Rune-based ID

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  • Nomad
    Knight
    • Sep 2010
    • 958

    Originally posted by spara
    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.
    I've noticed this happening too - I think it's because the look command is picking up squelched objects.

    Comment

    • Nomad
      Knight
      • Sep 2010
      • 958

      Originally posted by spara
      This save reliably produces a disappearing tile for me. Take one step right and then look left (look + left arrow). Every time @ disappears.
      On investigation, I think this bug is to do with the Tile Multiplier. I always play with my own tile set at the 1x1 setting and have never noticed any disappearing tiles. Some observations after testing with spara's save file:

      * The disappearing tile effect can be reproduced in Original, Bolt, Gervais and Nomad tile sets if the multiplier is set higher than 1x1. It does not occur in any of those sets at multiplier 1x1, and I can't reproduce it in the Shockbolt set at all.

      * Playing in the Gervais set at 4x2, the disappearing tile is replaced by a grey 'open floor' square. Every other setup I've tested so far, including Gervais at different sizes, gets an empty black square instead. (My guess would be that the bug is causing the location the tile is selected from on the tile sheet to move around, and this usually falls outside the area of the png file, but the displacement you get with 4x2 on the Gervais set lands on an unused square within the bounds of the sheet and so displays as a transparent tile.)

      Make of that what you will.

      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.
        Having given this some more thought, it seems to me that it's mostly resists and other properties (FA, regen, etc) that this is needed for. I'm going to work on that basis, and there should be a new build up in the next day or so.
        One for the Dark Lord on his dark throne
        In the Land of Mordor where the Shadows lie.

        Comment

        • Nick
          Vanilla maintainer
          • Apr 2007
          • 9637

          New builds for Windows and OS X.

          Changes are:
          • Identify scroll has tiles
          • Main knowledge menu entries are aligned properly
          • Flavored items can be autoinscribed unaware. If the item has an autoinscription when aware, this will replace the unaware inscription when the player learns the flavor.
          • Items with a given rune can be autoinscribed. At this point this overrides object autoinscriptions, but plays nicely with manual inscriptions.
          • Artifact spoilers show combat details again.
          • The fact that an object has been shown not to have a flag or resist now appears on the property grid in the 'C' screens.


          Quite a bit of new stuff here, let me know if any of it is not working as it should.
          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

            Originally posted by Nick
            Quite a bit of new stuff here, let me know if any of it is not working as it should.
            Was about to report that @ character file wouldn't open, then I remembered, this new build breaks save-file compatibility. Just a reminder to everyone.

            No worries. Happy to start a new @.
            “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

            • PowerWyrm
              Prophet
              • Apr 2008
              • 2986

              Originally posted by Nick
              Thanks, noted. This is a problem in all outstanding versions.
              Note that I've been unable to reproduce any of the tile problems in PWMAngband, where I fixed a couple problems with tiles a long time ago in both Windows and SDL clients. Worth checking if the fix isn't trivial.
              PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

              Comment

              • Ingwe Ingweron
                Veteran
                • Jan 2009
                • 2129

                One small error with Ring of Digging. @ dons a "Flourite" Ring (+3). Learns tunneling rune along the way. Reads a ?Identify on the ring, but is informed he has nothing to identify. But, the ring is still "flavored". @ must activate the ring for it to show as a Ring of Digging.
                “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

                • spara
                  Adept
                  • Nov 2014
                  • 235

                  Small details bother me and currently I'm trying to rationalize to myself, why shops overall sell unidentified items (armor, weapons, jewelry, oil ) and why some of the items are identified (scrolls, staves, rods, wands, potions).

                  The new game mechanic sort of needs the runed things to be unIDd, so some in-game explanation would be needed for this.

                  Here's an idea I've been mulling.

                  * Shop items with {??} should be more expensive than items without {??}. I don't know how prices are calculated, but I assume it's somehow constructed with some base price and rune price components. Unknown rune components could be doubled or something.

                  And here's why. The shopkeepers do know what the item is, but are unwilling to share that information with the customer to get a higher price. They say for example something like: "This sword is a real bargain. It holds very powerful magic. Just look at the runes."

                  This idea however logically contradicts with scrolls, staves, rods, wands and potions that are not known to @, but are sold with their true name revealed. Maybe the true name of these could be also hidden for consistency? Would be interesting to see how that would play.

                  Comment

                  • takkaria
                    Veteran
                    • Apr 2007
                    • 1951

                    Originally posted by Ingwe Ingweron
                    I haven't played the latest iteration, yet, but I'd say that overall RuneID is a major improvement. I do have some reservations about the balance among the classes. 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.
                    Instead of this, perhaps mages or priests could have level-up rune knowledge, or some other form of extra knowledge outside the spell system.
                    takkaria whispers something about options. -more-

                    Comment

                    • Ingwe Ingweron
                      Veteran
                      • Jan 2009
                      • 2129

                      Originally posted by Nick
                      ...Changes are:
                      • ...
                      • Flavored items can be autoinscribed unaware. If the item has an autoinscription when aware, this will replace the unaware inscription when the player learns the flavor.
                      • Items with a given rune can be autoinscribed. At this point this overrides object autoinscriptions, but plays nicely with manual inscriptions.
                        ...
                      • The fact that an object has been shown not to have a flag or resist now appears on the property grid in the 'C' screens.
                      Not sure what any of the three items above mean.

