Ideas

Sep 27, 2017, 12:39 pm
Joined: Apr 2, 2014
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Anything that has vampirism status and undergoes an uncontrolled polymorph should automatically polymorph into a vamprie bat instead of a random creature.
Sep 27, 2017, 1:53 pm
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^Totally agree. Genius.
Booooooooooo!
Sep 27, 2017, 10:29 pm
Joined: Sep 8, 2010
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red_kangaroo wrote
Anything that has vampirism status and undergoes an uncontrolled polymorph should automatically polymorph into a vamprie bat instead of a random creature.

Nice, I'll try code it up
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Sep 27, 2017, 11:09 pm
Joined: Dec 3, 2007
Occupation: Chaos Weaver
Location: Standing between all life and death
Posts: 2,898
... Does magic mushroom gas grant vampirism?
Uchuudonge wrote
creating stable chaos
making patterns where there should be none
sewing order into the chaos
you spit in the face of random numbers, of chaos
Oct 8, 2017, 6:57 pm
Joined: Dec 11, 2008
Posts: 1,770
Branching off the bones-to-skeleton feature mentioned in the too lazy topic, a humanoid corpse that burns to destruction should leave a pile of bones and a skull.
(Or does this happen already? I don't think I've ever had the chance to see.)
System would indicate in graphic if person is mounted on horse or not.
Same system also show if person mounted on boar, elephant, polar bear etc.
Or if person mounted on ass.
Ivan find mounting on ass funny.
Oct 10, 2017, 7:52 pm
Joined: Jun 29, 2017
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Maybe add a safehouse connected to the shop in Attnam that requires the octagonal key to open, and if you're not invisible the town will attack you if you try to open it or kick it, but would contain a large strongbox filled with gold bars (with an accordingly high value) and various jewelry, as well as a few holy books of Mellis, and a special ledger that could be used for a quest or something.
"I think my associates were turned into monkeys." ~Shitty Bill
Oct 10, 2017, 9:32 pm
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
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4zb4 wrote
Branching off the bones-to-skeleton feature mentioned in the too lazy topic, a humanoid corpse that burns to destruction should leave a pile of bones and a skull.
(Or does this happen already? I don't think I've ever had the chance to see.)

It's a good suggestion. It doesn't happen at the moment. Corpses are weird to code with, they contain a lot of "information" about the deceased.
Wouldn't some of the bones be charred and blackened?
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Oct 13, 2017, 2:10 pm
Joined: Apr 2, 2014
Occupation: Navastating
Location: Aslona
Posts: 773
Pressing _ (sit down) while one of your limbs (not equipment) is on fire should make you roll on the floor with a chance to extinguish the fire.
Oct 13, 2017, 8:34 pm
Joined: Dec 11, 2008
Posts: 1,770
red_kangaroo wrote
Pressing _ (sit down) while one of your limbs (not equipment) is on fire should make you roll on the floor with a chance to extinguish the fire.

I still want the ability to apply a bottle of liquid to dump it all over yourself or an adjacent tile.
Obviously that'd be my first thought for trying to extinguish a fire quickly, but I'm sure the application of being able to dump out potions would lead to all sorts of interesting things happening.

Especially things like new players trying to put themselves out with valdemar and blowing their arms off or just making the fire bigger.

EDIT: I realise we'd need to actually code in the ability for puddles to react properly since environmental puddles and splashes on equipment don't seem to do anything but rust metal right now and can't explode even if they're flammable.
System would indicate in graphic if person is mounted on horse or not.
Same system also show if person mounted on boar, elephant, polar bear etc.
Or if person mounted on ass.
Ivan find mounting on ass funny.
Oct 16, 2017, 5:23 am
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,216
A rare suggestion from me: the pantheon book should actually tell a random short tale about the gods, a la the stories on the wiki
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Oct 16, 2017, 7:37 am
Joined: Dec 11, 2008
Posts: 1,770
fejoa wrote
A rare suggestion from me: the pantheon book should actually tell a random short tale about the gods, a la the stories on the wiki

I like it. Also a good opportunity to fit in some jokes or easter eggs since the book is so rare anyway.

EDIT: I just had a thought that we could have books or stories that appear to do nothing, but actually give you knowledge of some mythical creatures that don't appear normally in game. This way you could polymorph into them, despite them not appearing in normal play.
I'd like to include the Mola Mola story (an abridged version) maybe as part of fejoa's idea or maybe as its own book. This could give you the knowledge of the Mola Mola but you'd never be able to get enough INT to polymorph into it.
System would indicate in graphic if person is mounted on horse or not.
Same system also show if person mounted on boar, elephant, polar bear etc.
Or if person mounted on ass.
Ivan find mounting on ass funny.
Oct 16, 2017, 8:45 am
Joined: Nov 22, 2013
Occupation: Unemployed bastard
Location: Chile
Interests: Gaming, Modding
Posts: 64
What about allowing the smithy and tailor shop to only sell items related to them? Like metal weapons and armor for the smithy and fabric/leather for the tailor shop?

I kinda did it for my version of the game but I couldn't remove their ability to buy items from players/NPCs with the money they earn with this new feature.
Oct 31, 2017, 7:47 pm
Ex-Tyrant of the IVANers


Joined: Dec 8, 2007
Occupation: Junior Scientist
Location: Not California
Interests: Physics and Astronomy, Exoplanets, Singing praise to Valpurus while smashing skulls with a bloody warhammer, Jogging
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I have two small-ish quality of life improvement requests.

