Argh! Remove curse randart activation!

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  • Ingwe Ingweron
    Veteran
    • Jan 2009
    • 2110

    Argh! Remove curse randart activation!

    Just found a Mace of Disruption randart on dl50. Not a really great one, but better than the extra attacks ego @ had been carrying. But, the randart activation is for "remove ordinary curse". What's up with that?! I guess even though remove curse has been commented out, it can still generate on randarts. Can we call that a bug?
    “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
    ― Tom Stoppard, Rosencrantz and Guildenstern are Dead
  • Derakon
    Prophet
    • Dec 2009
    • 8820

    #2
    Yeah, that sounds like a bug to me. The effect hasn't been commented out because that could break savefile compatibility (if a character is carried over from a version of the game that still had Scrolls of Remove Curse, for example), but it should be removed from the randart generator.. There's a lot of effects that only exist in the code in modern versions.

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    • MattB
      Veteran
      • Mar 2013
      • 1168

      #3
      I got a helm recently that activated to increase Charisma at the expense of another stat. Was tempted to find out what happened when I activated it, but didn't dare!

      Comment

      • Timo Pietilä
        Prophet
        • Apr 2007
        • 3964

        #4
        Originally posted by Derakon
        The effect hasn't been commented out because that could break savefile compatibility
        What are the reasons to keep savefile compatibility:

        1) Monster memory
        2) Upgrading before finishing with the current char.
        3) ....nothing.

        Point 1 could be avoided by separating monster memory from the char.
        Point 2 could be avoided by documentation. Maybe with online comment "this savefile is not compatible with this version of the game" if someone tries to upgrade mid-game.

        Of course minor upgrades should keep compatibility, but not major ones like 3.4 -> 3.5.

        Comment

        • Nick
          Vanilla maintainer
          • Apr 2007
          • 9338

          #5
          Originally posted by Timo Pietilä
          What are the reasons to keep savefile compatibility:

          1) Monster memory
          2) Upgrading before finishing with the current char.
          3) ....nothing.

          Point 1 could be avoided by separating monster memory from the char.
          Point 2 could be avoided by documentation. Maybe with online comment "this savefile is not compatible with this version of the game" if someone tries to upgrade mid-game.

          Of course minor upgrades should keep compatibility, but not major ones like 3.4 -> 3.5.
          There has been an attempt to keep savefile compatibility across versions for a while. The first major version release after the restructure will break compatibility; it will also have a way to retain 3.5 monster memory, and in such a way that monster memory is never a problem again.

          Future releases after that - we'll have to see
          One for the Dark Lord on his dark throne
          In the Land of Mordor where the Shadows lie.

          Comment

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