anything relating to ivan you're too lazy to create a new topic for

Jan 18, 2015, 8:29 pm
capristo's avatar
The Imperialist


Joined: Dec 2, 2007
Location: New Attnam
Interests: bananas
Posts: 1,951
Never knew that, cool! Do you have to have your old limb in your inventory? Do you have to chat with them or do they just do it automatically?
Jan 18, 2015, 10:06 pm
Joined: Feb 20, 2012
Posts: 232
capristo wrote
Never knew that, cool! Do you have to have your old limb in your inventory? Do you have to chat with them or do they just do it automatically?

I had my leg in my inventory (since I intended to bring it to the priestess), and he attached it automatically while I was walking by him.
Feb 8, 2015, 5:07 am
Joined: Jun 11, 2009
Posts: 34
4zb4 wrote
Yes indeed. Some people like to carry around piles of heavily disenchanted equipment to make some of the named enemies easier.



This just happened, so it must not always be the case.

***

Also, I just recently discovered that mistresses summoned by Nefas rarely spawn with a Holy Banana of Oily Orpiv in their inventory. So it's worth praying to her all the time.
Feb 9, 2015, 12:43 am
Joined: Feb 20, 2012
Posts: 232
Kamos wrote
Also, I just recently discovered that mistresses summoned by Nefas rarely spawn with a Holy Banana of Oily Orpiv in their inventory. So it's worth praying to her all the time.

And if you're playing CVS (or anything based on it) you can turn off "Be nice to pets" then take the whips from the mistresses to kill them for food.
Feb 22, 2015, 5:28 pm
Joined: Dec 17, 2007
Occupation: Taking Names, Formerly Kicking Ass
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I was trying to kill the banana growers with dropped banana peels when i discovered that their hp's keep rising constantly. I examained them with a stethescope each time the walked by and their HPs rose fairly quickly. I think it is because they are constantly listed as exhausted?
Feb 22, 2015, 9:12 pm
Joined: Dec 3, 2007
Occupation: Chaos Weaver
Location: Standing between all life and death
Posts: 2,761
I think that's to prevent the encourager from killing them by accident.
Feb 23, 2015, 3:49 am
Joined: Dec 11, 2008
Posts: 1,767
Really the encourager should be gaining massive LSTR but I guess something's put in place to stop that.
Mar 1, 2015, 4:33 am
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
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A flaming adamant sword does not sparkle.
Mar 17, 2015, 7:31 pm
Joined: Sep 8, 2010
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Did you know you can spawn characters with green hair?
Mar 17, 2015, 7:46 pm
Joined: Dec 3, 2007
Occupation: Chaos Weaver
Location: Standing between all life and death
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No I didn't! D:
Mar 18, 2015, 8:39 pm
Joined: Feb 20, 2012
Posts: 232
I went poking around for hair color code and it's actually pretty neat: https://github.com/Attnam/ivan/blob/master/Main/Source/human...

Turns out there are 4 base colors and then it's randomized from there (same for eye color).

I also found some fun stuff while I was poking around; Petrus' Wife # 4 is special compared to the others:

Mar 18, 2015, 8:59 pm
Joined: Dec 4, 2007
Occupation: Perfect Soldier
Location: Astragius Galaxy
Interests: Fiana, Peace, Melons
Posts: 1,053
Heh yeah I remember that
May 15, 2016, 1:41 pm
Joined: Apr 9, 2016
Occupation: Priestx of Sophos
Location: Standing on a big mine in GC1
Interests: the relation of queer crystal hyperfeminism and amphibious neutronium cybersocialist art
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I haven't tried to exploit mustard gas in LIVAN or CVS, and killing petrus peacefully has apparently become a more involved process now that 0.50.5 blames the player if they throw a gas grenade at or near a peaceful NPC.
One task which is still trivial is killing the dungeon shopkeeper, Merka.
Step 1: Sell him a gas grenade on a tile adjacent to him.
Step 2: Sell him stuff until he runs out of money.
Step 3: Buy any glassware you don't want broken.
Step 4: Buy and sell junk to train your charisma?
Step 5: Leave.
Step 6. Make sure Silva is happy, make sure you're not on fire, and pray to her.
Step 7. Wait for the gas to clear.
You now have all the junk you sold him, all his equipment, all his money, and all his stock, and a few more points of charisma.

I'm not sure whether I'd consider this a bug, or just an occupational hazard. A possible fix would be to blame item destruction caused by Silva on the player (as Legifer's explosions currently are?). However, that might make Silva's earthquake anger the shopkeeper just because of his lanterns being destroyed...
May 16, 2016, 4:20 am
Joined: Sep 8, 2010
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That's a nice exploit It's difficult to find fair ways to curb these exploits. There's a multitude of ways to fix it. Blaming item destruction on the player is one way, but as you rightly point out, how could the shopkeeper possibly know the earthquake was the player's fault? Another way might be to prevent the sale of mustard gas to shopkeepers, but then that would seem like an embargo against the player. Another way would be to prevent mustard gas grenades from exploding due to an earthquake, but again, why would gas grenades be spared from destruction? Or maybe when the gas grenade is sold to the shopkeeper, it gets sent to the inventory of a shop guard for safe keeping? Or maybe the gas grenade gets put in a safe box in the shop, a bit like a bookshelf, where items are safe from explosions and earthquakes? Maybe the gas grenade is kind of incomplete, and it should work like the holy hand grenade?

Here's a question: Can un-set mines lying on the dungeon floor explode due to earthquakes, or can only set mines do this?
May 16, 2016, 7:19 am
Joined: Dec 4, 2007
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I reckon a shopkeeper should still pay you, but stow it away in some kind of strongbox.

"Whoa, that careful with that thing. I'll give you X for it."

