Are you sure that's a bug? I'd love to buy an x3 launcher (-2,-5), or better yet a Nazgul longbow most games. There are plenty of cost 0 mushrooms I would like to buy.
But you're probably right that it is unintended behavior.
Funny you should mention this - I'm seeing this sort of thing in the dev version of FA at the moment, because negative bonuses don't mean cursed and can still leave the item with some value. Mind you, I don't think these particular ones would have positive cost.
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.
After seeing the price of a Long Bow (or even an ordinary Short Bow), your point on buying damaged weapons is well taken. An ordinary Long Bow now costs 753 Gold, and a Short Bow costs 339. Rangers now start with a really big advantage, since other characters won't be able to afford one for some time.
Another bug:
I'm using a Dagger of Flame that shows nominal 22.9 damage against normal creatures and 28 damage against fire-vulnerable creatures. Melee bonus is +20, so the dagger must have +.4 from criticals vs normal, so it should also show 28.7±0.2 against fire-vulnerable.
Another unexpected side effect of cost-based pricing: Ring of Feather Falling now costs 3GP, so the various pit traps should appear on dl 1 again. If you are paranoid, you can buy one prior to going in the dungeon.
Also: Amulet of Charisma is ridiculously cheap (11 GP for +1 ring). Buying one pays off immediately in cost savings.
After seeing the price of a Long Bow (or even an ordinary Short Bow), your point on buying damaged weapons is well taken. An ordinary Long Bow now costs 753 Gold, and a Short Bow costs 339. Rangers now start with a really big advantage, since other characters won't be able to afford one for some time.
It is definitely not fair to start rangers with a longbow. You know I think everyone should start with money only, but if you have to start them with a bow, make it a shortbow.
Another unexpected side effect of cost-based pricing: Ring of Feather Falling now costs 3GP, so the various pit traps should appear on dl 1 again. If you are paranoid, you can buy one prior to going in the dungeon.
Also: Amulet of Charisma is ridiculously cheap (11 GP for +1 ring). Buying one pays off immediately in cost savings.
These have been fixed - all jewelry now gets a base power of 3, even though that represents no value. A ring of FF or amulet of +1 CHR now costs about 50gp. Still worth buying the CHR stuff though, as they will pay for themselves.
This could mean that CHR is underrated in the power algorithm, but since money only matters for the first 10% of the game I'm loath to over-rate it for the other 90%.
Yes, bows are now as expensive as they should be, given how much damage they do ...
"Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles
After seeing the price of a Long Bow (or even an ordinary Short Bow), your point on buying damaged weapons is well taken. An ordinary Long Bow now costs 753 Gold, and a Short Bow costs 339. Rangers now start with a really big advantage, since other characters won't be able to afford one for some time.
And other classes might don't have a chance to buy a bow or even a sling because the shop sometimes only offers -x/-x or unaffordable +x/+x items.
And other classes might don't have a chance to buy a bow or even a sling because the shop sometimes only offers -x/-x or unaffordable +x/+x items.
Look at it this way. How does the price of a
Long Bow (+0, +0)
compare with a
Long Bow (-1, -1), 1 scroll of Enchant Weapon To-Dam and 1 scroll of Enchant Weapon To-Hit
?
I'd expect that you'd lose some money on the second deal, but if you lose vast amounts then maybe the discount for damaged weapons is not enough or the price of enchant scrolls is too high.
This is another place where I think rarity should play a role in defining price. Slings are just a couple strings and a piece of leather, and they can be found lying on the floor at dl 1. They shouldn't cost much, unless they are enchanted to some astronomical level.
This is another place where I think rarity should play a role in defining price. Slings are just a couple strings and a piece of leather, and they can be found lying on the floor at dl 1. They shouldn't cost much, unless they are enchanted to some astronomical level.
But they do quite a lot of damage, with half-decent ammo, and in the new system things are priced according to how much damage they do (or are worth the equivalent). I'm still not quite convinced that rarity has a role (and still can't see how to incorporate it if it does).
"Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles
This is another place where I think rarity should play a role in defining price. Slings are just a couple strings and a piece of leather, and they can be found lying on the floor at dl 1. They shouldn't cost much, unless they are enchanted to some astronomical level.
Hey wait a minute didn't I say something like that in power based pricing and got shot down????
Originally posted by Rizwan
How about adding a rarity component to the price value. A rarer item being more valuable than the more common items. So in the ring of speed example if a ring of speed is rarer than a ring of acid then ring of speed should be more expensive regardless of where or when anyone uses it.
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