I've been messing around with improved squelching for a while, and keep
changing how I do things. It's time to come up with some specifics, and then
incorporate them into V hopefully in a way that can be then grabbed into
variants without too much pain.
However, first there are issues to be resolved.
The first question is whether there should be a separate pseudo level I have
referred to as {splendid}, which refers to items that are obviously excellent
the moment you wield them, even without pseudo, e.g. boots of speed. The
reason is so that you could specify quality squelch of excellent but not
splendid, squelching boots of stability but not speed and squelching armor of
resistance but not of elvenkind [assuming stealth boosts are obvious].
There definitely needs to be a new pseudo level {tainted} for items
simultaneously excellent and worthless, such as nazgul launchers, since the
plan is to have more of those in the future. So in any event there will have
to be at least 1 additional pseudo level.
The second question, much bigger, is whether there should even be quality
squelch at all. I believe in the model that the player should be provided
with the definitions of all of the egos, but that seems to be a minority
opinion. If you do not know all of the egos, how can it ever be safe to
squelch an excellent dagger when possibly there might be an unknown ego that
provides damage of {base damage * 20 vs evil} ?
It would be feasible to only allow squelching of particular seen egos. A bit
more generally, one could specify sets of object flags (and weight, damage
dice, etc) and squelch items whose flags are a subset of one of the given sets.
It may not seem related, but I need to know whether branded weapons should be
obvious upon wield. The upcoming 3.1 will make brands obvious at least upon a
successful hit. Is there any strong opposition to making them obvious on wield?
Somewhat related, I added pseudo levels on jewelry to my patch. I thought it
was necessary for the way I dealt with artifacts, but I was mistaken. I have
found it necessary to recognize artifacts when they are wielded. This brings
up a couple more questions.
Should artifacts be recognized immediately when wielded?
Should jewelry pseudo?
Also, squelching is about ignoring, not object destruction. Is there any
reason that artifacts should not be squelchable, assuming they are no better
than other items that would be squelched?
Finally, one goal of my squelch interface is to avoid menus, and there is no
separate squelch command. When you 'k'ill an object, it first asks if you
wish to squelch it, and if so tries to guess larger classes of objects you may
wish to squelch and interrogates you about them. Only if you say no to
squelching are you asked if you want to destroy the object. Does anyone have
a problem with this approach?
changing how I do things. It's time to come up with some specifics, and then
incorporate them into V hopefully in a way that can be then grabbed into
variants without too much pain.
However, first there are issues to be resolved.
The first question is whether there should be a separate pseudo level I have
referred to as {splendid}, which refers to items that are obviously excellent
the moment you wield them, even without pseudo, e.g. boots of speed. The
reason is so that you could specify quality squelch of excellent but not
splendid, squelching boots of stability but not speed and squelching armor of
resistance but not of elvenkind [assuming stealth boosts are obvious].
There definitely needs to be a new pseudo level {tainted} for items
simultaneously excellent and worthless, such as nazgul launchers, since the
plan is to have more of those in the future. So in any event there will have
to be at least 1 additional pseudo level.
The second question, much bigger, is whether there should even be quality
squelch at all. I believe in the model that the player should be provided
with the definitions of all of the egos, but that seems to be a minority
opinion. If you do not know all of the egos, how can it ever be safe to
squelch an excellent dagger when possibly there might be an unknown ego that
provides damage of {base damage * 20 vs evil} ?
It would be feasible to only allow squelching of particular seen egos. A bit
more generally, one could specify sets of object flags (and weight, damage
dice, etc) and squelch items whose flags are a subset of one of the given sets.
It may not seem related, but I need to know whether branded weapons should be
obvious upon wield. The upcoming 3.1 will make brands obvious at least upon a
successful hit. Is there any strong opposition to making them obvious on wield?
Somewhat related, I added pseudo levels on jewelry to my patch. I thought it
was necessary for the way I dealt with artifacts, but I was mistaken. I have
found it necessary to recognize artifacts when they are wielded. This brings
up a couple more questions.
Should artifacts be recognized immediately when wielded?
Should jewelry pseudo?
Also, squelching is about ignoring, not object destruction. Is there any
reason that artifacts should not be squelchable, assuming they are no better
than other items that would be squelched?
Finally, one goal of my squelch interface is to avoid menus, and there is no
separate squelch command. When you 'k'ill an object, it first asks if you
wish to squelch it, and if so tries to guess larger classes of objects you may
wish to squelch and interrogates you about them. Only if you say no to
squelching are you asked if you want to destroy the object. Does anyone have
a problem with this approach?
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