Ideas

Dec 4, 2014, 8:20 pm
Joined: Dec 11, 2008
Posts: 1,770
03:13 The iron golem removes and eats your iron helmet +1!
03:13 The iron golem writes something on the floor
03:14 Something has been engraved here... "Golem hungry. Helmet delicious."
Aug 18, 2015, 3:42 am
red_kangaroo's avatar
elder dark mage


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I think it would be very nice if there was a way how to add non-guaranteed special rooms. Eg. the orc room would not necessarily appear, even if you explored the whole GC, in every game. That would allow for two things:

Ad 1) we could add tons of new set pieces, as it is quite easy to script a special room, so even we non-coders could contribute. That would also add quite a bit of variety to the dungeons, making it more fun to explore.

Ad 2) the special rooms could get a probability weight for their appearance, so we could set the minefield to high probability (so it would be generated in msot games, as everybody loves their minefield), but also introduce several low probability, high danger and/or reward rooms.

The same could apply for the theoretical wilderness maps, with a low chance of you finding a hunter's hut, kobold camp or wizard's tower if you entered the wilderness.
Aug 20, 2015, 11:51 am
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can anyone tell his own ideas?
Aug 20, 2015, 1:33 pm
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i like R_K 's room idea. it would be cool to have a huge set of special rooms with traps and mysteries, but only a few appear in any game.
Aug 20, 2015, 2:20 pm
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Also if you could polymorph into items, that would be great:

John the chaotic banana

The hedgehog starts eating you.
You die.
Aug 20, 2015, 9:58 pm
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zenith wrote
Also if you could polymorph into items, that would be great:

John the chaotic banana

The hedgehog starts eating you.
You die.

You might turn into a banana peel after that...

John, spoiled to death while polymorphed into a banana peel in underwater tunnel level 2
Aug 23, 2015, 5:46 am
Joined: Jul 28, 2014
Location: Poland,under a bridge
Posts: 52
I want to enter every tile in the worldmap (wilderness) where I can gather food and hunt becouse I hate when my character starves on the worldmap and I can't do nothing.
Jan 21, 2016, 6:42 pm
Joined: Dec 11, 2008
Posts: 1,770
Dwarven Minelayers and some form of hunter class enemy that drops beartraps.

Not sure how you'd get the minelayers to drop active mines from a coding point of view, but I'm not sure it's entirely impossible to have active mines in their inventory and characters are already capable of dropping items.
More important than that would be making sure they don't set off their own traps but you could just be lazy and give them levitation.
Jan 22, 2016, 1:04 pm
red_kangaroo's avatar
elder dark mage


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4zb4 wrote
Dwarven Minelayers and some form of hunter class enemy that drops beartraps.

Kobold hunters! Give those cuddly little things some love!

But really, I like this idea.
Jan 22, 2016, 3:30 pm
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I would like to see monster use items in general. It would require some tweaking of item generation and the introduction of some magic resisting items, but it would be fun "the kobold lord zaps a wand of lightning at you. you die"
Mar 1, 2016, 7:24 pm
Joined: Dec 11, 2008
Posts: 1,770
I don't think there's currently a bonus for eating ommel hair.

There should be, even though I don't think there's a single monster that can eat fabric currently. It'd be easy enough to script that ability in though, I did it for rocks once.

Speaking of, perhaps golems should be allowed to eat items made of their own material to heal themselves?

We could also have a really crappy monster that eats literally anything in order to deny you loot. A slime maybe - a breed of momo slime?
Mar 2, 2016, 11:31 am
capristo's avatar
The Imperialist


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4zb4 wrote
Speaking of, perhaps golems should be allowed to eat items made of their own material to heal themselves?

I really like that idea. Or maybe beyond healing, could actually make it stronger. Could be pretty epic if there was a golem made from the dirt surrounding it and it just kept getting more powerful

hmm...
Mar 2, 2016, 12:59 pm
Joined: Dec 11, 2008
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capristo wrote
Could be pretty epic if there was a golem made from the dirt surrounding it and it just kept getting more powerful

That's a pretty unique way of writing "ABSOLUTELY GOD DAMN TERRIFYING"

Also I am looking into adding a "voracious moth" enemy to my uh, "test variant" that just wanders around eating fabric.
The idea being that it's a pain in the ass if it eats useful items but it's actually pretty easy to kill.
Can you imagine a UT1 or 2 where some horrible moth has gone through and eaten all the body armor and boots of agility?
Mar 2, 2016, 2:25 pm
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Haha. I feel like rabbits are already annoying in this way. I'm pretty sure carrots are relatively common (based on how often they show up when polypiling) but you rarely find them because they all get eaten quickly.
Mar 3, 2016, 4:46 am
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The clothes could get holes in them. I wonder if boots might get holes in them if you wear them for too long?
Mar 5, 2016, 11:49 am
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fejoa wrote
The clothes could get holes in them. I wonder if boots might get holes in them if you wear them for too long?


