So how are we feeling about "junk"?

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  • ewert
    Knight
    • Jul 2009
    • 702

    #16
    Originally posted by d_m
    I just checked with Takkaria on IRC and he is fine with it so it will probably go into the code after 3.2 comes out.
    Code:
    src/object/obj-util.c View file @ e476b85
    ...	...	
    @@ -2834,8 +2834,14 @@ s16b inven_carry(object_type *o_ptr)
    2834	2834	   p_ptr->redraw |= (PR_INVEN);
    2835	2835	 
    2836	2836	   /* Hobbits ID mushrooms on pickup, gnomes ID wands and staffs on pickup */
     	2837	+  /* Everyone gets item ID at level 40 */
    2837	2838	   if (!object_is_known(j_ptr))
    2838	2839	   {
     	2840	+    if (p_ptr->lev > 39)
     	2841	+    {
     	2842	+      do_ident_item(i, j_ptr);
     	2843	+    }    
     	2844	+
    2839	2845	     if (player_has(PF_KNOW_MUSHROOM) && j_ptr->tval == TV_FOOD)
    2840	2846	     {
    2841	2847	       do_ident_item(i, j_ptr);
    Found in:

    Comment

    • andrewdoull
      Unangband maintainer
      • Apr 2007
      • 872

      #17
      Originally posted by Magnate
      I'll see what takk thinks, but I like the idea of wearables having to pass a certain power threshold before being considered "good" or "great" relative to dlev.
      FYI Unangband does the inverse, which is boost every good and great item to a minimum acceptable power level (which is higher for great items). The problem with the current version which I am rectifying at the moment in the source is that there are too few ways to boost armour in particular.

      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

      • fizzix
        Prophet
        • Aug 2009
        • 3025

        #18
        Originally posted by andrewdoull
        FYI Unangband does the inverse, which is boost every good and great item to a minimum acceptable power level (which is higher for great items). The problem with the current version which I am rectifying at the moment in the source is that there are too few ways to boost armour in particular.

        Andrew
        standard boost should be a supercharge to AC. This goes doubly so for DSM.

        Comment

        • TJS
          Swordsman
          • May 2008
          • 473

          #19
          Well I personally like almost all the changes that have been made. I much prefer playing a game that is continually being refined and having new features added.

          Reducing the need for squelch is good. I never understood why the need to constantly update a squelch database is a fun concept.

          Dropping items in stacks is great, because otherwise you get to the point where you have a full inventory and you'll never drop something for a single consumable. I wouldn't drop 20 ?teleport for one ?tLevel, but I might for a stack of them.
          Do warriors ever collect !rFire ? I've never bothered myself.

          I do think that the game is too easy now though.
          Last edited by TJS; December 2, 2010, 16:22.

          Comment

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