Rune-based ID
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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. -
- The front page for the latest official version;
- The download page, where you can get to older official versions;
- The nightlies page, which has the latest development version.
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.Leave a comment:
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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:
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Okay I'm an idiot... been searching for half an hour, where do I find the rune-id version?Leave a comment:
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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:
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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:
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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.Leave a comment:
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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 areLast edited by wobbly; September 9, 2016, 18:53.Leave a comment:
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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.Leave a comment:
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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.Leave a comment:
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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.
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.Leave a comment:
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