Rune-based ID

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  • calris
    replied
    Originally posted by Nick
    There has been a bit of discussion on this, and I'm still unsure which way to go. As you say, this change would mean the player knows how many unknown runes there are (which might be seen as good or bad), and also requires some sort of names to be given to the runes (a bit like for scrolls).

    I don't know - what do other people think?
    Items like Defender weapons are going to have awfully long inscriptions

    I suggested before that on the items Info page to have something like 'This {x} has [a power, powers, many powers] that you do not understand yet'

    Leave a comment:


  • Derakon
    replied
    Originally posted by Nick
    There has been a bit of discussion on this, and I'm still unsure which way to go. As you say, this change would mean the player knows how many unknown runes there are (which might be seen as good or bad), and also requires some sort of names to be given to the runes (a bit like for scrolls).

    I don't know - what do other people think?
    If we were to go down this road, I'd just have one ? per unknown rune on the item.

    It would be nice if when 'I'nspecting the item you saw rune names, but I don't consider it to be vital. All it allows you to do is say "okay, these two items have the same unknown rune on them", which is potentially useful but I don't think of enough benefit to be worth going to great effort to implement.

    Leave a comment:


  • Nick
    replied
    Originally posted by Chud
    A thought, and I apologize if this has been mentioned before (I did look a bit but might have missed it).

    Rather than show just {??} for something with unknown runes, why not show each rune separately? Something like:

    You see the Circus Hammer of Harley Quinn (12d2) (+12, +14) {XA} {JJ} {ITO} {TZ}

    Or something similar? It seems reasonable that someone could count runes when looking at an object, and it also makes a way for them to be tallied in the knowledge screen so you can know how many unknowns are left, f you want to do that.
    There has been a bit of discussion on this, and I'm still unsure which way to go. As you say, this change would mean the player knows how many unknown runes there are (which might be seen as good or bad), and also requires some sort of names to be given to the runes (a bit like for scrolls).

    I don't know - what do other people think?

    Leave a comment:


  • Nick
    replied
    Originally posted by Chud
    A few times now, playing the nightly build revision 883d9e0 from April 24, I get the message:

    The (nothing) disappears

    Usually when fighting a large crowd like a pit of apprentices or something where stuff is piling up on the ground and creatures are still milling around. I'm guessing this is maybe when something I have squelched gets picked up or crushed? Or maybe it's just when I can't see the object in question?
    This has been reported a few times, and I have now tracked down the cause - which is basically a message being given when it shouldn't be. It happens when an item is dropped by a monster or comes out of a chest, and there's no room on the floor for it, but the player hasn't seen it so has no description; the correct thing is just not to even give the message in that case. There will be a fix at some point - probably after I pull the traps feature branch in, because that is easier for me

    Leave a comment:


  • Chud
    replied
    A thought, and I apologize if this has been mentioned before (I did look a bit but might have missed it).

    Rather than show just {??} for something with unknown runes, why not show each rune separately? Something like:

    You see the Circus Hammer of Harley Quinn (12d2) (+12, +14) {XA} {JJ} {ITO} {TZ}

    Or something similar? It seems reasonable that someone could count runes when looking at an object, and it also makes a way for them to be tallied in the knowledge screen so you can know how many unknowns are left, f you want to do that.

    Leave a comment:


  • Chud
    replied
    A few times now, playing the nightly build revision 883d9e0 from April 24, I get the message:

    The (nothing) disappears

    Usually when fighting a large crowd like a pit of apprentices or something where stuff is piling up on the ground and creatures are still milling around. I'm guessing this is maybe when something I have squelched gets picked up or crushed? Or maybe it's just when I can't see the object in question?

    Leave a comment:


  • Derakon
    replied
    Originally posted by Estie
    Now I am confused. I had assumed anything that gave a wis bonus would automatically also get blessed.
    My bad then.
    I think that's just for randarts. *Slay Evil* is also automatically blessed, though.

    Leave a comment:


  • Estie
    replied
    Originally posted by Derakon
    *Slay Undead* isn't blessed by default. It gets a random power instead.
    Now I am confused. I had assumed anything that gave a wis bonus would automatically also get blessed.
    My bad then.

    Leave a comment:


  • Derakon
    replied
    Originally posted by Estie
    A priest wielding a trident of *slay undead* (+1 wisdom) (??) feels uncomfortable. I suppose "blessed" is a rune that needs identification ? If so, shouldnt it auto-id ?
    *Slay Undead* isn't blessed by default. It gets a random power instead.

    Leave a comment:


  • Estie
    replied
    A priest wielding a trident of *slay undead* (+1 wisdom) (??) feels uncomfortable. I suppose "blessed" is a rune that needs identification ? If so, shouldnt it auto-id ?

    Leave a comment:


  • Estie
    replied
    Thanks, that was prompt.

    Leave a comment:


  • Nick
    replied
    Originally posted by Estie
    http://www.filedropper.com/ugarist

    Both the lochaber axe and the rapier started out with extra dice.
    Unfortunately I am not sure what causes the reverting; its possible that learning a rune does that though, as both had unknown runes when found.
    Thanks - bug found. The good news is that the dice are actually correct in combat, they just aren't being displayed correctly; in fact, you can get them to display correctly by dropping the items and picking them up again.

    Fix will be in the next nightly build.

    Leave a comment:


  • Estie
    replied
    Originally posted by Derakon
    Could it be saving and then loading the save? Or are you playing continually in a single session?
    It could be saving/loading.

    Leave a comment:


  • Derakon
    replied
    Originally posted by Estie
    http://www.filedropper.com/ugarist

    Both the lochaber axe and the rapier started out with extra dice.
    Unfortunately I am not sure what causes the reverting; its possible that learning a rune does that though, as both had unknown runes when found.
    Could it be saving and then loading the save? Or are you playing continually in a single session?

    Leave a comment:


  • Estie
    replied


    Both the lochaber axe and the rapier started out with extra dice.
    Unfortunately I am not sure what causes the reverting; its possible that learning a rune does that though, as both had unknown runes when found.

    Leave a comment:

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