Then it gets stowed away safely with Shop Magic.
May 16, 2016, 3:20 pm
Joined: Apr 9, 2016
Occupation: Priestx of Sophos
Location: Standing on a big mine in GC1
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I think gas grenades in chests (maybe not in strongboxes?) still get set off by the earthquake. Being in the shopkeeper's or guard's inventory would protect it. But if dangerous things get put in an inventory, that might open up strange exploits involving selling a few dozen backpacks full of gunpowder and big mines, or a meteoric steel chest containing a gas grenade, in order to overload people on the shopkeeper's team. also, being in an inventory isn't conducive to browsing.
May 16, 2016, 4:00 pm
Joined: Dec 11, 2008
Posts: 1,767
You could make the shops have a "safe" which is a 1 tile room made of some tough material like Octiron or something.
When you sell a volatile item to the shop, the shopkeeper or a shop guard would initiate a script to pick up the item and place it in the safe, then close the door.
This way dangerous items are contained at all times, so that they cannot damage anything or anyone if they get detonated by accident.

Could make use of the script used for the banana growers dropping off bananas in New Attnam for this.

Also on the topic of that exploit - does praying to Silva in Attnam piss off the town? If not, you can just donate gas grenades to the cathedral by dropping them in a pile around Petrus and pray to Silva so they all detonate.

May 16, 2016, 4:02 pm
Joined: Apr 9, 2016
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In Attnam she just summons wolves. otherwise I'd be doing the same to all the Attnamese shopkeepers, and possibly the Petrus and the smith.
May 16, 2016, 4:04 pm
Joined: Dec 11, 2008
Posts: 1,767
Aww, that's a damn shame.
How about detonating them by applying a backpack of gunpowder far enough away from people, but close enough to break the grenades?

Though, I do have a vague recollection of detonating myself and pissing off the town.
May 16, 2016, 4:46 pm
Joined: Apr 9, 2016
Occupation: Priestx of Sophos
Location: Standing on a big mine in GC1
Interests: the relation of queer crystal hyperfeminism and amphibious neutronium cybersocialist art
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I haven't looked too closely at the blametrail parts of the code, but I expect any explosion chain whose source is a direct player action would allow Poirotrus to know the culprit.
The player is also responsible for their pets' actions. If you bring a resurrected Ischaldirh into Attnam and betray a pet, and Izzy casts a fireball on it, any resulting vandalism or aggression is pinned on the player.
One possible loophole is throwing wands of fireballs. One time I threw a depleted wand to clear out the orc room. It worked, and also set off a chain of kamikaze dwarves, one of whom I believe affected my resurrected Sherarax, who didn't care. I suppose that's more likely due to her masochism than a missing link in the blametrail.
I'm trying to reproduce this in wizmode in Attnam, but even with two golden eagle feather arms it's really difficult to make it explode against a granite wall a mere two tiles away. On the rare occasions it does break, somehow no explosion is caused. Not sure what's gone wrong there. it worked the first time when it hit an orc's head.
Edit: If I use flesh limbs with max stats, the wand breaks on the first try. It only produces a fireball if it hits a creature rather than a wall. Not sure why. Anyway, the explosion angers Attnam so it's not a viable way to do assassinations.
May 16, 2016, 5:26 pm
Joined: Apr 9, 2016
Occupation: Priestx of Sophos
Location: Standing on a big mine in GC1
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I recently saw a suggestion to open tough chests by standing on them and letting an armless golem kick you. Perhaps the same could be applied to gassing Attnam. Factors to consider would be:
* How to leave its legs intact while removing its arms
* Whether the golem is strong enough to kill you
* Whether the grenade explodes under you, explodes against the wall it hits, or doesn't explode
* Whether the golem's act of vandalism/aggression turns Attnam against it (they normally ignore betrayed pets)
If betrayed pets aren't subject to the same restrictions on vandalism as the player, it might even be able to kick things out of shops for you.
Edit: A pine or fir golem in wizmode can clear scrolls off the library's door tile quite handily. However, its kick is strong enough to set off a gas grenade under my feet. That may actually be the best option, if the player has gas immunity or can handle a few ticks' worth of exposure. Certainly easier than juggling an Attnamese dwarf and its bizarre pathfinding.

Probably this is a bug, and betrayed pets should not be able to commit crimes with impunity.
May 16, 2016, 8:18 pm
Joined: Dec 11, 2008
Posts: 1,767
While golems are probably the best choice for kicking damage, you can also make pets with various missing limbs simply by removing all the limbs from a monster before killing it (beartraps work well, and having excessively high stats seems to make the player target limbs before torso).
Once you have de-limbed the monster and killed it, simply place the legs back on the same pile as the corpse but leave its arms elsewhere. Then use a wand of resurrection!

Bam, armless pet!

This is something I learned a while back when I figured out how to change your head's material.
May 17, 2016, 1:18 am
Joined: Feb 20, 2012
Posts: 232
Why not just have NPCs avoid mustard gas until it dissipates?

It seems kind of silly for them to stand around in it just because they don't know where it came from. If they end up in a cloud and don't have anyone to be pissed off at they should just move to a nearby square until it's safe to move back to their original spot.
May 17, 2016, 6:05 am
Joined: Sep 8, 2010
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Pent wrote
Why not just have NPCs avoid mustard gas until it dissipates?

It seems kind of silly for them to stand around in it just because they don't know where it came from. If they end up in a cloud and don't have anyone to be pissed off at they should just move to a nearby square until it's safe to move back to their original spot.

That is probably the right way to handle this problem.
May 17, 2016, 8:28 am
Joined: Apr 9, 2016
Occupation: Priestx of Sophos
Location: Standing on a big mine in GC1
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4 grenades, 20 dex, and a square key...
And gas immunity. Don't try that without gas immunity.
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