First, make auto-run stop if you are adjacent to a door (open or closed). This will help when running down long corridors with closed doors that you want to open; it will also make it slightly easier to get to the Priestess in New Attnam.

Second, can we get an adjustment to vision mechanics? Currently, we get situations like this:

?.????
#...??
#....?
#@....
#....?
?###??

Note the non-visible bit in the lower-left corner. While not really a PROBLEM per se, this is a bit annoying. Makes it more difficult to satisfy my completionist urges.
"Put more stuff in the... thing where... more stuff goes in."
Nov 1, 2017, 12:59 am
Joined: Sep 5, 2010
Posts: 103
as for light tracing: this commit in my fork may serve as a base. it basically tries to trace line from both points before giving up. the side effect is that corners are "rounder" now, that is, player is able to see some squares he cannot see with the current algo:
.*?
..#
..@
the square marked with "*" is not visible now, but will be visible with the new algo. it is acceptable for me, but i don't know about others.
Nov 1, 2017, 11:04 am
Ex-Tyrant of the IVANers


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I'm cool with it personally. I just get tired of backtracking a couple steps down a tunnel every time there's a corner, just to satisfy my OCD.
"Put more stuff in the... thing where... more stuff goes in."
Nov 1, 2017, 1:24 pm
Joined: Dec 2, 2007
Location: New Attnam
Interests: bananas
Posts: 2,309
I do the same thing Izzy. And I support both requests
Nov 2, 2017, 3:55 am
Joined: Sep 5, 2010
Posts: 103
i want to try some other LOS algorithms too. currently, the game is using a straightforward raycasting algo. i want to try at least some shadowcasting implementations (restrictive precise angle shadowcasting looks interesting, for example).
Nov 2, 2017, 12:29 pm
Joined: Sep 22, 2008
Posts: 634
This blog post was an interesting read a while back regarding LOS in roguelikes. I don't personally have any problems with the current implementation, even if corners do often stay unrevealed. It's very rare for anything worth noting to be in a corner wall anyways.
Nov 9, 2017, 10:55 am
Joined: Jul 23, 2009
Occupation: Master in C.Sc: Acquired, Job: Acquired, Imposter Syndrome: Acquired
Posts: 89
Hey, great work on the update of IVAN! I've been playing on and off and recently found out about the update. Tomb of Xinroch is hard!

I'm not really sure where I should post about suggestions, but I noticed that if a gear piece is burning and you use amulet of magic breath to swim, the gear continues to burn. Shouldn't the fire get extinguished?
Nov 10, 2017, 12:19 am
Joined: Dec 2, 2007
Location: New Attnam
Interests: bananas
Posts: 2,309
Good catch Lordmushroom, I'm adding to Github issues
Nov 15, 2017, 12:35 pm
Joined: Dec 17, 2007
Occupation: Taking Names, Formerly Kicking Ass
Location: New Jersey
Posts: 992
From the "Ideas" section of the wiki "mortifer should have sharks since valpurus has dolphins"

I would think that Killer whales would be more fitting as they are more or less giant evil dolphins.
Booooooooooo!
Nov 15, 2017, 2:36 pm
Joined: Apr 2, 2014
Occupation: Navastating
Location: Aslona
Posts: 773
Batman? wrote
From the "Ideas" section of the wiki "mortifer should have sharks since valpurus has dolphins"

All those new ideas I added today are from this very thread. I was bored at work, so I went through the thread and compiled the ideas to wiki, where they are more easy to read through.

Concerning the sharks/killer whales, I rather like the idea of giving sharks to Mortifer, becaues of their real-world enmity with dolphins.
Nov 15, 2017, 2:57 pm
Ex-Tyrant of the IVANers


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I have been considering taking some time to comb this thread, find the interesting ideas, post them all in unique threads, then locking this thread. Eight years ago this thread was reasonable in scope, but it is now 15+ pages long and probably a bit useless.
"Put more stuff in the... thing where... more stuff goes in."
Nov 15, 2017, 5:10 pm
Joined: Dec 3, 2007
Occupation: Chaos Weaver
Location: Standing between all life and death
Posts: 2,898
While I agree with most of what you said, I disagree about locking it. The whole point of this thread was to have a single place where all ideas and suggestions could be dumped in without having a new thread for every one that'll only be a couple of posts long.
Uchuudonge wrote
creating stable chaos
making patterns where there should be none
sewing order into the chaos
you spit in the face of random numbers, of chaos
Nov 18, 2017, 2:00 am
Ex-Tyrant of the IVANers


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Seasonal "dungeons": So, some other games (notably ADOM) have special starting messages/gifts depending on the date. Could we have special one-
or two-level dungeons that are only accessible if you are playing on certain dates of the year? I'm thinking things like "Atavus' Workshop" if you play on Chrismas Eve, or "Mortifer's Mansion" on Haloween. In my imagination such levels would probably unlock on the date (plus-or-minus a week, perhaps), but if you were there, saved, quit, and came back on some other day, your character would still be in the dungeon... but if you left, it would no longer be accessible (i.e. not on the world map). They probably shouldn't be tied to the Attnamese continent either, but their locations could be divined by talking to certain NPCs in Attnam, NA, GC, or TX.

Other seasonal "holidays" (and dieties) to consider: Midsummer (Silva), the equinoxes (Sophos and Infuscor)...
"Put more stuff in the... thing where... more stuff goes in."
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