So how about potions, scrolls and mushrooms ID on first use, devices you need to get a successful use? This gets rid of the annoying test cases (quaff potion, fail to identify, find {tried} potion later and have no memory of what you had tested it for), and leaves some testing on devices which you get to carry around and retry.
Rune-based ID
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Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'Comment
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I found a turquoise ring(??), when worn, it said +3 to digging. Ok, thats a ring of digging.
When I recalled to town, I went to level 1 and started digging with the ring equipped to get it identified. 10 minutes in, half a screen worth of rock removed and activating it whenever the cd is off, and it still wont tell me. What do I need to do to have it identified ?
Edit: it doesnt say anything about unknown properties remaining, meaning that is is fully identified, just doesnt reveal its name, so its a bug ?
Then the bug part, you have to drop the item on the floor, then walk over it or pick it up and it should show as identified.“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 DeadComment
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So how about potions, scrolls and mushrooms ID on first use, devices you need to get a successful use? This gets rid of the annoying test cases (quaff potion, fail to identify, find {tried} potion later and have no memory of what you had tested it for), and leaves some testing on devices which you get to carry around and retry.
Most consumables appear in stacks now so I don't think there is all that much difference between devices and consumables with regard to id. I think some UI improvements telling you what you've tested for might help somewhat.
I think part of the problem was touched on earlier in that there is too much rubbish in the game which makes the whole id game boring and time consuming. Identifying is fun when you have to make an effort to identify something and then you can go on and use it immediately which rarely happens.
Take the potions of resist heat and cold. They turn up on the first few levels, they are identified by just quaffing them so there's no gameplay involved there. And then there's absolutely nothing to use them on at all until much much later on in the game. In fact I never use them for any sort of character ever. Casters and priests get resist fire and cold and warriors either avoid big breathers or wait until they get the immunity to take them on. Identifying them early is completely trivial, gives the player no gameplay benefit for ages and you won't even hold on to them for that long even if you plan on using them later anyway.
So to improve these it would be fun to have things which burn early on that you can test the potions with to id them and then some early breathers with low HP/melee or higher HP with fire melee that you can kill once you've identified them giving the player an incentive to go that extra mile to bother to id them. Or maybe add other ways to id stuff like testing objects on each other, a wand of fire bolts on a shield for example or even yourself to id everything you're wielding and any potions you've quaffed.
At the moment whenever I see an unidentified item I assume it's just junk because 90% of the time it is, but of course you have to trudge through identifying it all because eventually something half decent will turn up. I think the id minigame could be great fun, but the game really needs to be designed and balanced with it in mind to avoid it becoming trivial and boring.Last edited by TJS; March 8, 2016, 15:05.Comment
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On further investigation, I can see what has changed. The flavor.txt remains the same, but the runeid.branch is retrieving a different name than previously. E.g.,:
flavor.txt
# The Ring of Fire 'Narya'
fixed:28:Ring of Fire:Red:Ruby
In 4.0.4, this ring would be listed as a "Ruby Ring".
It appears to me that this may also be part of the wider bug of artifacts being listed at a distance.
artifact.txt
# The Ring of Fire 'Narya'
name:10:'Narya'
base-object:ring:Ring of Fire
graphics:=:d
Is the Runeid branch retrieving the artifact.txt "base-object" sval instead of (in the case of fixed flavors) the "fixed" "text" from flavor.txt or (in the case of non-fixed flavor artifacts) the base-object sval rather than the flavor?“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 DeadComment
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Anyway let's look at the early game potions, as in potions that drop before level 15 or should:
CLW - good as is
CSW - good as is
CCW - good as is
Healing - probably could be moved later
Neutralize poison - should be available on level 1, get rid of slow poison, perhaps should be combined with resist poison
Restore mana - probably could be moved later, in addition make a new early game potion that restores *some* mana, like 10-20 points or so.
G1L1 (brawn etc.) - probably should be more early game. These are good "negative" potions to make ID by use somewhat interesting.
Speed - good as is
Heroism - good as is. Probably should have a buffed version to replace it late game
Berserk Strength - Should be changed to increase damage as well, maybe gives a temporary +5 to Str? Right now it's not that interesting.
Boldness: Remove from game
Resist Heat/Cold: Remove from game, replace with "Elemental resistance" which gives resistance to base elements which starts dropping around 20, and perhaps a "Full resistance" which gives timed resistance to higher effects as well and is much later.
Resist Poison: Too niche. Should combine with Neutralize Poison I think.
True Seeing: Fine as is.
Infravision: Worthless, can be made better by giving infravision for max sight, but even then...
Useless potions could be interesting as things you can use to put a status effect on a monster. We've talked about this for a while, but we've never done it. I'm not sure why.
