ivan
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new features that make the game easier and suggestions how to workaround'em?
the balance of the original game was very easily changed in subtle ways, and more often with the unintended consequence of making it easier
thinking about the above from https://github.com/Attnam/ivan/issues/484#issuecomment-418215826
enhanced lights
mainly at big spider cave that should be darker may be the far lights intensity to reveal the far square should be lowered depending on the specific level general light configuration? ex.: basically, a thrown crystal would lighten much less squares around at that cave
still about lights, the lighting system seems to not consider the volume of the emitter material ex.: if we break a crystal with 100cm3 into 100 parts of 1cm3, we can light up a whole dungeon throwing these tiny crystal parts everywhere! I still dont know how to make it require the emitter to have a minimum volume to light up the square it is at, and more volume to light up squares around it... it would be good to require at least 10cm3 to light up the square it is at...
crafting: dismantle
currently we can prevent mobs from using weapons that have at least one wooden material anywhere may be, dismantle should require a harder hammer (or any other weapon) than both item materials? also such tool weight should be considered (using a mithril dagger to dismantle any mace or halberd should still take much more time as the dagger is too light weight), and dismantling should take some more time anyway than it does now
crafting: cut web
with that action, the trap already can catch the weapon we are using, or we can get stuck on it, using fumble calculation, but, despite it is random, in not much time we can clean many spider webs, so if before we would have to zap a wand of lightning or fireball, or dig a wall around it, or chose another path, now we just have to spend some time that craft action. The web destruction chance is based on the same vanilla code used when we move thru it. May be, the chances to lose weapon and getting stuck could be increased?
crafting: lump split
after dismantling a golden chest (carried by a golem to a forge), I could split that golden lump into 30 lumps. Then I kept selling and buying them to raise charisma (that was around 30), and is now at 60. w/o crafting, we would at most sell it once for about 3000 coins and it would end there, would worth around 2 or 3 charisma points at most... I need a suggestion on this one..
EDIT1: splitting a single small lump of anything that have 25cm3, 25 times, let us easily use the polymorph wand. w/o crafting, we would have to get many useless items or dig for rocks. no idea also
mini map is always in sync
EDIT2: if you hear a far explosion, you can just open the minimap to know how is the updated terrain, w/o having to actually see what happened. also, the GoOn action, in map mode, with automatic route (so is not just a direction), will show a path in the map (after you start going), and that path may give enough clues about the terrain. Unless we finally use the Mana stat for something, and the minimap could be a magical map Decos gives us, so that would be "lore friendly" in a sense :). Not sure how to let mana affect it tho yet..
(I think there are a few more things, will add later when I remember :))
I preferred than a new issue just post another thing here: may be, like wizard mode does, we could disable scoring if the new features are enabled.
so, if user opts to use:
- enhanced lights
- crafting
- mini map (something else?)
then scoring would be disabled.
until these features are better balanced, improved, granted to be more challenging after more user opinions about'em.
so basically, to not interfere with scoring, these "experimental" features (and any other new features) could still exist in the code and be available to the player if he/she wants to beta-test'em, or simple fully play and enjoy the whole game with them and... w/o scoring, if like me they don't care about it :).