Rune-based ID

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  • Pete Mack
    replied
    If you do play the nightly, make sure to save often or run in a debugger for emergency saves. There have been a number of memory errors associated with deleted objects on the floor. Also with the earthquake trap. The traps are MUCH more interesting in the nightlies.

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  • Nick
    replied
    Originally posted by ranger jeff
    Thanks, I'm unfamiliar with github. I see where people say they're playing the latest nightly, is that somewhere on github? Or is rune-id now a part of Vanilla and if I try 4.0.5 it'll be there?
    The source is on github, but unless you're compiling the game for yourself you don't want that. The best places to get the game are:

    It is the latest development version from the nightlies page that has rune-based ID (and also new traps, curses, etc)

    Note that this latest development version is not savefile-compatible with 4.0.x.

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  • wobbly
    replied
    There's here: http://rephial.org/nightlies

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  • ranger jeff
    replied
    Thanks, I'm unfamiliar with github. I see where people say they're playing the latest nightly, is that somewhere on github? Or is rune-id now a part of Vanilla and if I try 4.0.5 it'll be there?

    Leave a comment:


  • Pete Mack
    replied
    Originally posted by ranger jeff
    Okay I'm an idiot... been searching for half an hour, where do I find the rune-id version?

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  • ranger jeff
    replied
    Okay I'm an idiot... been searching for half an hour, where do I find the rune-id version?

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  • MattB
    replied
    Originally posted by Nick
    That has already been brought up. How dare you?
    Should have read through all 495 posts on this thread before opening my big mouth.
    [*hangs head in shame*]
    [*switches to ironman in pennance*]

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  • Nick
    replied
    Originally posted by MattB
    Apologies if this has already been brought up...

    I'm playing the latest nightly (downloaded today).
    I've been wearing a ring of teleportation for over 20,000 turns and it hasn't teleported me once. I mean, I'm not ungrateful for the free +2 speed over the first 20 levels of the dungeon, but it doesn't seem right??
    That has already been brought up. How dare you?

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  • MattB
    replied
    Apologies if this has already been brought up...

    I'm playing the latest nightly (downloaded today).
    I've been wearing a ring of teleportation for over 20,000 turns and it hasn't teleported me once. I mean, I'm not ungrateful for the free +2 speed over the first 20 levels of the dungeon, but it doesn't seem right??

    Leave a comment:


  • Nick
    replied
    Originally posted by wobbly
    So not sure if it's intentional, but if you turn off "start with a kit of useful gear" & walk in to a shop, weapons display as 0d0 & all armour as 0 AC.

    Edit: Seems if I go punch something I now know what weapons & armour are
    I think technically that's a bug. The first iteration of rune-based ID the weapon dice and armour class weren't even displayed until the player had used them; that changed, but it looks like I missed that birth option.

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  • wobbly
    replied
    So not sure if it's intentional, but if you turn off "start with a kit of useful gear" & walk in to a shop, weapons display as 0d0 & all armour as 0 AC.

    Edit: Seems if I go punch something I now know what weapons & armour are
    Last edited by wobbly; September 9, 2016, 18:53.

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  • Bogatyr
    replied
    After spending some play time with it, I will say I like the rune-based ID -- mage has identify rune spell, so mage play is fine. ID only by sell/use for consumables introduces inventory pressure, which while as a character I find annoying, does introduce some more trade-off in play.

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  • Bogatyr
    replied
    Never mind, all is good. I'm running the July 30 nightly and I see there is a mage spell at clev 11 "Identify" that identifies one unknown rune.

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  • Bogatyr
    replied
    Originally posted by Derakon
    By the time you're hitting vaults in any significant quantity, you should know enough runes that almost every item should auto-ID anyway. The entire goal of rune-based ID was to reduce the amount of identification the player had to do without stripping away the concept of un-identified items altogether.
    Well I'll have to playtest it, but given that mages (at least mine) avoid all melee combat means that runes will be very dangerous to figure out. Rune id forces melee in order to identify things, unless I'm missing something? That's effectively forcing a pretty dramatic play style change.

    How about giving mages then some "remote melee" (boomerang?) spell that lets them try out weapons (regardless of weight) without stepping into melee range? That would be decent compensation for loosing their prior "I know everything about everything" at clev 11.
    Last edited by Bogatyr; August 18, 2016, 20:12.

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  • Bogatyr
    replied
    Originally posted by debo
    Give mages the id spell back, have it id all runes on all items in LOS but permanently drain 1 int.
    Great idea, but how about draining cha instead

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