File:IvanWin050.zip
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Iter Vehemens ad Necem (IVAN) v0.50 for Windows. Also available for DOS.
File Summary
File | Iter Vehemens ad Necem | |
Version | 0.5 | |
File size | 1.33 MB | |
Release date | December 10 | |
Release year | 2004 | |
Type | Video game | |
Platform | Windows | |
Requirements | Pentium 266 MHz, 48 Megs of RAM, Windows 9x/ME/XP/2000 | |
License | GNU General Public License |
Game Summary
Developer | Timo Kiviluoto | |
Publisher | Timo Kiviluoto | |
Original release date | December 10 | |
Original release year | 2001 | |
Genre | RPG | |
Subgenre | Roguelike | |
Series | [[:Finnish games:|]] | |
Article | Iter Vehemens ad Necem | |
Website | {{{Website}}} |
README
Iter Vehems ad Necem v0.50 --------------------------- For news and updates view our homepage at ivan.sourceforge.net. -------------------------- 1. Description 2. System requirements 3. General gameplay 4. FAQ ----------------------------- 1. Description Iter Vehemens ad Necem (IVAN) is a graphical roguelike game, which currently runs in Windows, DOS and Linux. It features advanced bodypart and material handling, multi-colored lighting and, above all, deep gameplay. ----------------------------- 2. System requirements We recommend that you use at least a: Pentium 266 MHz 48 Megs of RAM Windows 9x/ME/XP/2000 (at least) or: DOS Vesa 2.0 compatible video card or: Linux with (SDL library version 1.2.0 or higher) ----------------------------- 3. General gameplay IVAN works pretty much in the same way as other roguelikes. The player controls a character, which moves and attacks from the direction keys. All other commands can be found by pressing ?-key in the game. Additional help can be obtained from the offical site at http://ivan.sourceforge.net/. ----------------------------- 4. FAQ Q: What does "Iter Vehemens ad Necem" mean? A: It's latin and means a "Violent Road to Death". For most players, that's a perfect description of the typical game. Q: Why can't I make multiple saves and why is my save deleted when I die? A: Like the creators of other roguelikes, we think this makes gaming much more exciting, since you must take full responsibility of all your actions. You have only one chance to live or die. Also, we agree that "normal" saveloading is OK for games which remain the same in all gaming sessions, since in these you are not meant to really die as replaying everything in exactly the same way would be annoying. But the same does not apply to games with a multitude of random areas and events like IVAN; the whole fun is trying again and again in everchanging environment, encountering stranger and more complex situations and becoming better and better in tackling them. Q: Can't you reconsider your opinion about saveloading? A: No. There are the two things we swore never to do when starting the project: discarding permadeath and making IVAN a 3D action game. Don't bother us about this question anymore. Q: Not even as an "easy" game option? Pretty please? A: Shut up. Q: What do these strange markings like Dex, Agi mean in the right sidebar? A: AStr = Arm Strength - Increases damage inflicted on enemies LStr = Leg Strength - Increases carrying capacity and kicking damage Dex = Dexterity - Increases accuracy and hit speed Agi = Agility - Increase movement speed and ability to dodge attacks End = Endurance - Increases maximum health points and healing rate Per = Perception - Increases sight range and accuracy Int = Intelligence - Increases your ability to read and use magic Wis = Wisdom - Increases your ability to deal with gods Cha = Charisma - Improves your ability to negotiate and make deals If there are two numbers visible after these the first is the attribute after bonuses and penalties obtained from your equipment or some other