Rune-based ID

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  • PowerWyrm
    replied
    If you enter a room that has an item on the floor, then quaff a potion of blindness, then look at the item again, the description of the targeted item will be "an empty floor". This has been the case since forever (tested with 4.0.4).

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  • spara
    replied
    What others have said, the items in shops don't seem to get descriptors when they should and birth items need to be dropped and collected to get descriptions. Don't know if this is related, but my ranger only sees one arrow instead of two:

    These are birth arrows of which some have been shot and collected.

    Here's save, if needed: arrow.zip

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  • Nomad
    replied
    The {??} is definitely a big improvement, thanks! (And I like having it on consumables, too - makes it quicker to spot untested items in the inventory.) A few bugs:

    * Items in shops don't get the {??} inscription, even after you've bought them. Plus starting kit and shop-bought items don't reflect updated rune knowledge (i.e. change from "Soft Leather Armour" to "Soft Leather Armour [8, +0]") unless you take them off, put them on the floor and pick them up again.

    * Not sure if this should be classified as a bug or not, since it's actually kind of a neat ID trick, but flasks of oil get the {??} inscription until you throw and successfully hit something with them, at which point you learn the rune for "Branded with fire".

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  • PowerWyrm
    replied
    Shop knowledge doesn't update after learning ac/hit/dam runes. I was expecting getting all plusses known as soon as I got the runes, but it's not the case.

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  • PowerWyrm
    replied
    I think this has already been reported, but slime molds are not automatically known, although they have no properties or flavor.

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  • takkaria
    replied
    Originally posted by PowerWyrm
    Looking at the character screen for the comp char which is a kobold, it seems you have no knowledge of the "resist poison" rune, although kobolds intrinsically resist poison. Will it even be possible to learn that rune?
    How about races with intrinsic immunities/abilities start with knowledge of the runes that they otherwise couldn't learn?

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  • Nick
    replied
    Originally posted by PowerWyrm
    Looking at the character screen for the comp char which is a kobold, it seems you have no knowledge of the "resist poison" rune, although kobolds intrinsically resist poison. Will it even be possible to learn that rune?
    Yeah, wielding something with RPois when you have spare runes to learn should do it.

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  • PowerWyrm
    replied
    Looking at the character screen for the comp char which is a kobold, it seems you have no knowledge of the "resist poison" rune, although kobolds intrinsically resist poison. Will it even be possible to learn that rune?

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  • PowerWyrm
    replied
    Originally posted by PowerWyrm
    Ignoring a (+4,+7) mace only gives "ignore non-artifact blunt weapons" option. This tells me this mace is an ego, otherwise I would have had "ignore all good blunt weapons" instead. Dunno about this one...
    Nevermind, with the ?? inscription you know now that it is not fully known. So same as old behaviour with unID items.

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  • PowerWyrm
    replied
    Originally posted by Nick
    Cross-posted from the comp 186 thread:

    New builds for Windows and OS X.

    Fixes are mainly to object names - these are mostly right now, I think, and objects not fully known get a {??} inscription. The character screen properties grid has also been improved, with unknown runes greyed out. This makes that screen a place to see whether or not you have 36 of the 87 runes (and kind of 10 more from the stat grid).

    It's not perfect (typically your starting armour won't get an AC, for example), but I think it's not too bad.
    Updated

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  • PowerWyrm
    replied
    Ignoring a (+4,+7) mace only gives "ignore non-artifact blunt weapons" option. This tells me this mace is an ego, otherwise I would have had "ignore all good blunt weapons" instead. Dunno about this one...

    Leave a comment:


  • Nick
    replied
    Cross-posted from the comp 186 thread:

    New builds for Windows and OS X.

    Fixes are mainly to object names - these are mostly right now, I think, and objects not fully known get a {??} inscription. The character screen properties grid has also been improved, with unknown runes greyed out. This makes that screen a place to see whether or not you have 36 of the 87 runes (and kind of 10 more from the stat grid).

    It's not perfect (typically your starting armour won't get an AC, for example), but I think it's not too bad.

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  • PowerWyrm
    replied
    It would be nice to get a message when you get runes identified on level up. I was surprised to see that the morning star was "of slay demon" without finding any demon yet.

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  • PowerWyrm
    replied
    Originally posted by PowerWyrm
    Nevermind... Armor is correctly tagged "+0" when you are hit. This is a bug then...
    Alright, more testing. It seems you only learn +0 on items when you actually get an item that has actual tohit/todam. As soon as I found, wielded and used a morning star (+4,+5), my (+0, +0) bow/arrows/dagger got learned.

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  • PowerWyrm
    replied
    Originally posted by PowerWyrm
    Ok I've started comp 186 and I have a stupid question... how are you supposed to learn tohit/todam of weapons? I've killed stuff with the starting dagger and bow/arrows, but none of them say anything. Or +0 stuff is not displayed anymore?
    Nevermind... Armor is correctly tagged "+0" when you are hit. This is a bug then...

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