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Posted by vasiliy, Jan 27 at 10:33 am
red_kangaroo wrote
Hm, what about a scroll that locks everything lockable in range dependant on reader's Int (a bit like teleportation)? So all doors, chests, chastitiy belts, ...

Scroll of locking
great idea! and there should be scroll of unlocking too, just to complement the things. and to unlock that stupid chest in the vault…
Posted by vasiliy, Jan 27 at 10:29 am
sure. i'm almost ready to publish the new build, and i'll attach it there. that's why i removed the old one. i want to fix ship icon, and finish worldmap autotravel, and then i'll prolly upload the new binary.
Posted by vasiliy, Jan 27 at 8:04 am
red_kangaroo wrote
We already have a wand of door creation that does something similar.
it's not the same, though. k8IVAN requires a closed room to rest when paniced. the code specifically checks if the player is in a room (a small one), with all doors closed, no holes in walls, and no monsters inside (even pets). created doors doesn't belong to any room, so paniced player cannot rest there.

well, actually he can, because there are no exits, so the game considers it a dead end, and it is allowed to rest in dead ends if there are no hostile monsters in sight. but it's a different thing.
Posted by vasiliy, Jan 27 at 6:41 am
btw, re: "Some A* pathfinding would be great" — IVAN already has "breadth first" pathfinder. NPCs are using it when they need to move to some known place. what might be added, tho, is "heat maps", so scared monsters will not simply run into some corner and stay there.
Posted by vasiliy, Jan 27 at 6:27 am
btw… maybe ambassadors/emissaries should have their own apartments instead of always wandering in Cathedral? they may come to Cathedral for some time, and then go back to their apartments (or to the nearest pub in case of orcish representative ? this goes in line with extending Attnam by adding new buildings.

it is not hard to do too. in k8IVAN, exiled priestess in New Attnam returns to the temple when you killed imperialist, for example. (but she is slightly with her head in the clouds, so you have to tell her that the imperialist is dead first.)
Posted by vasiliy, Jan 27 at 6:11 am
red_kangaroo wrote
Well, she was intended as the quest leader for Dark Forest, so you would have to come to her... So she shouldn't steal from her while she gives you a quest.
yeah, i thought about that too, and i think she may give some stolen goods back if you accept the quest (and stop stealing). like, "oh, it seems you accidentally dropped this… here, take it, and please be more careful next time."

oops. and in k8IVAN too, because i copied the code. just never looked what exactly this thing does.

red_kangaroo wrote
Random encounters on non-permanent maps would be awesome. Like an ambush set by some bandits, or a hungry bear, etc.
yeah. it should be quite easy to do. create several "template" POIs and spawn them randomly, asking the player if they want to enter. wipe dungeon data on exit instead of keeping it. almost all required code is already there (as i have POIs as Configs, not separate classes).

it may need some new properties like "Min/MaxDangerLevel", maybe "TimePassedBeforeSpawn" and such to control what will spawn and when, but it's easy too.

actually, the hardest part is designing the levels themselves, C++ side is a piece of banana.
Posted by vasiliy, Jan 27 at 3:12 am
Dark-Star2018 wrote
And maybe there's a better use of the BoL on the worldmap, check this out:
https://attnam.com/posts/30444
this is interesting too, but it will require scripts… again. and prolly some new themed monsters. this is where i need a helping hand both with scripting, and with gfx.

Dark-Star2018 wrote
I wasn't really clear enough on bottomless holes, though, because on further thought I wanted them to mostly act like water squares: the player can see them and is not stupid enough to merely walk in. You have to deliberately choose to go too far out over water by poly'ing into a flying/ethereal creature or with a BoL.

Of course, if your square and an adjacent 'pit' square is heavily obscured in smoke/magic bubbles/gas/etc, one could argue that if the player moves over the edge their character was also blinded and fell in...

Or perhaps a strong enemy headbutted/kicked them toward the pit and they failed a DEX save.
ah. this souns like the perfect fit for "cloud dungeon". or/and to some abandoned dwarven mines, where they tried to dig to the lowest levels of the world… and succeeded!
Posted by vasiliy, Jan 27 at 2:55 am
Dark-Star2018 wrote
On a similar note , how about 'bottomless pits' that kill you instantly, death message "(player) fell all the way through the earth to the Great World Frog"
i'm not sure about this. it doesn't look fair, and IVAN is the fair game. i mean, most of the time you die by doing something stupid, and most traps are not insta-kills.

on the other side… it might be possible to blow a hole in level floor if you'll try hard enough, and fall down to the dungeon below. like, stack a lot of backpacks, mines and such, blow them away, and voila. it will require adding HP to floor tiles, though, but it should not be that hard to implement.
Posted by vasiliy, Jan 27 at 2:44 am
Dark-Star2018 wrote
Just had a funny idea for the BoL - if an appropriate stat is crazy-high enough, like maybe 3x that of a baseline human, attempting to go up on the worldmap should have a warning prompt about a mere human daring to go so high, then killing the player with a unique death message and a high score entry snarking that you "Failed to heed the fate of Icarus".
lol. yeah, i definitely like it!

also, i was thinking about a way to go off the world map, and die by falling onto the frog which holds the world on its back.
Posted by vasiliy, Jan 27 at 2:35 am
Dark-Star2018 wrote
My memory on this is as fuzzy as my new daughter's hair, but I actually tried bringing that idea up years ago and was told that "it would be a nightmare on par with fighting Raxy while limbless" as the current code had absolutely no provision for letting the player enter a location that wasn't on the worldmap.
k8ivan is quite different here: i can easily generate POIs on worldmap as i need to, and remove them later. i've rewritten the POI code to use owterrain configs instead of separate classes, so it is possible to add new dungeons from the script simply by creating new configs. coincidentally, this allows dynamic POIs too.

so we can simply describe random encounters as new dungeons, with the specific "random encounter" flag set, and the game will simply randomly spawn them under the player when the player is moving around (and will remove/replace them if necessary after visiting).