[FA] ID changes

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  • Nick
    Vanilla maintainer
    • Apr 2007
    • 9637

    [FA] ID changes

    I've got mostly operational ID by use in the dev version of FA now. Currently wieldables work as follows:
    1. You learn properties (in fairly natural ways) by use;
    2. Ego items have to be ID'd once in a savefile, but after that will be recognised from certain (edit file defined) properties;
    3. You learn properties of artifacts, but have to ID them to get the name;
    4. Jewellery flavours have to be ID'd once per game;
    5. Subject to 2, 3 and 4, once you have all the properties of an item, it is fully ID'd;


    The aim is kind of to make the character know everything the player knows (although I haven't gone to artifact memory, and am not planning to for the coming version). It would be possible to handle recognition of jewellery like egos, but messy and I'd really rather not. So here's an intriguing option I thought of:
    1. Going into a shop ID's everything that the shop buys;
    2. or 1, but it's a service that costs money;
    3. or 1, but only for never seen ego items, artifacts and jewellery;
    4. or 3, but only if you have all (or for egos, enough) properties.


    Discussion most welcome (in fact, requested (strongly, but respectfully)).
    One for the Dark Lord on his dark throne
    In the Land of Mordor where the Shadows lie.
  • buzzkill
    Prophet
    • May 2008
    • 2939

    #2
    Originally posted by Nick
    So here's an intriguing option I thought of:
    1. Going into a shop ID's everything that the shop buys;
    2. or 1, but it's a service that costs money;
    3. or 1, but only for never seen ego items, artifacts and jewelery;
    4. or 3, but only if you have all (or for egos, enough) properties.
    My 2 cents.

    If you're going to scale back pseudo-id (from it's current, instant, 103 implementation) to something more traditional, then I see no problem with #1, and with ID by use implemented, I feel that you should dial back the pseudo. Maybe the shop could pay 10% less for items that it ID's for 'free', so it may be worthwhile to ID suspected {excellent} or better items on your own. I always considered lugging un-ID'd items back to town to be enough of a penalty, without having to pay for ID as well. This becomes even more important in FA, with it's many small towns that don't pay a decent price for most armours and weapons in the early game (ID is often cost prohibitive).
    www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
    My banding life on Buzzkill's ladder.

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    • Nick
      Vanilla maintainer
      • Apr 2007
      • 9637

      #3
      Originally posted by buzzkill
      If you're going to scale back pseudo-id
      At this stage, I'm planning to keep it as is. On the other hand, I'm seriously considering removing all non-spell forms of ID at some point.
      One for the Dark Lord on his dark throne
      In the Land of Mordor where the Shadows lie.

      Comment

      • LostTemplar
        Knight
        • Aug 2009
        • 670

        #4
        In your last development version it is possible to check if an unidentified
        object like a potion or scroll is good or bad by trying to destroy it with an option to destroy junk without asking. Bad objects are destryed instantly, while
        good ones ask for destroy ? Y/N.

        Comment

        • Nick
          Vanilla maintainer
          • Apr 2007
          • 9637

          #5
          Originally posted by LostTemplar
          In your last development version it is possible to check if an unidentified
          object like a potion or scroll is good or bad by trying to destroy it with an option to destroy junk without asking. Bad objects are destryed instantly, while
          good ones ask for destroy ? Y/N.
          Thanks - I'll fix that.
          One for the Dark Lord on his dark throne
          In the Land of Mordor where the Shadows lie.

          Comment

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