Change request for object.txt

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  • ewert
    Knight
    • Jul 2009
    • 707

    Change request for object.txt

    Could we please change wooden torches allocation to continue all the way to 100, so we don't have to farm sub level 40 with randarts to make sure we found our light artifacts? XD

    Thanks.
  • Sky
    Veteran
    • Oct 2016
    • 2321

    #2
    are stars, lanterns, arkenstones etc all "torch" items?
    "i can take this dracolich"

    Comment

    • ewert
      Knight
      • Jul 2009
      • 707

      #3
      Lanterns exist, not sure about the special ones under what category they fall under.

      Comment

      • backwardsEric
        Knight
        • Aug 2019
        • 531

        #4
        Changing the allocation to be 1 to 100 seems reasonable enough. That was the behavior in 3.0.8 but was changed for 3.0.9 when the probability for torches was increased and has remained that way since then.

        There'll be a slight decrease of useful objects for levels 41 and down, but the alternate solutions I can come up with to improve the allocation of randart lights seem worse than what you propose. One could ignore the allocation maximum of the base type when choosing whether an artifact of that type is generated, but that would mean that any torch seen on levels 41 and down would be known to be an artifact without further inspection by the player. Another alternative would be to change the base type selection for a randart to prefer the special bases (i.e. phials, stars, and arkenstones for lights) over bases from object_base.txt, but that's an overly convoluted way to address the problem.

        Comment

        • Nick
          Vanilla maintainer
          • Apr 2007
          • 9647

          #5
          I agree, seems like a reasonable plan.
          One for the Dark Lord on his dark throne
          In the Land of Mordor where the Shadows lie.

          Comment

          • ewert
            Knight
            • Jul 2009
            • 707

            #6
            Originally posted by backwardsEric
            Changing the allocation to be 1 to 100 seems reasonable enough. That was the behavior in 3.0.8 but was changed for 3.0.9 when the probability for torches was increased and has remained that way since then.

            There'll be a slight decrease of useful objects for levels 41 and down, but the alternate solutions I can come up with to improve the allocation of randart lights seem worse than what you propose. One could ignore the allocation maximum of the base type when choosing whether an artifact of that type is generated, but that would mean that any torch seen on levels 41 and down would be known to be an artifact without further inspection by the player. Another alternative would be to change the base type selection for a randart to prefer the special bases (i.e. phials, stars, and arkenstones for lights) over bases from object_base.txt, but that's an overly convoluted way to address the problem.
            As a completionist player regarding artifacts, I also feel that all the other possibly artifact basetypes should also have allocations all the way to 100.

            I think there were a couple early base armor/weapon types that had a non-100 max alloc depth. Actually, checking the artifact file, there are max levels for artifacts themselves which I feel should be ignored.

            Not as crucial as the torches but still bit annoying.

            Comment

            • PowerDiver
              Prophet
              • Mar 2008
              • 2820

              #7
              Originally posted by backwardsEric
              One could ignore the allocation maximum of the base type when choosing whether an artifact of that type is generated, but that would mean that any torch seen on levels 41 and down would be known to be an artifact without further inspection by the player.
              What's wrong with that?

              Seriously, the dungeon is littered with torches. Every single humanoid that cannot see in total blackness should be carrying a light source. The player can't help but ignore those. There must be some incredibly powerful spell at play. Assume the spell doesn't work on forcing the player to ignore artifacts. Problem solved.

              Comment

              • Estie
                Veteran
                • Apr 2008
                • 2347

                #8
                maybe this is the right place to ask: why are there maximum levels for artifact allocation ? I hate that.

                Comment

                • fph
                  Veteran
                  • Apr 2009
                  • 1030

                  #9
                  Originally posted by Estie
                  maybe this is the right place to ask: why are there maximum levels for artifact allocation ? I hate that.
                  I guess it is a natural consequence of the fact that non-artifact objects have maximum allocation levels, and the artifact generation algorithm.
                  --
                  Dive fast, die young, leave a high-CHA corpse.

                  Comment

                  • Estie
                    Veteran
                    • Apr 2008
                    • 2347

                    #10
                    That shifts the question then: why are there maximum levels for base objects ?

                    Comment

                    • Nick
                      Vanilla maintainer
                      • Apr 2007
                      • 9647

                      #11
                      Originally posted by Estie
                      That shifts the question then: why are there maximum levels for base objects ?
                      It was part of the junk eradication push back in around 3.3 or 3.4, IIRC.
                      One for the Dark Lord on his dark throne
                      In the Land of Mordor where the Shadows lie.

                      Comment

                      • ewert
                        Knight
                        • Jul 2009
                        • 707

                        #12
                        There is actually max alloc for some artifacts as well. Haven't checked if it is actually forced in artifact generation.

                        One of the worst in standart set was that I think I saw one of the immunity granting ones have a max level!

                        I went through the gamedata files for artifacts/objects and changed all relevant ones to max alloc 100 that I managed to find (haven't double checked so oversights possible). I attached the files, they go to lib/gamedata (they are renamed so won't overwrite), if you want to just fix em for yourself for the moment unzip and copy them over the originals. Also that way if you download a new version, you can just re-copy-over.
                        Attached Files

                        Comment

                        • Estie
                          Veteran
                          • Apr 2008
                          • 2347

                          #13
                          Originally posted by Nick
                          It was part of the junk eradication push back in around 3.3 or 3.4, IIRC.
                          Well it caused the best light sources in the game to be pushed back, as well. I take it that wasnt intended, then ?

                          Comment

                          • Estie
                            Veteran
                            • Apr 2008
                            • 2347

                            #14
                            Originally posted by ewert
                            There is actually max alloc for some artifacts as well. Haven't checked if it is actually forced in artifact generation.

                            One of the worst in standart set was that I think I saw one of the immunity granting ones have a max level!

                            I went through the gamedata files for artifacts/objects and changed all relevant ones to max alloc 100 that I managed to find (haven't double checked so oversights possible). I attached the files, they go to lib/gamedata (they are renamed so won't overwrite), if you want to just fix em for yourself for the moment unzip and copy them over the originals. Also that way if you download a new version, you can just re-copy-over.
                            Thanks, this is great; will this make the randart lightsources max level 100 ?

                            Comment

                            • ewert
                              Knight
                              • Jul 2009
                              • 707

                              #15
                              I would have to check how randart creation handles max allocation levels ... Currently I am trying to get my compiling working again, my Quality of Life branch just bypasses artifact creation level check to avoid any and all problems related to that. ... if I can get it compiling again, been too long!

                              Comment

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