Tomb of Xinroch

Oct 9, 2016, 8:05 am
#76
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Survivability is one factor in mazes, frustration is another.
Oct 9, 2016, 11:58 pm
#77
Ischaldirh's avatar
Ex-Tyrant of the IVANers


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You know what? Actually, a maze in the XT doesn't sound as awesome as I thought.

A maze dungeon should be it's own thing, with Guugzamesh as it's boss. Maybe a slightly beefed up Gus.

I mean, IMO, every grudge enemy ought to get his own special dungeon...
Oct 31, 2016, 1:59 pm
#78
red_kangaroo's avatar
skeleton warrior


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This is completely a personal preference, but I always liked that most memorable NPCs from IVAN have weird and distinct names. I would really like to see for the TX NPCs to also have names, rather than just their title.

Something like:
* Anmah the imprisoned necromancer
* Fryndal the quartermaster (Fry always makes me remember Futurama, instead of dungeon shopkeeper )
* High Lord Kauhistuttava the master tomb guard

Fejoa, would you mind if I PR'd to name them, or do you have some other names for them in mind?
Oct 31, 2016, 2:31 pm
#79
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red_kangaroo wrote
Fejoa, would you mind if I PR'd to name them, or do you have some other names for them in mind?

Yep go right ahead, I like it when people fill in the gaps in my work

Just as a note, I'm not sure if the tomb shop will continue in its present form, but you can rename the shopkeeper all the same.
Oct 31, 2016, 5:05 pm
#80
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The new NPCs needed new names badly, good work!
Oct 31, 2016, 8:06 pm
#81
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Serin-Delaunay wrote
The new NPCs needed new names badly, good work!

I agree, there were quite a few new ones introduced into the last release.
Nov 17, 2016, 4:20 am
#82
red_kangaroo's avatar
skeleton warrior


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It would be nice if Petrus had a dialogue even for when you give the scroll to the necromancer.

Maybe the player could come to Petrus without the scroll and tell him about finding a way to the secret Tomb of Xinroch where enemies of Attnam reside. Petrus would then give the player a quest of slaying the master tomb guard, either for a reward or a freedom victory.

It could be necessary to buff the master tomb guard a bit, but with the number of veteran dark knights, kamikaze dwarfs and others around him, I think it would be a reasonable challenge for a freedom victory.

What do you think?
Nov 19, 2016, 3:54 am
#83
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red_kangaroo wrote
What do you think?

I don't plan to add more quests to the Xinroch's tomb story arc I'm afraid. I think the idea is a good one though.
I'm seeking to balance what I've already created and once that's done, there might be room for expansion.

One of the issues that I see coming up now is with an increase in the number of parallel dungeon, there will be a need for good a story-state management mechanic. There hasn't been an explosion in the number of new quests, so things are still manageable at the moment.
Nov 26, 2016, 4:36 pm
#84
red_kangaroo's avatar
skeleton warrior


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One more question.

Would it be OK if I added some friendly cultists and such to the entrance of ToX? It could use some more people and decorations.
Nov 26, 2016, 9:09 pm
#85
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red_kangaroo wrote
One more question.

Would it be OK if I added some friendly cultists and such to the entrance of ToX? It could use some more people and decorations.

Yep that sounds perfect, go right ahead
Dec 10, 2016, 2:15 am
#86
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Ok I'm looking for a new 16x16 graphic to use as the new Tomb of Xinroch icon on the worldmap. It should go into wterra.pcx. Anyone got any good designs?
Dec 10, 2016, 2:36 am
#87
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fejoa wrote
Ok I'm looking for a new 16x16 graphic to use as the new Tomb of Xinroch icon on the worldmap. It should go into wterra.pcx. Anyone got any good designs?

I can whip one up for consideration if you give me a little time.
Dec 10, 2016, 4:02 am
#88
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4zb4 wrote
I can whip one up for consideration if you give me a little time.

Cool, can't wait to see it
Dec 11, 2016, 12:04 am
#89
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Here's my first draft - not happy with it yet because it looks kinda out of place in-game.

