Soft Leather Boots of Wormtongue

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  • Derakon
    Prophet
    • Dec 2009
    • 9022

    #16
    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.

    Comment

    • d_m
      Angband Devteam member
      • Aug 2008
      • 1517

      #17
      Originally posted by Derakon
      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.
      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.
      linux->xterm->screen->pmacs

      Comment

      • Roch
        Adept
        • Oct 2008
        • 104

        #18
        Originally posted by Derakon
        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.
        I believe Z+Angband works this way: remove curse works on both worn items and those in your inventory.

        Comment

        • JohnCW9
          Adept
          • Jul 2009
          • 118

          #19
          Originally posted by Derakon
          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.
          TOME2 and its mods do this It for everything of cource equipment can be cursd when at the same time when a enemy curses you.

          John
          My first legit winner http://angband.oook.cz/ladder-show.php?id=5114

          Comment

          • Zababa
            Apprentice
            • Sep 2009
            • 99

            #20
            Originally posted by Derakon
            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.
            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

            • d_m
              Angband Devteam member
              • Aug 2008
              • 1517

              #21
              Originally posted by Zababa
              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.
              I was thinking of making the scroll uncurse all items you wear and all items you carry. Do you think targeting is better? It would require players to use more scrolls if they have more than one cursed item equipped.

              On the other hand the interface does model the enchant scrolls, and makes it possible to uncurse items on the ground.
              linux->xterm->screen->pmacs

              Comment

              • Derakon
                Prophet
                • Dec 2009
                • 9022

                #22
                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

                • d_m
                  Angband Devteam member
                  • Aug 2008
                  • 1517

                  #23
                  Originally posted by Derakon
                  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.
                  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
                  linux->xterm->screen->pmacs

                  Comment

                  • jens
                    Swordsman
                    • Apr 2011
                    • 348

                    #24
                    Originally posted by Derakon
                    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 agree :-)

                    Comment

                    • JohnCW9
                      Adept
                      • Jul 2009
                      • 118

                      #25
                      Originally posted by d_m
                      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
                      Can we assume that equipement will stay uncuresed like it now? If so I an for the targeted uncurse. If going make things curseable make it cover everythibg,

                      John
                      My first legit winner http://angband.oook.cz/ladder-show.php?id=5114

                      Comment

                      • Magnate
                        Angband Devteam member
                        • May 2007
                        • 5110

                        #26
                        Originally posted by JohnCW9
                        Can we assume that equipement will stay uncuresed like it now? If so I an for the targeted uncurse. If going make things curseable make it cover everythibg,

                        John
                        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 Beatles

                        Comment

                        • Timo Pietilä
                          Prophet
                          • Apr 2007
                          • 4096

                          #27
                          Originally posted by Magnate
                          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.
                          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

                          • Magnate
                            Angband Devteam member
                            • May 2007
                            • 5110

                            #28
                            Originally posted by Timo Pietilä
                            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.
                            Well, the decision-making process for the new angband development model is actually pretty simple:

                            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 Beatles

                            Comment

                            • jens
                              Swordsman
                              • Apr 2011
                              • 348

                              #29
                              Originally posted by Magnate
                              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.
                              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 :-)

                              Comment

                              • Magnate
                                Angband Devteam member
                                • May 2007
                                • 5110

                                #30
                                Originally posted by jens
                                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 :-)
                                Welcome - you begin to see the problem: for everything you want to change, there's a preceding change that would make it easier or better, and you go back and back and back.

                                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 Beatles

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