Ideas

Mar 11, 2016, 1:57 am
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Or limit the maximum enchantment depending on materials? (I'd rather not)
Doesn't intelligence or wisdom influence how much you can enchant something already?
Mar 11, 2016, 5:31 am
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fejoa wrote
Doesn't intelligence or wisdom influence how much you can enchant something already?
It does, but with enough scrolls, food and patience you could technically just sit there until you got to whatever ungodly number of ++++++'s.
I don't know the formula but I'm pretty sure it doesn't have a flat cutoff at some point. Usually you'll hit the barrier of not having enough enchantment scrolls first.
Mar 11, 2016, 8:04 pm
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fejoa wrote
Doesn't intelligence or wisdom influence how much you can enchant something already?

Nope. You have a 1 in (current enchantment - 3) chance to increase the level starting at +5.
Mar 12, 2016, 12:12 am
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Ighalli wrote
Nope. You have a 1 in (current enchantment - 3) chance to increase the level starting at +5.

You learn something new every day. I always presumed it had to do with int.
Aug 8, 2016, 8:55 pm
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Some ideas I had about landmines (might make a github branch for them):

  • Currently landmines detonate instantly. Instead, they should only detonate when you step off them, alerting the player when they've stepped on a mine but not detonating it (yet) - this is a movie trope that doesn't work IRL, but I think it's a neat thing to have.
  • To tie in with the above, you should be able to drop items on the same tile as the mine to weigh it down in an effort to stop it from going off. This adds gameplay value because you might have to sacrifice a bunch of items in order to keep the mine from going off, and you're not going to get them back without detonating the mine.
  • To preserve the original functionality of the mines, they should now be proximity mines or trip mines - I like the idea of trip mines better because it's low tech, whereas proximity mines imply a level of technology not present in IVAN.
  • Possibly add directional mines - these detonate if you enter the tile that they are facing, and launch projectiles in that direction a la wand of striking. Could be disarmed by simply picking them up since they don't detonate in the same tile. Would require significantly more effort to implement than the others in this list, probably.
  • Bouncing betty-type mine. Detonates when you enter any tile next to it, but unlike the directional mines it fires off in all directions (could just use generic explosion like the current landmines)

Only issue is that I think the bouncing betty mines are going to be pretty frustrating since you won't be able to detect them since you currently need to be within 1 tile of a trap in order to detect it via searching.
Same applies to the directional mines if you step into their firing line, you won't know it was there until it's already gone off - but that's how landmines work currently anyway.

Directional mines would still be set off by levitating players, trip mines would not.
To fit in with the low-tech thing I mentioned earlier, directional mines would instead have a series of wires projecting from them rather than some means of being able to magically detect passersby.
Sep 19, 2016, 1:11 am
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Two new material idas: Butter and Cheese. Both would be potential loaf materials. (Also golem materials?)

Maybe more than one kind of cheese...?
Sep 19, 2016, 3:35 am
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Ischaldirh wrote
Two new material idas: Butter and Cheese. Both would be potential loaf materials. (Also golem materials?)

Maybe more than one kind of cheese...?

dwarven hardcheese
elven chedar
orcish mozzarella
attnamese bear cheese

Sep 21, 2016, 12:00 pm
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Ostrich cheese.
Sep 21, 2016, 12:25 pm
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Ommel rennet.
Sep 21, 2016, 3:33 pm
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With the new fire system it could melt instead of burn?
Oct 6, 2016, 10:14 pm
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All this discussion about sound damage and sound resistance got me thinking:

Currently, only the Enner Beast deals out sound damage, and the damage produced is ENORMOUS!
If we're adding items and materials that resist sound damage, I think it'd be a good idea to include other sources of sound damage too so that these items don't serve the singular purpose of countering the Enner Beast.

  • Lions should occasionally roar, producing a much smaller version of the enner beast roar (that will likely not do that much damage). This is based on the fact that actual lions can cause damage to rival lions by roaring at them in battle! I think it can go so far as to cause hemorrhages, from what I remember. At the very least, being roared at is not very good for your ears.
  • A special type of ghost could be a banshee, which attacks using only sound damage instead of touching you like a regular ghost.
  • Elpuri could have a final desperation attack where the last thing he does before dying is bellow horribly, causing a powerful sound-shockwave.
Oct 9, 2016, 9:38 pm
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Tin helmets could protect against being detected by enemies with ESP.

(Though this might make it way too easy to fuck with the guards in Attnam)
Oct 9, 2016, 10:47 pm
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The full helmet called Electro-Magneto?
Oct 9, 2016, 11:17 pm
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A magnet helmet might be a neat idea. Right up until you start pulling metal golems toward you, or redirecting sword blows into your head.
Oct 10, 2016, 1:18 am
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chaostrom wrote
The full helmet called Electro-Magneto?

Only if we implement a unique monster called Charles who will always try to forgive and reform you, no matter how chaotic you go and how many Attnamese you kill.
Oct 10, 2016, 1:22 am
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One of you gets it.
Oct 11, 2016, 2:48 pm
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Batman? wrote
capristo wrote
snip

Previously if you left a window open but didn't click anything, snip

not the right thread, and probably unnecessary, but we should be able to open the windows on buildings in towns.

Better thread.

It would be fun to be able to open a window and throw or zap anything through - but not walk. Fun times sniping people in Attnam, anyone?
Oct 14, 2016, 10:04 am
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We should have multiplayer mode in this game somehow it could work
Oct 14, 2016, 11:17 am
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Welcome to the community Masta.

I'm not sure a mutliplayer mode would be worth the developers' time. I haven't seen many roguelike games with a good multiplayer system. I also suspect that such a mode would probably be underutilized by the community...
Oct 14, 2016, 12:54 pm
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I don't think multiplayer per se would be worth it. And even possible, given the turn-based nature of the game.

However, what about shared bone files? With ghosts being closer in power to the original characters, that could be cool.

FAKEEDIT:

And bringing up the topic from shoutbox: There should be a way to resist non-damaging magic (debuffs and item teleport). What if we used Willpower (already in the game, but unused) for this?

With higher Willpower, your chance not to be affected by these spells would go sharply up, but never up to 100%, because there should be a way to protect yourself from magic, not to make magic irrelevant.
Oct 14, 2016, 3:53 pm
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Perhaps when a spell is cast on you, it's chance for success could be a ratio of your willpower and the caster's willpower.
Oct 15, 2016, 12:41 am
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Didn't we have a sort of "multiplayer" IVAN that shared bones before?
Oct 16, 2016, 12:47 am
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An idea for an XT level: The Mushroom Level, a level populated by huge numbers of giant mushrooms. (Maybe some slimes, or other fungi, as well...) Monster reproduction rates are increased. Non-mushroom monsters don't spawn. Magic mushrooms wouldn't be there by default, but take too long cutting a path through and they might start spawning...
Oct 16, 2016, 2:14 am
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We have a mushroom level in... LIVAN? I think?
Would be a shame to let it go to waste, I actually thought it was a pretty good dungeon level.

It also had a mother mushroom like Jenny.
Oct 16, 2016, 5:10 am
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I don't know if I plan to include a mushroom level on XT. It can always be transplanted to a new, as yet undesigned dungeon however.
I do remember the mushroom level from LIVAN, it was chaotic as hell once those magic mushrooms got going...
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