OK, I'm going to implement all of these ideas, especially the ones that contradict each other. This will lead to the best of all possible games.
Make sure you alter the "change level" into a procedure that downloads nethack creates a randomized character with randomized equipment and places him on a random level.
I read the 'where to report bugs' sticky, but I still don't understand and this isn't really a 'bug' anyway but more of an omission in help file editing.
In 3.5.0 (downloaded 5/2/14, so it's post-release) in the birth.txt file under Help, it still lists charisma under "six primary stats" (around line 33), then again around line 64 (it affects how much gold you start with), and it has its own paragraph under Stats (around lines 357-360.) Oh, and it's also in the Stat Bonus Tables for race and class (lines 448+.)
Not going to hurt an experienced player, but a newbie may be confused by this reference to a stat that is no longer there. Just something to add to list of things to fix.
Sorry if this has been pointed out already somewhere I didn't see it (I did search the forum, but I might not have been doing it right.)
I just noticed something playing 3.5, even though blinded you can still tell what items are laying on the ground even if you cant see them, in this case I was blinded and stumbled around and picked up a potion of beserk strength, you would think you would get no notification of whats laying on the ground while you where blinded...or a general message saying "you stumble over something on the ground".
This is actually a fairly hard problem. If you pick it up, should it get combined with other potions of berserk strength in your pack? If not, this becomes a lot of extra code and tracking in order to handle an edge case. I think the current behavior, while not ideal for "realism" is fine for gameplay. Maybe just assume that potions also have significant odors and your player has an acute sense of smell.
Which is not a far-fetched idea, given your character also has superhuman strength, endurance, and reflexes, and at the same time is an all-wise genius.
Last edited by EpicMan; May 16, 2014, 15:32.
Reason: Added missing verb.
This is actually a fairly hard problem. If you pick it up, should it get combined with other potions of berserk strength in your pack? If not, this becomes a lot of extra code and tracking in order to handle an edge case. I think the current behavior, while not ideal for "realism" is fine for gameplay. Maybe just assume that potions also have significant odors and your player has an acute sense of smell.
The game already has an unknown status for items, from detection spells. Perhaps when you are blind or confused or hallucinating (etc?) all new items could be unknown? Maybe they could generate as a seed code (containing monster lvl, dlvl, etc) that allows for them to be created when the players status becomes sufficient for them to recognise the item?
Also I figure that each potion has a different shaped vial.
The game already has an unknown status for items, from detection spells. Perhaps when you are blind or confused or hallucinating (etc?) all new items could be unknown? Maybe they could generate as a seed code (containing monster lvl, dlvl, etc) that allows for them to be created when the players status becomes sufficient for them to recognise the item?
Also I figure that each potion has a different shaped vial.
Well, honestly, I'm not sure this is either worth it or even desirable. Yes it's bizarre that the player knows that he picks up a scroll and it's teleportation even though he's blind and can't read. But who cares, he can't read it anyway. All other cases, rods, staves, wands, amulets, etc. you can assume that the player can figure it out by feel (this feels like ash, this feels like maple, etc.) From a gameplay perspective, what is the reason for limiting players in this manner?
Definitely with fizzix on this one. It's not worth even a minor hassle to the devs to implement something that almost no player will ever care about. It's a minor break with realism, but nothing when compared with e.g. Santa Claus appearing on Christmas.
edit: If you want it so badly for your own game, do it yourself.
Definitely with fizzix on this one. It's not worth even a minor hassle to the devs to implement something that almost no player will ever care about. It's a minor break with realism, but nothing when compared with e.g. Santa Claus appearing on Christmas.
edit: If you want it so badly for your own game, do it yourself.
The problem as I see it is that it is almost like a cheat, a potion of beserk strength happens to boost HP, if you are getting killed and can blindly recognize items on the floor then that provides a means of escape, what if he happens to recognize that he picked up a staff of teleport? This "cheat" just saved his life. Now the fact that it is a minor thing is true, however to automaticaly think that no body cares is a great disservice to the game. If it's not worth the time to code then exactly what is? Other variants already have this.Everything should go black, and you should not be able to see didly squat, not even walls.
If it's not worth the time to code then exactly what is?
Blindness is a gameplay state in which the player is unable to discern all monsters, items and terrain except for those items on their current square or in their inventory. It also provides penalties to hit during combat. It prevents the reading of scrolls or the casting of spells. However, it allows the player to manipulate all external objects as they normally would, including closing doors, opening chests, etc.
You want blindness to also prevent knowledge of what's on the player's square, I think that's unnecessary.
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