temporary reason. The second number shows the base attribute without the said modifications. If there is no net-bonus or net-minus, only the base attribute is shown. If the first number is green, then it has increased a short while ago and if it is red it has decreased. Siz = Size or height, in cm - Increases your enemies' chance to hit you HP = Health Points - The sum of your bodyparts' HPs Gold = The amount of money you have Day & Time = The amount of absolute game time you have spent in this game Turn = The turns (commands which take time) you have used in this game Q: I had 20 HPs, but I still died. Is this a bug? A: No, this is not a bug. You will die (at least in human-form) if the HPs of your groin, torso or head reach 0. Q: Why do I always miss spiders with my trusty iron mace? A: Mace is far too big for hitting small creatures. Do you really kill spiders with such enormous objects in real life? Q: What do marks like L+, C-- mean in the pray menu? A: All gods have a property that tells whether they are supporters of Law or Chaos or if they are Neutral. This is however too general description so the plusses and minuses tell of slight differences between the gods. Eg Valpurus has the letters L++ this means that Valpurus is extremely lawful, when Sophos has the letters L-, which in turn means that Sophos is lawful, but still leaning a bit towards neutrality and even chaos. Q: I just lost a leg. How do I get it back? A: Certain gods, potions and special characters may help you. Q: How is score calculated? A: First the kills of the player and his pets are merged to a single list. Then for every monster type, the score is calculated with the following formula Score = sqrt(a) * b * b sqrt(a) = Square root of the number of killed monsters of this type b = Sum of the attributes of a typical monster of this type The individual scores of the monster types are then added together. You also get a high bonus for winning, depending on your victory type (the score is multiplied by 2, 3, 4 or 5). Q: Why does time pass so fast in the game? A: Who has said the a day is as long in IVAN's world as on earth? Q: How can I compile IVAN source code? A: See INSTALL. Q: I am a Linux user. Why can't I access the wizard (cheat) mode? A: The wizard mode functions aren't compiled by default. In Linux change the environment variable CXXFLAGS to -DWIZARD and recompile. Q: I am a DOS user. When I try to run IVAN, I get the message "Load error: no DPMI - Get csdpmi*b.zip". The DOS binary is compiled using DJGPP, so you need a DPMI server to run it. One should have been provided along with IVAN, but if that's not the case, download it from www.delorie.com. Q: I've found a bug. What should I do? A: Write a small description on how the bug occured and if possible even how we could replicate it, and send this information by email to ivan-users@lists.sourceforge.net. If you are a SourceForge user, you can also report this bug at Ivan's SourceForge project page: http://sourceforge.net/projects/ivan You should mention your full name so we can credit you at the end of the AUTHORS file, if you are the first to discover this bug. Q: I've got a great idea to make IVAN better! What should I do? A: Describe the idea to us by sending it to ivan-users@lists.sourceforge.net or report it at Ivan's SourceForge project page (see above). You will be credited if we implement the feature, it's non-trivial, and you're first to suggest it. Q: I'm a programmer willing to help you. What should I do? A: Code and then send us (e-mail: ivan-devel@lists.sourceforge.net) your diff. If we like your code we will integrate it to the next release. You will of course be credited for your code. See .customs.emacs file for the official Ivan C++ Programming Style. ----------------------------- FREE SOFTWARE FOREVER!
