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Regarding the whole "ID by use" and "Rune" thing: I find ID'ing things to get kinda tedious pretty quickly. However, I do like the notion that your character advances in knowledge, as well as advancing in experience. Once you get deep down in the pits, the rune system lets you ID almost everything on sight, which is a huge time savings when you're looking for equipment. So, personally, I think that "Identify" (both the spell and the scroll) should work on consumables as well as equipment, and that you should be allowed to sell equipment with unknown runes to the shops, which would then make the rune(s) known to you. [Right now for instance, if I sell a ring to the magic shop, it buys it, and puts it up for sale, calling it a Ring of the Dog, but this transaction does NOT cause me to learn the Rune for some reason; I have to buy it back.]
This makes ID'ing things a lot easier and quicker, but without doing away with ID entirely. I think it also make the ID spell more useful, since now maybe you don't have to waste that first Potion of Life you found in order to ID it. And I very much like the fact that when you're wading though piles of equipment after clearing a vault or a pit, you can quickly zero in on the potentially useful stuff. It seems like a good and effective answer to the TMJ problem.Comment
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I've noticed a problem with Rune ID: When I kill a monster, and it scatters stuff on the floor, the newly created stuff does *not* have their Runes identified e.g. when I 'l'ook at it, it just says "Leather armor". However, if I now save the game (cntrl-X) and restart, now the items are Rune identified (e.g. "Leather armor of Resistance"). This is also true when I drink a potion of Enlightenment: all the items on the level are made visible, but not ID'd, but if I save and restore, then all the items on the level are ID'd (even if they are not in line-of-sight). I don't know if this happens with artifacts too, or not.
I'm assuming that the items are supposed to be ID'd immediately (and in particular, any squelched items should never even be seen in the first place), but regardless, the current inconsistent behavior is clearly wrong.Comment
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Regarding the whole "ID by use" and "Rune" thing: I find ID'ing things to get kinda tedious pretty quickly. However, I do like the notion that your character advances in knowledge, as well as advancing in experience. Once you get deep down in the pits, the rune system lets you ID almost everything on sight, which is a huge time savings when you're looking for equipment. So, personally, I think that "Identify" (both the spell and the scroll) should work on consumables as well as equipment, and that you should be allowed to sell equipment with unknown runes to the shops, which would then make the rune(s) known to you. [Right now for instance, if I sell a ring to the magic shop, it buys it, and puts it up for sale, calling it a Ring of the Dog, but this transaction does NOT cause me to learn the Rune for some reason; I have to buy it back.]
This makes ID'ing things a lot easier and quicker, but without doing away with ID entirely. I think it also make the ID spell more useful, since now maybe you don't have to waste that first Potion of Life you found in order to ID it. And I very much like the fact that when you're wading though piles of equipment after clearing a vault or a pit, you can quickly zero in on the potentially useful stuff. It seems like a good and effective answer to the TMJ problem.
Thanks for all the analysis of ID, that clarifies a few things for me.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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I am quite all right with erring on the side of making Identify "too easy" rather than too hard. I've never found the "identification minigame" to be interesting.Comment
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My warriors are commonly groping for id scrolls. The main contributor to this problem are the gazillion different curses; there seem to be a similar amount as positive runes.
I dont suppose that players are expected to "id by use" curses, so given the (otherwise appropriate, imo) role curses play currently, the id requirement seems blown out of proportion.
Maybe make a feature out of the bug: reading a remove curse scroll could actually identify all the curse runes on an item, whether they get removed or not. Since those scrolls are guaranteed in town, curse runes wont require precious id anymore. But unremovable cursed items should probably become targetable then.Comment
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I've experienced a failure with the AI. Attached is a save file that demonstrates the problem. @ is in an ASC fighting Kronus, who has just broken the Rune of Protection @ was standing on, and then breathed fire or plasma or whatever it is and converted the space into lava. @ then backs up one space in the ASC to the fallback rune. Kronous does NOT step forward into the lava, nor move back, he just stands there. @ now spams OOD into the lava space, dealing indirect area damage to Kronos, who continues to stand there stupidly. Since @ regenerates SP faster than the monster heals, this can continue until the monster is near death and flees in terror.
Also, there really needs to be some short message mentioning that @ is being damaged by the lava. Right now, it appears that the damage is done silently, making it relatively easy to miss the fact that the floor you thought you were standing on has turned into molten lava; something that I personally think would be relatively easy to notice :-)Attached FilesLast edited by bron; May 29, 2017, 02:15.Comment
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It appears that the "Unbarring Ways" prayer does not work on traps on chests, whereas the older version did. Is this intentional?
When I cast "Detection", objects are shown as a red '*'. But a chest mimic is shown as a '~', revealing the fact that it is a monster, rather than an object. But if I 'l'ook at it, it is still described as a "chest" not as a "mimic". One could argue both ways about whether it should be revealed by the Detection or not, but the current behavior seems inconsistent: either the Detection should show it as a '*', or it should be identified as a mimic.Last edited by bron; May 29, 2017, 02:13.Comment
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Another minor issue with the nightly:
I use a "Rod of Disable Traps" on a trap in a corridor. If I then run ('.') down the hallway. the character stops next to the (now disabled) trap, just as they would have if the trap had not been disabled. If I attempt to run down the hall while starting *next to* the disabled trap, the game will attempt to disarm the (disabled) trap.Comment
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One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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