It would be nice if Remove Curse targeted the inventory in addition to equipment, though. Or just prompted for the item like the enchants do.
Soft Leather Boots of Wormtongue
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This is a smart idea. I can't imagine a situation with the current curse system where you'd want items to stay cursed, and lots of newbies get hit by the weird behavior of this spell.Comment
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JohnMy first legit winner http://angband.oook.cz/ladder-show.php?id=5114Comment
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Exactly, that's what I expected when I read the scroll. I had the boots not equipped and wondered why that scroll got wasted. I totally support the idea of making remove curse ask for the item to uncurse.Comment
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On the other hand the interface does model the enchant scrolls, and makes it possible to uncurse items on the ground.Comment
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I'd prefer selecting an item, honestly. I'd say it's the more expected interface, and that way it's possible to give targeted failure messages ("This spell is too weak to handle such a powerful curse"). And it's not like players often have more than one cursed item to deal with.Comment
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I'd prefer selecting an item, honestly. I'd say it's the more expected interface, and that way it's possible to give targeted failure messages ("This spell is too weak to handle such a powerful curse"). And it's not like players often have more than one cursed item to deal with.
I've opened ticket #1456 to track this change: http://trac.rephial.org/ticket/1456Comment
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I'd prefer selecting an item, honestly. I'd say it's the more expected interface, and that way it's possible to give targeted failure messages ("This spell is too weak to handle such a powerful curse"). And it's not like players often have more than one cursed item to deal with.Comment
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Makes sense. I will try to canvas other opinions but it seems uncontroversial.
I've opened ticket #1456 to track this change: http://trac.rephial.org/ticket/1456
JohnMy first legit winner http://angband.oook.cz/ladder-show.php?id=5114Comment
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The concept of a "curse" is going to change pretty soon - although this didn't happen for 3.3. Maybe 3.4, maybe not, but soon. Anyway, there have been a number of threads on how the new curses might work, and in general I think a targeted uncurse will be useful."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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Any official guesses how new curses will work? Problem with "talking" is that there usually is no straight answer that everyone could agree and no decision made.Comment
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1. You want to make a change to the game
2. You start a thread about it here - or a few threads, if it generates lots of discussion
3. You get a view from takkaria - no point going any further if you cannot persuade takk of its merits
4. You then code it up and submit a patch - whoever codes it gets to decide on the precise details of implementation
5. Unless takkaria objects, a dev merges it, compiles it and tests for bugs
6. It then goes into a dev version and gets playtested
7. It then gets reverted if it doesn't work, or goes into the next release
This isn't restricted to the devteam - anyone can do this, even if they can't code. If, say, you had been complaining about changes to artifacts and ego items for ten years, you could stop doing that and just write new versions of artifact.txt and ego_item.txt which you considered to be perfectly balanced, and post them on Ooook for comment. If you got a consensus that your versions were better than the current versions, it is very likely that takkaria would incorporate them.
To answer your question, the development of new curses has got to stage 3 - there have been a few threads (this one was most recent, I think), and takkaria has given a steer on the various ideas, but nobody has coded them yet, so we haven't got to stage 4."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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This isn't restricted to the devteam - anyone can do this, even if they can't code. If, say, you had been complaining about changes to artifacts and ego items for ten years, you could stop doing that and just write new versions of artifact.txt and ego_item.txt which you considered to be perfectly balanced, and post them on Ooook for comment. If you got a consensus that your versions were better than the current versions, it is very likely that takkaria would incorporate them.
But who knows, I might do it any year any how :-)Comment
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Been thinking about doing exactly this, plus monster.txt... But realised I needed to learn more about the community first :-) Plus I want the raririties of artifacts be split from base object first, and ego_items to start using the new allocation rarity system. And then there is the realisation that as always there will be lots of arguments against change...
But who knows, I might do it any year any how :-)
The development tracker is a good place to start. There's a lot of history there, and a lot of thoughts recorded on the tickets that are still open.
For monster.txt, take a look at 443, 488, 595, 600.
For objects, we already have 1173 and 1179 that need doing before object.txt and ego_item.txt can really be polished, and 1014 for artifact.txt - but there's nothing to stop you making the best of what we've got now. I never did get around to going through artifact.txt carefully and making the best use of multiple pvals - there was a post by Derakon which would be a good starting point.
Don't be put off by the arguments against change. Most people would welcome any changes which improve the game. Sure, they'll have unintended consequences - change always does. But that's a reason to keep on changing, not to avoid it."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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