Rune-based ID

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  • Nomad
    Knight
    • Sep 2010
    • 958

    Originally posted by fruviad
    If @ can recognize a known rune on any item after learning the rune, then should @ also be able to recognize (but not know the meaning of) an unknown rune if @ sees it on multiple items? Or should runes only be differentiated from each other after they have been identified?
    V4 used to have randomly generated names like scroll names for the unknown runes, so you could see on the inspect screen how many unknown runes there were, and compare two items to see if, say, they both had the rune 'Tyr' meaning you could safely ditch one, or one had 'Tyr' and the other had 'Ogg' so you knew they were two different things. (The rune knowledge page on the knowledge menu also functioned like object knowledge, where you could see a list of all the unknown 'flavours' still to be discovered.)

    I can see arguments for both systems - on the one hand, naming and listing the runes makes inventory management easier, but on the other not knowing that information preserves a bit of mystery and excitement where you've got no way to tell at first if that Robe {??} you picked up is just something basic like Resist Fire or a really lucky find of a Robe of Permanence.

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    • Nomad
      Knight
      • Sep 2010
      • 958

      Originally posted by Nomad
      Incidentally, the added entry to the knowledge screen now means you now have to scroll the menu to see the last entry, and the menu entry stays greyed out even after having learned some runes (though you can still select it fine). Actually, it seems that's stayed greyed but "artifact knowledge" has turned white despite still being non-selectable and empty, so I'm guessing there's a numbering error somewhere.
      Addendum to this bug report: the shop contents knowledge is also all shifted by one - menu items up to traps work correctly, and so do the last two, hall of fame and character history, but choosing "Display contents of general store" gets you the next shop down, the armourer, instead; choosing armourer gets the weaponsmith, and so on down the line to "home", which causes a crash. (Seem to recall the same thing happening before when the separate trap knowledge section was added to the menu.)

      Comment

      • Pete Mack
        Prophet
        • Apr 2007
        • 6883

        I don't really care if the runes have names --it'd be nice, but it's not critical. I do want to know how many runes there are, as it's a good proxy for weapon power. It's the easiest way to distinguish a slay weapon or a single -resist armor from others. I also hope autoinscribe is possible on flavors now? I am thinking of amulets of devotion and the like, where the type is obvious, even if you don't know all the runes.

        Comment

        • Nomad
          Knight
          • Sep 2010
          • 958

          Originally posted by Pete Mack
          I also hope autoinscribe is possible on flavors now? I am thinking of amulets of devotion and the like, where the type is obvious, even if you don't know all the runes.
          Doesn't look like you can auto-inscribe unknown flavours, unfortunately, even {tried} ones.

          Comment

          • HermannD
            Rookie
            • Jan 2014
            • 13

            Regarding the “Those have the same runes” and “This has n runes” suggestions: I loathe any kind of inventory minigame and am in favour of nearly anything reducing that. (Yeah, unlimited inventory would be kinda boring, but any finite inv. is to small for a hoarder like me.) But theses gave me ideas about the explanation, should we decide against those: All the magical objects have runes scribbled all over them. There is no telling how many of them are magical or which agreeing patterns are matching magic machinations and which ones pure coincidence. I did not (yet) get around to play this feature branch, but I like this explanation. It feels quite immersive and mysterious. I might be the only one, though.

            Also, my headcanon about cancelled potions still id'ing is that the potion was fully quaffed, but spewn back into the flask upon identification. (I briefly considered sniffing it being sufficient but that idea was rejected for being insufficiently gross.)

            Also, I'm looking forward to finding the free time to give this version a go. Sounds like a lot of fun, from reading this thread. Keep up the good work, everybody.
            ? of *Destruction* makes the better maps.

            Comment

            • spara
              Adept
              • Nov 2014
              • 235

              Originally posted by HermannD
              ...There is no telling how many of them are magical or which agreeing patterns are matching magic machinations and which ones pure coincidence...
              I like this idea.

              BTW, I have not seen anything like this before. I wish I had the money...

              Comment

              • Derakon
                Prophet
                • Dec 2009
                • 9022

                Originally posted by spara
                I like this idea.

                BTW, I have not seen anything like this before. I wish I had the money...

                ...why is a potion of Augmentation more than 5x the cost of a single-stat potion when it's less than 5x the value of same?

                Comment

                • debo
                  Veteran
                  • Oct 2011
                  • 2402

                  Originally posted by Derakon
                  ...why is a potion of Augmentation more than 5x the cost of a single-stat potion when it's less than 5x the value of same?
                  That's the price of convenience.
                  Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'

                  Comment

                  • Nick
                    Vanilla maintainer
                    • Apr 2007
                    • 9637

                    Originally posted by spara
                    I think I have suggested this before, but it would be nice, if I have an unidentified equipment that has question marks all over char info and I then get poisoned, the resist poison rune would get overruled from char info. Naturally assuming I don't know the resist poison rune. Would help remembering what I have already tested against the particular equipment.
                    This is possible, but would require a change in the way known objects are stored - in fact, back to the way it was before the rune-based ID branch

                    It probably makes too much sense not to do.

