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Posted by vasiliy, Feb 3 at 12:12 am
i just got a great idea for a-bomb implementation: it should delete saves, and crash the game. i mean, it destroys the whole world, without any way to survive. so hard that even the game is broken, and need to be repaired by restarting.
Posted by vasiliy, Feb 2 at 10:22 pm
Dark-Star2018 wrote
A further improvement on fluffscrolls or "fluffies":

Give them a generic LOOK description that doesn't change until picked up and read. This will make the player have to guess if a scroll is worth the effort.
that will happen automatically for such scrolls. yet i don't want to strip other scrolls of their type descriptions… or maybe i should? so "(L)ook" at the scroll will only tell "a scroll", and the player will learn what is that scroll only by picking it up? hm…

this will require special `GetLookDescription()` method, but should not be that hard: simply route it to the standard one for everything except the scroll… i'll prolly implement it.
Posted by vasiliy, Feb 2 at 8:06 pm
i definitely like it! "fluff scrolls" should be easy to implement: they all could be one scroll type with different configs, each config with the specific text (or set of texts to choose by random).

SPOILER ALERT. Click here to see text.
there are currently no "useless scrolls", so adding some should be… ivanly. reading them should give a small boost to Int/Wis too, i believe. also, if we'll make them rare enough, the librarian might pay some good money for them, so you can choose either to read them for stats boost, or to sell them.

also, the one from the golden chest might be a side-quest item: bring it back to Attnam and give to… dunno, treasurer, maybe? to get some money/item. i love when some items given to some characters have interesting effects. mostly "fluff" ones, with a small reward.



and to skip making another post: activated bear trap thrown into somebody may trap the victim (if you won't miss, of course).
Posted by vasiliy, Feb 2 at 3:37 pm
Dark-Star2018 wrote
I can definitely contribute some text!
thank you! i'll PM you if/when i'll implement "history scrolls" then, ok?


also, quick bugfix build is upcoming. i managed to royally screw ESP (you can only see monsters when THEY have ESP activated, lol). and other small bugfixes.
Posted by vasiliy, Feb 2 at 1:24 pm
Dark-Star2018 wrote
Maybe hold off on extra limbs for after most everything else is done and major bugs squashed.
i.e. do it never.

tbh, i don't have any defined roadmap. some todos are "definitely later", but most of them just pulled off the list randomly.

Dark-Star2018 wrote
I'm curious if there's a way to have scrolls with lore lying around and not just spell-scrolls.
yes, as a separate item class. actually, all scrolls are separate item classes, due to different effects. it's not hard to add more scroll (or book) types, it's just somebody has to write a flavor text. definitely not me — not with my broken English. (or they will be broken history scrolls.

p.s.: shelves full of history books would be a nice touch in Attnam dungeon, i think…
Posted by vasiliy, Feb 1 at 7:54 am
and by reading, i realised that i want IVAN to have the ability for having more hands. djini with 4. artifact for player for more hands. that is at least 4 attacks per round. devastating.

the game is not really ready for this, though: bodypart indices are hardcoded everywhere, and 2 hands (or 2 legs) is maximum. strangely, maximum number for heads is 1.
Posted by vasiliy, Jan 31 at 5:00 pm
sorry. while trying to get rid of all those tv tropes tabs, i accidenally found kill 6 billion demons. i know i won't like the end of it (somehow authors believe that we need MOAR DRAMA, and love to kill characters we like at the end; i bet this won't be an exception), but i need to read it first, so i could say that the author is asshole.

i mean, no updates for a week or so, i guess.
Posted by vasiliy, Jan 30 at 6:21 pm
tbh, this is mostly because i did a lot of work in past years. this all (except Aslona, of course meant to be done much earlier, and i did most of the heavy lifting, dropping everything just before doing a final touch. so don't expect me to be equally productive in the future — i just got some free bananas exploiting my past self.
Posted by vasiliy, Jan 30 at 10:39 am
updated first post with new binaries and sources.
brief changelog:

* ported Aslona route (dungeons, new items and monsters) from vanilla.
* fixed several old k8IVAN bugs (Sumo Fight is working again, exiting Oree Lair works).
* packed game data into vwad archive.
* saved games and bones are vwad archives too.
* it is possible to "O"pen inventory items in wilderness.
* using ship icon if the player is sailing.
* it is possible to fall from the edge of the world map.
* the game stores hiscore records in SQLite table.
* added option to outline items.
* the game is using proprotional font instead of monospaced.
* PC will try to automatically unlock locked door if he has the key.
* it is possible to put various edible lumps into empty cans (new "Can" command).
* "G"o command on world map works as autotravel.
* added new syntax for material config (see below).
* wordlmap POIs got some additional properties (see below).
* configurable popups showing info about items on the ground.
* weapon info now contains weapon class, so you don't have to remember it.
* some teams may be "protective" of other teams. when other team turns hostile, protective
team does so too. this is used for Kaethos, for example: he should turn hostile when you
attack villagers in New Attnam.
* slightly better weight info (in kgs, if possible).
* partially full bottles will not be described as "full of".
* more things i forgot.



it is now possible to specify both materials and their chances together:

MainMaterialConfigExt := { COPPER:25, BRONZE:150, IRON:50; }

intstead of separate `MainMaterialConfig` and `MaterialConfigChances`.


worldmap POIs placement can be controlled with new properties:

SeparateContinent = true;

this POI will be placed on the free continent, and it will be placed before others.

you can specify continent size requirements (number of land squares) for POI.

MinimumContinentSize = 25;
MaximumContinentSize = 0; // any size

it is possible to tell the game that POI should be placed in the given range from
some other POI. this is not a hard requirement, though, and the implementation has
some quirks yet.

DistancePOI = ASLONA_CASTLE;
MinimumDistanceTo = 3;
MaximumDistanceTo = 6;

if POI `Probability` property is not 100 (i.e. it may or may not be generated), you can
use "feeling message" to tell the player that he may explore worldmap to find something
interesting:

GenerationMessage = "You heard rumors about some strange creatures roaming the continent...";

this message will be shown at game start.
Posted by vasiliy, Jan 30 at 6:58 am
chaostrom wrote
Isn't that fantastic though? Unintended body horror zombies? Spread it on the internet and we might get curious people code-diving IVAN just to find the cause.
i need to make contracts with some asylums first. i mean, they have to pay me something for a new stream of patients, caused by attempts to work with IVAN code.