Lose Memories: Should be moved to late game, and should have a stronger effect
Dragon Breath: Move allocation to 5 to 30
In addition we can consider breaking some potions up into different sets. Speed could have a lesser "haste" which gives +5 to speed, allowing for greatly improved combat early game, but in a way that gets outclassed later, so you're encouraged to just use them. I'm sure there are other early game potions that could be interesting as well besides the ones mentioned here.Comment
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I agree with this point, but I think there's a path forward here to provide useful consumables to early game characters. Mushrooms are a pretty good example, but they're pretty rare, and furthermore most are of questionable use. The cases where you'd want to use a mushroom like stoneskin is so difficult to determine that it's probably better to avoid it altogether.
Resist heat and resist cold should probably be turned into a singular potion of resistance and made a late game item to drop around stat gain levels all the way to the late game.
Potions of dragons breath, alternatively, should be a much earlier game drop, since that's potentially useful for a tough monster on dl 5 but useless when you first come across them.
Neutralize poison - should be available on level 1, get rid of slow poison, perhaps should be combined with resist poison
Heroism - good as is. Probably should have a buffed version to replace it late game
Berserk Strength - Should be changed to increase damage as well, maybe gives a temporary +5 to Str? Right now it's not that interesting.
Boldness: Remove from game
Infravision: Worthless, can be made better by giving infravision for max sight, but even then...
Useless potions could be interesting as things you can use to put a status effect on a monster. We've talked about this for a while, but we've never done it. I'm not sure why.
In addition we can consider breaking some potions up into different sets. Speed could have a lesser "haste" which gives +5 to speed, allowing for greatly improved combat early game, but in a way that gets outclassed later, so you're encouraged to just use them. I'm sure there are other early game potions that could be interesting as well besides the ones mentioned here.Comment
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Speed (Velocity 9) - +5, +10
Restore Mana - 10, 50, 100, 400
Resist Elemental - resist 1/3, 2/3, immune
Warrior status - boldness(+2, +2, rfear), heroism(+5, +5, rfear), berserk(+10. +10, rfear, rconf), ragemonster?(+15, +15, rfear, rconf, +3 speed)Comment
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@TJS: Re speed: Warriors can usually tank stuff early on. I'm not too worried about how nerfing speed will hurt them.
Re Heroism: the buff is actually fairly useful early in the game. Although it's harder to see it compared to something like to-dam which is readily apparent. It's most notable on priest characters where heroism + bless makes you into a reasonable melee fighter.
Re status effects: This has needed rebalancing for a while. Basically what we need is a class of monsters (animals seem like the best candidates) which are more powerful than expected but especially vulnerable to status effects. The way I envision potions working is that it automatically applies the effect upon a hit with a throw. The effect lasts at least one turn. Additional turns are determined by a dice roll plus some function of the monster's level, so that throwing potions drop off in usefulness in later depths. They then get replaced with wands, and then staves for the same thing. I think Derakon has a write-up of what needs to be done to make status effects useful and not overpowered, and I agree with the broad outlines of his post.Comment
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I use mushrooms of ESP occasionally when cracking vaults and I don't want to use a light spell. Knowing what monsters wake up is useful. Vigor I use. It's good to keep a few bad ones just to keep the explorer on his toes. I even throw the occasional unhealth vs. uniques, if I have room to carry them early in the game.Comment
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For example, the fact that there's a progression from CLW to CSW to CCW isn't too bothersome because you won't ever get a CLW drop past level 20 or so. The same would be true for minor speed.
To put it another way, the early game is precisely the only time where you're likely to be carrying around junk because you have the slots for it. So if we could make some of that junk tactically interesting, then we probably should.Comment
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Re Heroism: the buff is actually fairly useful early in the game. Although it's harder to see it compared to something like to-dam which is readily apparent. It's most notable on priest characters where heroism + bless makes you into a reasonable melee fighter.
Re status effects: This has needed rebalancing for a while. Basically what we need is a class of monsters (animals seem like the best candidates) which are more powerful than expected but especially vulnerable to status effects. The way I envision potions working is that it automatically applies the effect upon a hit with a throw. The effect lasts at least one turn. Additional turns are determined by a dice roll plus some function of the monster's level, so that throwing potions drop off in usefulness in later depths. They then get replaced with wands, and then staves for the same thing. I think Derakon has a write-up of what needs to be done to make status effects useful and not overpowered, and I agree with the broad outlines of his post.
If you want to have a guaranteed effect then simply remove the randomness of applying status effects. If the "power" of the potion/device is greater than monster defence stat then apply the status, the higher the difference the greater the length of time the status lasts.Comment
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