                    Originally posted by spara
                    Could the tile for the new Identify scroll just be the same as the old Identify scroll? Just recycling the tile. Currently it's a ? when playing with the tiles. And the name should probably be Identify Rune or something instead of Identify.
                    Thanks for the reminder.

                    Originally posted by spara
                    The disappearing tiles when targeting bug is still around. And it's quite annoying.
                    Yeah, still haven't found that one.

                    Originally posted by Nomad
                    Auto-inscriptions by rune might be the way to go instead now we've got the entry on the knowledge menu - that way you could achieve the "don't ignore by rune" by setting up a "!k" inscription for items with ESP, but it would also be handy for setting items with aggravation to prompt you before wearing, automatically marking useful randarts and elvenkinds with reminders of their properties, and so on.
                    This sounds like a good idea.

                    Originally posted by Nomad
                    Incidentally, the added entry to the knowledge screen now means you now have to scroll the menu to see the last entry, and the menu entry stays greyed out even after having learned some runes (though you can still select it fine). Actually, it seems that's stayed greyed but "artifact knowledge" has turned white despite still being non-selectable and empty, so I'm guessing there's a numbering error somewhere.
                    Found that right after posting...

                    Originally posted by Ingwe Ingweron
                    I would probably reintroduce an Identify/Perception spell at least for the major spellcasters -Mage and Priest. Possibly increasing the mana cost and level of the spell. Because these classes have a large inventory allotment to books, they cannot carry around as many items as the other classes just waiting for an opportunity to learn a rune. All the study that is assumedly required to embark on a career as a mage or priest surely would include a study of runes.
                    This and the question of whether we need a "learn a random rune" scroll I want to leave until we have a bit more of a feel for how the overall system works. Remember that I have evil plans to massively reduce the number of books and spells in the 4.2 overhaul of classes, so I'm looking to lose rather than gain spells.

                    Originally posted by Thraalbee
                    Weapons in artifact spoiler lack (to_hit, to_dam) and armour lack (ac_bonus)
                    Thanks.

                    Originally posted by Pete Mack
                    I also hope autoinscribe is possible on flavors now? I am thinking of amulets of devotion and the like, where the type is obvious, even if you don't know all the runes.
                    That's a good idea too.

                    Thanks everyone for the immediate and voluminous feedback
                    One for the Dark Lord on his dark throne
                    In the Land of Mordor where the Shadows lie.

                    Comment

                    • Ingwe Ingweron
                      Veteran
                      • Jan 2009
                      • 2129

                      Another possibility for learning runes occurs to me. What about if @ reads a scroll of Aggravate Monster, they also learn the "Aggravation" rune? Or more commonly, reading a scroll of Detect Invisible, they would also learn the See Invisible rune. It would make sense to me, in that the rune might be inscribed on the scroll (or embedded in hot wax seal on the scroll). I'm not sure it would be as sensible on a potion. Would a potion of True Seeing be etched with the See Invisible rune? Anyway, just one more potential way to streamline and quicken the ID game.
                      “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

                      Comment

                      • Nivra
                        Adept
                        • Aug 2015
                        • 112

                        Do we support unicode or only ASCII?

                        If Unicode, then you could have runes be actual Nordic Runes:

                        Comment

                        • Nick
                          Vanilla maintainer
                          • Apr 2007
                          • 9637

                          Warning

                          Next build will break savefiles. This is a consequence of implementing autoinscribe for unaware flavors.
                          One for the Dark Lord on his dark throne
                          In the Land of Mordor where the Shadows lie.

                          Comment

                          • spara
                            Adept
                            • Nov 2014
                            • 235

                            This might be connected to the disappearing tiles or not. In this image I have pressed the look command and hit down arrow once. For some reason the game targets an open space.



                            Here's a save file, if it's of use: open_space.zip. Just activate look and press down arrow once.

                            Comment

                            • spara
                              Adept
                              • Nov 2014
                              • 235

                              This save reliably produces a disappearing tile for me. Take one step right and then look left (look + left arrow). Every time @ disappears.


                              initial position


                              one step right, the warg follows


                              activate look mode


                              look left, @*disappears

                              save: disappearing_tile.zip

                              Comment

                              • Nick
                                Vanilla maintainer
                                • Apr 2007
                                • 9637

                                Thanks, noted. This is a problem in all outstanding versions.
                                One for the Dark Lord on his dark throne
                                In the Land of Mordor where the Shadows lie.

                                Comment

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