I've been thinking a bit about detection lately and have come to the conclusion that the new Detect Treasure is too all encompassing. I feel one of big reasons they were merged was that DTreasure was fairly useless and so it was combined with DObjects. So, in what will no doubt be an unpopular proposal, I'm about to suggest splitting the detects into separate scrolls once again.
Detect Treasure will detect GP, treasure veins, chests, rings and amulets.
Detect Magic will detect Rods, Staff, Wands, Magic Weapons and Magic Armours.
Detect Items will detect potions, scrolls, torches, food, normal items and other stuff.
EDIT: I suppose you could throw in an all encompassing Scroll of *Detection* for the later game, when you're looking for the needle in the haystack, and are not at all concerned with 99% of what you find.
In this way all three scrolls are useful. Some more useful than others depending on what you're looking for.
And as if that first bit wasn't enough, I've been re-thinking traps, door, stairs and mapping too. I've never really liked the way that Detect STD's plotted a bunch of stairs, doors, and traps on your map just kind of hanging out there in the nothingness. So here goes.
Detect Traps will detect both Traps and Secret Doors in a given detection radius as it does now, however you (the player) will only be aware of these traps/doors in areas that are already explored and/or mapped. Additionally you will be made aware of the other detected traps and secret doors as you encounter them, but before you trigger them (traps), either through normal exploration or magic mapping. I wouldn't be opposed to adding Detect Invisible to this as well, as it's basically detecting unseen things (and Scrolls of DInvis which are pretty useless, could be eliminated). Another option would be to change it's method of operation from a detection radius to a timed duration, during which trap and secret door detection would be 100%.
Detect Doors and Stairs would lose the doors functionality and become simply Detect Stairs but would remain otherwise unchanged. Although I don't particularly like the notion of stairs being detected in the nothingness it's too important of a survival mechanic to lose (esp with disconnected stairs). Maybe, as an alternative, it could just detect the nearest undetected/undiscovered stairway, regardless of distance. (which is usually the functionality I'm looking for).
Magic Mapping would detect walls (not veins), doors (not secret doors), and stairs/chutes.
Detect Treasure will detect GP, treasure veins, chests, rings and amulets.
Detect Magic will detect Rods, Staff, Wands, Magic Weapons and Magic Armours.
Detect Items will detect potions, scrolls, torches, food, normal items and other stuff.
EDIT: I suppose you could throw in an all encompassing Scroll of *Detection* for the later game, when you're looking for the needle in the haystack, and are not at all concerned with 99% of what you find.
In this way all three scrolls are useful. Some more useful than others depending on what you're looking for.
And as if that first bit wasn't enough, I've been re-thinking traps, door, stairs and mapping too. I've never really liked the way that Detect STD's plotted a bunch of stairs, doors, and traps on your map just kind of hanging out there in the nothingness. So here goes.
Detect Traps will detect both Traps and Secret Doors in a given detection radius as it does now, however you (the player) will only be aware of these traps/doors in areas that are already explored and/or mapped. Additionally you will be made aware of the other detected traps and secret doors as you encounter them, but before you trigger them (traps), either through normal exploration or magic mapping. I wouldn't be opposed to adding Detect Invisible to this as well, as it's basically detecting unseen things (and Scrolls of DInvis which are pretty useless, could be eliminated). Another option would be to change it's method of operation from a detection radius to a timed duration, during which trap and secret door detection would be 100%.
Detect Doors and Stairs would lose the doors functionality and become simply Detect Stairs but would remain otherwise unchanged. Although I don't particularly like the notion of stairs being detected in the nothingness it's too important of a survival mechanic to lose (esp with disconnected stairs). Maybe, as an alternative, it could just detect the nearest undetected/undiscovered stairway, regardless of distance. (which is usually the functionality I'm looking for).
Magic Mapping would detect walls (not veins), doors (not secret doors), and stairs/chutes.
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