100% size:


200% size for easier viewing:




EDIT: Second version trying to make the pentagon-building more distinct

On a forest:


On tundra:

Dec 11, 2016, 1:28 am
#90
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4zb4 wrote
Here's my first draft - not happy with it yet because it looks kinda out of place in-game.

100% size:


200% size for easier viewing:




EDIT: Second version trying to make the pentagon-building more distinct

On a forest:


On tundra:

I like the second version. It looks like the communist star... Perfect! Can you merge it in on Github? If not, then just send me the file
Dec 11, 2016, 2:13 am
#91
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fejoa wrote
I like the second version. It looks like the communist star... Perfect! Can you merge it in on Github? If not, then just send me the file

Done, hopefully correctly.
Dec 20, 2016, 4:16 am
#92
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4zb4 wrote
Done, hopefully correctly.

Awsome work on the new graphic Azba, it looks good.

So I've finalised a bunch of changes to the Tomb of Xinroch dungeon, in line with suggestions from JoKe and Serin.

Major changes are that there are vampires, vampirism and vampire bats. You'll have to fight zombies for food somewhere, and there's no more shop. Oh, and the dungeon has been rearranged. Plus there's some other changes. Hopefully release by 23rd of December 2016??? Don't forget to send your crash reports to the usual place... :D
Dec 22, 2016, 3:44 pm
#93
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dumb question, how would i get a copy of ivan with the tomb in it to play?
Dec 22, 2016, 4:29 pm
#94
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From this website. Version 0.5.0.7 has the tomb (but not some of the updates and bugfixes mentioned)
https://attnam.com/projects
Dec 22, 2016, 6:17 pm
#95
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Serin-Delaunay wrote
Version 0.5.0.7

Golly we've got to simplify the version numbers. After 0.51 I propose we go up in steps of 0.01 every three-month release. That way we will get to 1.0 in about 12 years, which is more survivable.
Dec 24, 2016, 10:51 am
#96
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Is the tomb supposed to be able to spawn on a different continent to Attnam? Because while I haven't used wizmode or fully mapped this continent's coastline, if they are on the same continent there's a very long trip between them...
Dec 24, 2016, 12:53 pm
#97
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Serin-Delaunay wrote
Is the tomb supposed to be able to spawn on a different continent to Attnam? Because while I haven't used wizmode or fully mapped this continent's coastline, if they are on the same continent there's a very long trip between them...

I have observed this, and it seems like it might happen as frequently as 1 in 10 games? It's a bug for sure. I'll be fixing it as a matter of priority. For now, you will need to pay a visit to Huang.
Dec 24, 2016, 2:05 pm
#98
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My only food source is Silva, so this could be tricky. That wrestler's going down, though!
Dec 26, 2016, 4:10 pm
#99
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I did it! Used the vomiting-bananas exploit, but with wolf corpses instead of cans of banana flesh. Tried to sever a limb with a bear trap, but it broke before inflicting any injury. One of the wolves severed a leg, but Silva's replacement was made of green light crystal.
Dec 26, 2016, 9:52 pm
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I found the vampire room on the first level. It should probably have a level message attached. The vampire was surprisingly easy to kill, but the bats are quite difficult (I'm using low-quality axes). Even doing my best to fight them in bottlenecks, they drain a lot of health and it all comes from my torso. Not sure if that's because of the draining code or just because my armour is bad (troll hide). Fortunately Silva sent her archangel to kill the rest of them.

Considering that Eating werewolf flesh causes vampirism, maybe eating vampire bat flesh should too? Not sure.

I like the zombie room, much more interesting than the shop.

The gas chamber is much more interesting with the doors starting locked. I managed to scoop up all the ommel fluids without incident because of my belt. Gathered all the grenades into a pile ready for transport, left, and locked the doors behind me... but then I killed a large cat, and it respawned inside and set off all the mines. No grenades for me!

I killed Xinroch's ghost while it was in a wall, and the shadow veil wasn't visible until I dug away the octiron wall. Fortunately I knew where it would be and had a good pickaxe, but inexperienced players might get stuck quite unfairly. I think it would be a good idea to destroy any wall-like terrain features the ghost is standing in when it's killed. This wouldn't seem incongruous with the earthquake that already happens.
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