An alternate approach to that problem would be to make the books more common. I don't personally like that much because any given book is useless to about half of all characters, but that's a comparatively minor problem.
Idea for extended home / no selling option
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Orb as curse-ID is less relevant now as cursed items are far less prevalent, characters have faster pseudo-ID, and there are significantly fewer items to burn ID charges on (making carrying scrolls/staves of ID feasible). Mages will still miss not having early access to the Identify spell, but that's more because of their woeful carrying capacity than anything else.Comment
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It might not be so bad with your patch to rarities. It doesn't matter what the native depth is. It matters when you get it.
My rule of thumb has been not to expect to find book X before depth 10 * (X + 1). One could find them much earlier of course. I am sure your patch changes this significantly, but I cannot guess how much.
There is a reason people say that book 3 is a required buy in ironman games. If you don't buy it, you usually die before you find it in the dungeon.
[curmudgeon on]
The first four books should be for slot and weight management purposes. They should not be about denying casters spells.
They are called town books for a reason. IMO you should just sell them in town.
[curmudgeon off]
If you want to eliminate buying, you could just give them away for free, starting the game with 10 of each in the appropriate home. IMO that's better than not having them available.Comment
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Okay, I have found _two_ Ethereal Openings before PB3 now.
With chars such as rogue, paladin and ranger it probably would not be that bad of an issue. With mages, probably not as bad as priests. I even found an Acid weapon of high dmg dice (40dmg per blow), but hit chance, need to be in melee, no Prot from Evil either so...
Yep it seems something needs to be done. Actually that idea of having them in home is great. Could just put it in birth creation shop maintenance for home!Comment
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An even better solution for the books is probably just say the hell with them *being* destroyed. Fine, increase the weight; make them 6 pounds each (including the dungeon-only books) or somesuch, to balance out the weight factor, more or less. At startup, give the player, or stash in the home, one of each.Comment
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Okay added 10x of town books to home inventory at birth. Have a go people.Attached FilesComment
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Just a lil info bit:
Storing costs 100gp. +200 if un'id for id service. +500 for wands/staves to "trying to recharge" em. Home is free of course. It gives the msg about cost but not same line as accept message and does not have -more- prompt, so it is bit hidden unless you have msgs in different subwindow like I do. Easy to make different later on.
Please report anything unusual etc., I tested it a bit and didn't spot any problems after a few fixes before I posted that version4, but there might be some of course as this is much bigger than the bruteforce earlier hack.Comment
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Was on a holiday (Cyprus, +45 deg Celsius on many mornings, yeow ), and seems no feedback so far. So I decided to upload the executable so people without the compiler set up can try it. Just replace old .exe with this one.
So, anyone interested in bigger "home"(s) and no-buying, please give it a whirl and report problems/ideas.Comment
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