Permanently available items

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  • Magnate
    replied
    I've said it before, but it needs saying in this thread too: stores must have something 100% of the time or 0% of the time. Anything else leads to scumming and requires a Buyout button.

    That said, I don't mind what's stocked and what isn't. The existing setup isn't broken IMO, and it's unlikely to get worse whatever happens.

    Leave a comment:


  • fizzix
    replied
    Here's my list

    General store
    Always have everything
    WoR should be 4d2
    Phase should be 10d2
    ammo should be 40 each
    no other changes.

    Armory
    Always have at least one of:
    robe
    soft leather armor
    chain mail
    hard leather cap
    leather gloves
    soft leather boots
    wicker shield

    no egos allowed

    Weaponsmith
    Always have at least one of:
    dagger
    rapier
    long sword
    spear
    sling

    everything else is occasional

    Temple
    Always have at least one of:
    whip
    mace

    Always have:
    2d2 of each book
    4d2 heroism
    1d2 remove curse
    4d2 blessing

    Usually have:
    4d2 boldness
    4d2 holy chant
    4d2 light

    Occasionally have:
    other hafted weapons
    6d6 heroism
    6d6 blessing
    6d6 holy chant

    Alchemist
    Always have:
    4d2 Identify
    4d2 trap location
    4d2 detect invisible
    4d2 door/stair location
    1d2 restore life levels
    4d2 CLW
    4d2 CSW
    4d2 CCW

    Generally have
    4d2 Resist heat
    4d2 Resist cold
    6d6 Phase
    1d2 Neutralize poison
    4d2 Treasure detection

    Occasionally have:
    everything else that's currently there.
    larger stacks of potions. (6d6 or so)

    Magic shop:
    Always have
    1d2 of each spell book
    1d2 teleport
    1d2 identify
    1d2 detect evil
    1d2 detect invisible

    Generally have:
    1d2 magic missile
    1d2 stinking cloud
    1d2 wonder

    Occasionally have:
    1d2 of everything else.

    Leave a comment:


  • the Invisible Stalker
    replied
    While I don't generally worry about realism in angband, does anyone really think
    Originally posted by Timo Pietilä
    With high enough STR and blows you do nearly sam damage barehanded than with heavy weapon.
    is reasonable?

    Leave a comment:


  • Derakon
    replied
    Lanterns were presumably removed because torches provide radius-2 light now, so lanterns make a nice stepping stone for you to find in the dungeon. That follows the general theory of "it's more interesting to find gear than to buy it".

    Leave a comment:


  • dhegler
    replied
    Originally posted by jens
    I'd propose that no stores, except BM, should sell ego items.

    If I want to look for good eq, I'd prefer to only have one store to look in...
    I agree with this.

    I would add that there is a min level of WoR scrolls of at least 2. I think in the general store I have found 1 before. Good enough to teleport down, but not back up.

    Also, why were lanterns ever removed from the general store to begin with? They should be SOMETIMES available... Even the ones with "of brightness".

    Leave a comment:


  • dos350
    replied
    i heard some hoobaling about stat recover on lvl up , but that sucks alot,~

    i suggest perm stat recover potion at #5

    Leave a comment:


  • Timo Pietilä
    replied
    Originally posted by jens
    Do you mean it's better for a warrior to go barehanded than use a heavy weapon at start?
    With high enough STR and blows you do nearly same damage barehanded than with heavy weapon. What you do is directly the "fight" -line in character sheet. For fun I just rolled a human warrior with 12 points put to DEX and 8 to STR and 4 to CON. That gives me two blows with short sword +3 to damage total of 14.2 points of damage / turn and without weapon 4 blows which is 12 damage.

    You save the money for other gears that way, and daggers etc. are common in dungeon.

    Anyway it isn't catastrophic to not being able to buy light weapon at the start of the game. With something like Ring of Dog +3 to dam in use melee without weapon at all can be better than with heavy weapon with low blows count. (+3 * 4 vs +3 * 2)

    [EDIT] typo fixed
    Last edited by Timo Pietilä; June 17, 2011, 04:12.

    Leave a comment:


  • jens
    replied
    Originally posted by Timo Pietilä
    If you can't buy a light weapon go without a weapon. In current vanilla you have quite a few blows without weapon at all, and damage you miss is just the dice of the weapon (until you can enchant it).
    Do you mean it's better for a warrior to go barehanded than use a heavy weapon at start?

    Leave a comment:


  • Timo Pietilä
    replied
    Originally posted by Jazerus
    3 could probably do with having a more predictable initial loadout of heavy vs. light weapons - it can be pretty frustrating to start up a melee character and see nothing lighter than a short sword on sale, rendering starting damage effectively halved due to lack of blows.
    If you can't buy a light weapon go without a weapon. In current vanilla you have quite a few blows without weapon at all, and damage you miss is just the dice of the weapon (until you can enchant it).

    Leave a comment:


  • jens
    replied
    How about guarantee of 1 each of 'Rapier' and 'Long Sword'? I believe that should cover most needs, but still leaves a possibility for a better weapon showing sometimes.

    Armour does not feel that important to fix, since there are so many slots that there is always something to buy.

    Leave a comment:


  • Jazerus
    replied
    3 could probably do with having a more predictable initial loadout of heavy vs. light weapons - it can be pretty frustrating to start up a melee character and see nothing lighter than a short sword on sale, rendering starting damage effectively halved due to lack of blows. The converse is true for mages, who (paradoxically) are better off with heavy weapons at first because they lack blows regardless of weapon choice. That situation might need some balancing itself, actually.

    2 should probably also have guaranteed decent non-encumbering body armor.

    Angband's randomness is fun in the dungeon, not so much in buying an initial loadout sometimes.

    Leave a comment:


  • jens
    replied
    I'd propose that no stores, except BM, should sell ego items.

    If I want to look for good eq, I'd prefer to only have one store to look in...

    Leave a comment:


  • Derakon
    started a topic Permanently available items

    Permanently available items

    Takkaria requested a proposal on what store items should

    * Always be available in stores in unlimited quantity,
    * Generally be available, and
    * Should occasionally be available

    So, here's my go. Feel free to suggest alterations, insult my reasoning, etc. I'm just going by what's currently sold in the stores (visible by looking at store.txt, except for the general store which is special-coded), so I'm not suggesting new items or removing existing items. That could probably be done here too though.

    General Store
    Everything in this store should be infinitely available. Cloaks and ammo should always be nonmagical, if they aren't already.

    Armoury
    Current loadout is fine, though I suggest adding basic cloaks as a generally-available item.

    Weaponsmith
    Current loadout is fine.

    Temple
    Should infinitely] have the first 2 prayer books, scrolls of Light
    Should generally have the second 2 prayer books; potions of Heroism and scrolls of Holy Chant (both in moderately large stacks)
    Should occasionally have all hafted weapons except for the Mace of Disruption.

    Alchemist
    Should infinitely have Word of Recall, Phase Door, Trap Detection, Satisfy Hunger
    Should generally have everything else currently in its list.
    Currently, I feel that Recharging and Magic Mapping are a bit too rare.

    Magic Shop
    Should infinitely have the first 2 spellbooks
    Should generally have second 2 spellbooks, staves of Teleportation, Detect Evil; wands of Magic Missile, Stinking Cloud
    Rest is good.
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