[non-variant-specific] Items with Drawbacks

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  • andrewdoull
    Unangband maintainer
    • Apr 2007
    • 872

    #16
    BTW: Its probably worth noting that every good or better item in Unangband uses the equivalent of the artifact power evaluation code. This is used to boost the power of underpowered {good} items up to a level where they may actually be useful at the players depth by progressively increasing some of the damage dice, damage sides, to-hit, to-dam and to-ac values of the items until they exceed the allowed power level.

    The same is done for ego items, but including pvals and hidden attributes as well.
    The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
    In UnAngband, the level dives you.
    ASCII Dreams: http://roguelikedeveloper.blogspot.com
    Unangband: http://unangband.blogspot.com

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    • Conker
      Scout
      • Apr 2007
      • 38

      #17
      Originally posted by Nick
      Next version of FA has percentage resistances - and vulnerabilities. Not many grey items yet, but it's certainly in the plan.
      I'd like to see this in V. I made a post about monster susceptibilities recently, and I think it's only fair to apply it to the player character too.

      Personally, I'm sick of every time there's a downside to an item, it's aggravation. Firstly, no variety, and secondly, aggravation is such a big effect that most people seem to eschew aggro items (and therefore nearly all 'grey' items, as the OP pointed out) entirely, until the very end-game, and then with just a couple of exceptions. I propose removing aggro from most items and replacing them with things like stat penalties.

      The best example of a grey item I can think of is the Iron Crown of Beruthiel. Nasty HP hit, but telepathy, FA, and SI. Very situation-dependant.
      ________
      Harley-Davidson FXDB
      Last edited by Conker; January 21, 2011, 00:35.

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      • andrewdoull
        Unangband maintainer
        • Apr 2007
        • 872

        #18
        Originally posted by Conker
        Personally, I'm sick of every time there's a downside to an item, it's aggravation. Firstly, no variety, and secondly, aggravation is such a big effect that most people seem to eschew aggro items (and therefore nearly all 'grey' items, as the OP pointed out) entirely, until the very end-game, and then with just a couple of exceptions. I propose removing aggro from most items and replacing them with things like stat penalties.
        Well, I've added the following item drawbacks in Unangband, if this is any inspiration:

        #define TR3_DRAIN_HP 0x00010000L /* Hit point drain */
        #define TR3_DRAIN_MANA 0x00020000L /* Mana drain */
        #define TR3_DRAIN_EXP 0x00040000L /* Experience drain */
        #define TR3_AGGRAVATE 0x00080000L /* Aggravate monsters */
        #define TR3_UNCONTROLLED 0x00100000L /* Item activates spontaneously if cursed */
        #define TR3_RANDOM 0x00200000L /* Item has random activation */
        #define TR3_HUNGER 0x02000000L /* Item makes the user more hungry */

        #define TR4_HURT_LITE 0x00000004L /* Item makes wielder vulnerable to lite */
        #define TR4_HURT_WATER 0x00000008L /* Item makes wielder vulnerable to water */
        #define TR4_ANCHOR 0x00001000L /* Item prevents teleportation */
        #define TR4_SILENT 0x00002000L /* Item prevents spell casting*/
        #define TR4_STATIC 0x00004000L /* Item prevents item activation */
        #define TR4_WINDY 0x00008000L /* Item prevents missiles / thrown items */
        #define TR4_HURT_POIS 0x08000000L /* Item makes wielder vulnerable to acid */
        #define TR4_HURT_ACID 0x10000000L /* Item makes wielder vulnerable to acid */
        #define TR4_HURT_ELEC 0x20000000L /* Item makes wielder vulnerable to elec */
        #define TR4_HURT_FIRE 0x40000000L /* Item makes wielder vulnerable to fire */
        #define TR4_HURT_COLD 0x80000000L /* Item makes wielder vulnerable to cold */


        Note that the following prevent the character wielding the equivalent 'slay'
        weapon.


        #define TR4_ANIMAL 0x00010000L /* Item makes wielder animal */
        #define TR4_EVIL 0x00020000L /* Item makes wielder evil */
        #define TR4_UNDEAD 0x00040000L /* Item makes wielder undead */
        #define TR4_DEMON 0x00080000L /* Item makes wielder demon */
        #define TR4_ORC 0x00100000L /* Item makes wielder orc */
        #define TR4_TROLL 0x00200000L /* Item makes wielder troll */
        #define TR4_GIANT 0x00400000L /* Item makes wielder giant */
        #define TR4_DRAGON 0x00800000L /* Item makes wielder dragon */
        #define TR4_MAN 0x01000000L /* Item makes wielder man */
        #define TR4_DWARF 0x02000000L /* Item makes wielder dwarf */
        #define TR4_ELF 0x04000000L /* Item makes wielder elf */

        Additionally if an item makes a character 'vulnerable' to an effect, they
        cannot wield the equivalent brand. I'm considering making non-weapons
        capable of inheriting brands and slays, if only to allow items other than
        weapons to conflict in use.

        Andrew
        The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
        In UnAngband, the level dives you.
        ASCII Dreams: http://roguelikedeveloper.blogspot.com
        Unangband: http://unangband.blogspot.com

        Comment

        • Magnate
          Angband Devteam member
          • May 2007
          • 5110

          #19
          Wow, that's a great list - very interesting. I feel the urge to try Un again ...

          CC
          "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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