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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!
Posted by vasiliy, Mar 12 at 11:34 pm
ah, i see now, thank you!

in the inventory, this is purely visual bug, which is quite hard to fix — total inventory weight is right. the problem is that item piling expects exactly the same items, and uses the weight of the first item to calculate the overall weight. so the first picked up lump is used. list description is created by the separate method, so there is no way to set a custom weight there.

but total inventory weight is calculated without piling, so it is always correct.

and now i see how it affects shops: the same logic is applied for them: the price of the first item in the pile determines the total price. this is much bigger problem, but it is also easier to fix: we need to loop over the whole pile summing the prices, instead of using the simple multiplication.

thank you for noticing, this is great bug! i mean, most people will prolly won't notice it (i haven't — that's why it was never fixed.

SPOILER ALERT. Click here to see text.
sorry, red, i cannot fix it in vanilla right now. will try to make the patch later. basically, you need to pass `itemvector` to `room:ropItems()`, and calculate the proper price there — instead of passing only the first item and the amout. see this commit for the inspiration.
Posted by vasiliy, Mar 12 at 10:44 pm
how exactly to reproduce that? i picked up gold lumps with your save, and everything working as expected. tried to sell them in Attnam, and of course, got only 96 gp for them, because that's all shopkeeper has left.
Posted by vasiliy, Mar 12 at 7:55 pm
i implemented and now testing "Attnam hierarchy".

SPOILER ALERT. Click here to see text.
now, if you will attack a citizen, other citizens who see this will run away, and city guards will try to kill you. if you manage to kill some city guards, "business people" of Attnam and temple guard will try to kill you. if you'll kill some temple guards, elite temple guard will run for you. then Lords, then Petrus. non-guard temple people will eventually join too. also, Attnam citizens don't care about rebellions, so if you start with guards, citizens won't mind: who cares what is the current name of the High Priest after all?

if you attack Petrus, "free" warrior princess will join you (and probably die . if you'll give a weapon to imprisoned pricess, she will ask if you want her to join (let's pretend that guards won't mind), but she will refuse to leave Attnam without her sister.

also, Petrus' wives will not join the fight. (one husband or another… they're all the same!) ambassadors will not join too: it is none of their business, they are ready to make a deal with any Petrus.

now everything looks way more logical, i believe.

note that we now have "hostile after N kills" team option, so you have to actually kill several people to make such team hostile.