IMO that should be a damage feature... Unless you stay alive and in the same clothes / boots for months.
Mar 5, 2016, 6:28 pm
Joined: Dec 11, 2008
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Boots can already break from damage. I don't think I particularly like the idea of items "wearing out" over time, we already have enough to worry about in IVAN as-is.
Mar 8, 2016, 7:09 pm
Joined: Dec 11, 2008
Posts: 1,770
Perhaps we could add "junk" items to help the game have a little bit more in the way of an economy?

Stuff like, say, gibberling ribs, magic frog legs, orc coin pouches etc. that drop from monsters that you can sell to the shopkeepers for a small amount of money.
Of course we're still going to run into problems with the shopkeepers running out of cash but that probably needs to be addressed too.
Mar 9, 2016, 3:15 pm
red_kangaroo's avatar
elder dark mage


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It would be interesting if shopkeepers restocked their shops. Let's say that every day when you're not on the map/floor, all items in the shop are restocked (as when first generated) and the shopkeepers' gold restored.
Mar 9, 2016, 7:34 pm
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Yeah that'd be cool. IVAN probably needs a trade and economics system.
I can imagine trade caravans streaming into Attnam or wherever, coming in to sell their wares/restock shops, a la banana growers in New Attnam
Mar 9, 2016, 9:45 pm
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The Imperialist


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I do like that. It is frustrating when there's that one item you need that you can't find, and you've already visited all the shops and they don't have one so you know you're probably never going to get one.

My fear is still that since the player always ends up with so much gold, it would be too easy to buy your way to victory
Mar 10, 2016, 3:14 am
Joined: Dec 11, 2008
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capristo wrote
My fear is still that since the player always ends up with so much gold, it would be too easy to buy your way to victory

IMO it's absolutely impossible to "buy your way to victory" in IVAN as it currently exists.
It's not very often that you'll find a good item in a shop and even when you do they're prohibitively expensive.

If you were to grind your way through 5000 kobold ballsacks at 1 gold each to buy such an expensive and powerful item I'd say more power to you - you've earned it!
Mar 10, 2016, 4:55 am
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4zb4 wrote
If you were to grind your way through 5000 kobold ballsacks at 1 gold each to buy such an expensive and powerful item I'd say more power to you - you've earned it!

A kobold flesh nut?
Mar 10, 2016, 6:28 pm
red_kangaroo's avatar
elder dark mage


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The only thing that might disturb the balance of the game if the shops were to restock, as far as I can imagine, would be infinite enchant scrolls from the library. However, I say let that be, as it would require truckload of grinding and patience to buy enough of them to encahnt all your gear beyond reason.

I always thought it's much better to squash all easy to exploit bugs than to try to stop hevay grind player - they will always find a way and many of these changes are just killing some fun for the majority, who will never grind or farm too much simply because it's boring.

If anyone was determined to follow Mellis by becoming the world's greatest trader, I say let them mine whole dungeon levels and sell the rocks and stuff to burn through hundreds of enchant scrolls chasing utter overpoweredness - they earn it if they can keep doing this for as long as it may take. It's already possible to enchant your gear to very high levels with a wand of cloning/mirroring, so adding more scrolls will not change this much, as they tend to work extremely rarely when you reach higher enchantments.

But if enchanting is still concern, items could be made to explode from overenchanting - until +9 you're safe, but then every successful enchanting may break or outright destroy the item. No, it does not prevent eternal grinding, because I hate preventing options. But it makes it much less worthwile.
Mar 10, 2016, 7:24 pm
Joined: Dec 11, 2008
Posts: 1,770
We could make over enchanting have a chance of angering a god... let's say Sophos since Sophos likes books and scrolls.
So the further over +9 you go the higher the chance of Sophos dropping some horrible divine wrath on you.
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