AUTHORS
-------------------------------- |Iter Vehemens ad Necem credits| -------------------------------- --------- |IvanDev| --------- Master Programmer (implemented most of the bugs) ------------------------------ Timo Kiviluoto Apprentice Programmer, PR Guy, Porter (made some of the bugs, but they're all really features, or OS's fault) ------------------------------------- Heikki Sairanen Head Graphics Designer (drew all the heads) ---------------------- Tuukka Virtaperko ------------------------------ |Other people who have helped| ------------------------------ Additional coders ----------------- In order of importance Ilari Kaartinen Mark Schreiber Miles Bader Perttu Luukko Niko Kosonen Additional graphics ------------------- In order of importance Vesa Peltonen Corey Martin Additional level design ----------------------- Corey Martin Authors of the RNG we use ------------------------- Takuji Nishimura Makoto Matsumoto Author of the font we use ------------------------- Shawn Hargreaves's Allegro, a game programming library Idea providers and bug hunters ------------------------------- In alphabetical order Atte Aholainen Chris Allcock Brian Angeletti Laurent Birtz Christian Harms Ilari Kaartinen Wojciech Kaczmarek Henri Kiviluoto Thomas Klausner Niko Kosonen Perttu Luukko Corey Martin Janne Miettinen Kari Pahula Vesa Peltonen Will Riley Renne Sairanen Norvell Spearman Konstantin Stupnik
NEWS
Version 0.50 ------------ - fluids can now cover items and characters and interact with them - items made of iron alloys can now rust - added directional light and day and night which use it - added some cosmetical weather effects - New Attnam has now many new NPCs, for instance a sumo wrestler who can be challenged - polymorph control is now more interesting; you need to see a monster once before you can polymorph into it, and more powerful ones require more intelligence - added wands of acid rain, mirroring and necromancy - added scrolls of detect material, harden material and golem creation - added several new monsters, eg. powerful named archangels for each god and necromancers who raise skeletons and zombies to do their bidding - one can now give pets tactical commands, change their equipment and use them to carry extra stuff (these are accessed using 'C'hat and 'I'ssue commands keys) - the player can now panic if he gets hit too much, like the monsters have done in previous versions - the player can now become exhausted if he fights for too long and/or uses the new r'u'n command too much - spiders are now able to make webs - you can now get stuck to slime - badly hurt/trapped bodyparts now become unusable until they regain some HP/become untrapped - it is now possible to browse detailed death reasons of individual monsters in the postgame massacre lists - added many new informative graphical details, for instance recently altered attributes are shown with a different color for some time - gloomy cave is now longer and has more special levels and rooms - all the endgame battles are more complex - added leprosy, a nasty disease which causes your limbs to drop off randomly Version 0.430 ------------- - certain monsters and their corpses are now larger than one square - thirteen new monsters added, including electric hattifatteners and reproducing rabbits - monsters with high enough intelligence now use much more advanced pathfinding methods - a very unique side branch added to the underwater tunnel - added an alternative keyboard layout to ease playing on some laptops - score system simplified Version 0.420 ------------- - you can now find a level where you died in a former game (a bonefile) - added one new monster, a few items and several materials - the player's and monsters' representations on the game screen now depend on what they wield - added many new monster animations - corrected many balancing problems, especially with magical mushrooms - corrected several fatal bugs - corrected some memory leaks - the game's compile speed increased greatly - lots of monster AI and graphics routine optimizations Version 0.410 ------------- - added smoke effects - added eleven new monsters - added several new animations - user interface tweaks - removed all assembler code - the player's representation on the game screen now depends on his armor - added search command and searching state which can detect traps - a list of killed monsters is now displayed when the game ends - breaking wands now all have unique effects - dipping to corpses is again possible Version 0.401 ------------- - added lightning effects - added several new artifact and regular weapons - added floating eye - it is now much easier to gather nutrition - many abuses prohibited - explosions are now stopped by walls - corrected a fatal bug in the door breaking code - corrected many non-fatal bugs - decreased IVAN's RAM usage greatly - doubled IVAN's compile speed Version 0.40 ------------ - bodyparts added - animations added - multi-colored lights added - carnivorous plants, lion, buffalo, snake, orc and many other monsters added - added unique monsters - added modified versions of old and new monsters - enlarged the quest by one new dungeon and one new village - tripled the amount of items - added many equipable items (gauntlets, boots, cloaks etc) Version 0.311 ------------- - a few fatal bugs fixed - some non-fatal bugs fixed - lots of optimization Version 0.310 ------------- Added stuff after version 0.301: - Linux and DOS ports - fountain effects - starting pet - the first dungeon shop - mammoth, unicorn, kamikaze dwarf and genie - magic lamp, jewels, holy book, scroll of charging - explosions - doors can be locked and they can be broken by kicking - graphical effects for wand beams - dolphins have more living space - danger levels and alignments added to the panel - processor loads decreased - ergonomic tweaks, e.g. with go, rest and look commands
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