIKING THEM HARD with the hammer.
* coffin in Attnam has some (relatively) interesting items inside.
* burning webs is a dexterity action, not agility. lol.
* code change: moved all quest talks to `TryQuestTalks()` method. this is because `BeTalkedTo()` is called after sci-talk checks, and if there is a high enough chance to sci-talk, the player might have no chance to go by the quest line. yet `TryQuestTalks()` is called before everything else. this way Kaethos, for example, could be used for sci-talk, but if you're on a quest, he will talk about quests first.
* smith and tailor can harden your items... for a price, of course.
* not-so-dumb NPCs can drink healing potions if they have them (and antidote too).
* also, paniced NPCs can drink some vodka.
* intelligent monsters will not eat zombie corpses, to avoid catching leprosy.
* blocking with shield uses less stamina; and humanoids prefer to block with their shield first.
* eating a spider in wilderness can cause amnesia, which crashes the game. i think forgetting how to play at all is little too much.
Posted by vasiliy, Feb 14 at 5:35 am
KILL.
THE.
MAGPIE!

i definitely what the whole levels to be built purely from such traps! so any magpie will die immediately. and any fruit bat too.

p.s.: i don't know how magpies managed to garble my text and replace themselves with ostriches (see edit history .
Posted by vasiliy, Feb 14 at 1:34 am
imaginarypowerunit wrote
like not saving while a crafting action is suspended
yeah, exactly this. saving with suspended crafting will definitely produce a broken save. there might be other bugs, of course , but this one will always be triggered.

also, please, note that your save may actually be more damaged than it seems, so it is prolly better to not use crafring at all in this save. i haven't heavily tested it, jut ran around a little to see if it crashes. it seems to work (except crafting), but who knows…
Posted by vasiliy, Feb 13 at 11:18 pm
this actually was a… happy accident. usually desyncing like this breaks loading in some other completely unrelated place, where there is nothing suspicious at all. i held no hopes at all, but it turns out that this time it breaks right near the place we need.

i don't know if/when there will be .exe update, but you prolly can keep this save until new build is released, if you want to properly finish it.

or consider yourself a winner with x8 multiplier, because of helping to defeat one of the hidden bug-bosses.
Posted by vasiliy, Feb 13 at 10:30 pm
a-a-a-and… i have GREAT news for you! your save is completely ok. it is the bug in loading routine which made everything go off-rails.

@red_kangaroo, here it is in `void recipedata::Load(inputfile& SaveFile)`.
what we have there is:
  if(game::GetCurrentSavefileVersion() >= 135){
    SaveFile >> bTailoringMode;
    SaveFile >> v2TailoringWorkbenchLocation;
  }
this is prolly a leftover from some older code, and it makes everything crash. the save routine and the load routine are identical, and this part of the code actually tries to fix something which doesn't need to be fixed at all. kill those lines for good, and the save will load without any problems.

p.s.: trying to resume suspended crafting actions still crashes, though. but at least it is possible to move around and kill monsters, and go back to the previous level (and back again to this one). the whole crafting thing is prolly need some love (which is a known issue too), but this, sadly, is beyond my abilities.