                      Flavored items.

                      Does this mean I could inscribe, say "Blue" mushroom, with a manual guess "Vigor???" and if it turns out to be say, a mushroom of Clear Mind and I have an autoinscription of "!E" (to prevent accidental eating), that the manual inscription will disappear and the autoinscription will take its place?

                      Not sure how useful that really is. It doesn't solve the problem that I'm having. Say @ picks up a stack of "Yellow" potions. Quaffs one and it turns out to be !Speed. I have an autoinscription for speed potions, but in order for that autoinscription to attach, I have to drop the potions and pick them back up. It used to be that they would just get the inscription immediately upon identification without having to drop them.

                      Items with a given Rune.

                      Where would I do this? I don't see an interface to accomplish this anywhere. But maybe I don't know what you really mean. Here's what I thought it meant: For example - @ has an artifact weapon that is very good, so I decide to ignore all non-artifact sharp-edged and blunt weapons. But, @ doesn't yet have ESP covered, so if I come across some rinky-dink weapon that has ESP, I want to keep it as a swap. I could set up an inscription of "!k" for the ESP rune. A weapon that would otherwise be ignored would not disappear and I could keep it to use for ESP. Although, possibly this could be subject to abuse at the margins to identify a single specific rune without actually "identifying" it. In any event, whatever it means, I don't see where runes are "inscribable".

                      The fact that an item shown not to have a flag or resist shown on the C screen.

                      What does this mean? On the C screen, I see the "?" for a newly worn flavored item on all the unknown runes, but not that it is "shown not to have". I'm confused.
                      “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

                      • Ingwe Ingweron
                        Veteran
                        • Jan 2009
                        • 2129

                        Whatever the latest change to autoinscriptions was, at least one change is causing undesired behavior. @ has several autoinscribed items in his pack. Every time he activates Narthanc (manually inscribed with "@0"), every autoinscribed items gets autoinscribed again. And, every time he picks up an autoinsribable item, every item gets autoinscribed again. Every time he identifies a new rune, every item gets autoinscribed again. Etc.
                        “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

                        • Ingwe Ingweron
                          Veteran
                          • Jan 2009
                          • 2129

                          Originally posted by Nick
                          [*]Flavored items can be autoinscribed unaware. If the item has an autoinscription when aware, this will replace the unaware inscription when the player learns the flavor.
                          Yep, this is the change that is causing problems. @ just came across an unknown rod, picked it up and it was immediately inscribed with "!*". Well, the only rod that I have with that inscription is a Rod of Recall. Sure enough, zap the rod, say "Yes" to the query caused by the inscription, and it is identified as a Rod of Recall. So, the problems with this: (a) it is subject to abuse, you can just set up autoinscriptions to circumvent ID, eg. auto-inscribe all invisibility things with "invis". Any time you pick one up, it gets your own special identifier. (b) whatever the change in code was, it is wreaking havoc with autoinscriptions happening repeatedly, some items not inscribing when known, having to reload autoinscriptions because something apparently sometimes overrides and erases them on newly found objects, etc. All in all, in my opinion the implementation of this little change is either just wrong in concept, wrong in implementation, or wrong in both.
                          “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

                          • spara
                            Adept
                            • Nov 2014
                            • 235

                            The new C-h page behavior is really good . I like the way it rules out tried runes. A question though. When there are question marks in stats, what are the possibilities? I mean if an item gives pluses to stats, the rune is instantly identified when wielded. And isn't it the same with sustains? So if a worn item has question marks in stats what can they be?

                            A side note about id scrolls. I just spotted 40 of them in Black Market. For a moment I thought that BM had been changed to have them always on stock.

                            Comment

                            • Nomad
                              Knight
                              • Sep 2010
                              • 958

                              Originally posted by spara
                              The new C-h page behavior is really good . I like the way it rules out tried runes. A question though. When there are question marks in stats, what are the possibilities? I mean if an item gives pluses to stats, the rune is instantly identified when wielded. And isn't it the same with sustains? So if a worn item has question marks in stats what can they be?
                              I think learning sustains is only automatic on wielding for items that have both the stat boost and the matching sustain together as a pair (e.g. stat rings, Helms of INT/WIS, etc.). If it's an item that just has sustains without any corresponding stat boosts (e.g. Rings of Bodykeeping/Soulkeeping) then you don't learn them on wielding.

                              Comment

                              • Nomad
                                Knight
                                • Sep 2010
                                • 958

                                Auto-inscriptions added to unknown flavours don't show up in the 'inscribed' column on the object knowledge page.

                                Comment

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