!{cursed} does the trick.
And I'm sorry Chris, but I like playing monsters who don't have id spells and most of the time crappy MD skill. So I just don't have space to carry 4-5 {cursed} items around who might or might not be an (useful) ego which you can't tell until actually ided.
[Announce] Poschengband 3.0.0 Released
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I must say that I am rather disappointed that players would simply ignore cursed items. That was the old game design: Cursed = Crap, never to be used intentionally by the player and often a cause for suicide if used accidentally. Items in general were either all good or all bad. The cursed item changes are an effort an changing this mechanic, and based on my personal play, I have found the change to be rather interesting.
Would you really decline to use "cursed" armor of elvenkind that also has, say sound vulnerability? Especially if it is the first source of resistance that you find? Of course a "cursed" weapon of slay orc won't warrant consideration, but then again, when has a non-cursed weapon of slay orc sparked interest?
You certainly can decide to just ignore cursed items, but I think you will be missing out if you do. If the strain of identification is too much then try playing a class with an identify spell (or at least one that can use a staff of idenitfy)!
Just my 2 cents, of course ...
God forbid I'm playing another class that doesn't - when an item finally pops cursed, I'm getting rid of it immediately - no sense cluttering my inventory with what is almost certainly crap.
Indeed, with the additional requirement to *id* everything in Poscheng to see what it actually does, there is less then no point to bringing up cursed items on the very, very rare chance they turn out to be a useful ego with a tolerable curse.
I can see why, in theory, having mixed enchantments on items would seem like a fun and interesting idea. But in practice, especially with the way the pseudo/id/*id* hierarchy works in poscheng, it simply does not create a fun experience.
I do have randarts turned on in PosCheng(or rather, I have normal arts turned off, since many of them are underwhelming and I'd rather try to generate useful abilities by luck), so it is a feature I'm starting to become familiar with.
There are no longer "bad items". In fact, this is one of the things I am attempting to address with the 3.0 release. Instead, items (even normal egos) often are mixed blessings, with some good features and some bad features (e.g. Troll armor that increases your strength but makes you slow and stupid).
Cursed egos/artifacts start with a normal ego/artifact and then apply various bad stuff. Admittedly, often times the end result is not worth it, but I have found that often it is, especially in the early game. Later on, you can find cursed boots of speed, weapons of Noldor, etc, and then, you may be able to stomach the bad effects, especially if they touch on attributes that your class doesn't need (e.g. Spell Power for a Warrior).
The goal is to change the cursed meta-game from "cursed items are always bad, and therefor something to ignore/squelch" to "cursed items might be something useful after all".
(Of course, there were some cursed standard arts that were useful, but the means of cursing them were rather shallow: aggravation, drain experience, negative pvals, etc. Cursed rand-arts and egos were *always* bad items. Boots of Annoyance, boots of slowness, etc).
Additionally, I don't really understand the lore perspective on cursed egos. Why the hell would anyone make, for example, a weapon of Morgul? Even the baddies who would presumably use them, the Nazgul and associated enemies, don't want to aggravate, or have penalties to hit and damage rather then bonuses. Can you imagine how much easier WitchKing would be if he spammed misses in melee and all his summons aggro'd onto him because his dumbass was wielding a Morgul blade? Same goes for boots of annoyance or armors of vulnerability - they exist simply as "trap" items that punish people for using without id'ing.
Granted, your stated goal is to change that, but in the process you seem to have created an even worse kind of trap item =P at least with boots of slowness, if I survive, I can get to town and get them off. With a surprise permacurse, the game is over.Last edited by Avenger; December 20, 2013, 14:57.Leave a comment:
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@chris, that is an awesome idea. Mind if I shamelessly steal it for Neoband?Leave a comment:
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This one came out of the thieves' den quest. While one can certainly expect cursed items and associated consequences at this point, a permacurse is not something that would have ever occurred to me so early in the game. Luckily, being that early, it didn't really ruin anything in progress - it was just a complete shock.
My suggestion would be to keep it on bad items. This was a good ego type ...
Cursed egos/artifacts start with a normal ego/artifact and then apply various bad stuff. Admittedly, often times the end result is not worth it, but I have found that often it is, especially in the early game. Later on, you can find cursed boots of speed, weapons of Noldor, etc, and then, you may be able to stomach the bad effects, especially if they touch on attributes that your class doesn't need (e.g. Spell Power for a Warrior).
The goal is to change the cursed meta-game from "cursed items are always bad, and therefor something to ignore/squelch" to "cursed items might be something useful after all".
(Of course, there were some cursed standard arts that were useful, but the means of cursing them were rather shallow: aggravation, drain experience, negative pvals, etc. Cursed rand-arts and egos were *always* bad items. Boots of Annoyance, boots of slowness, etc).Leave a comment:
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I must say that I am rather disappointed that players would simply ignore cursed items. That was the old game design: Cursed = Crap, never to be used intentionally by the player and often a cause for suicide if used accidentally. Items in general were either all good or all bad. The cursed item changes are an effort an changing this mechanic, and based on my personal play, I have found the change to be rather interesting.
Would you really decline to use "cursed" armor of elvenkind that also has, say sound vulnerability? Especially if it is the first source of resistance that you find? Of course a "cursed" weapon of slay orc won't warrant consideration, but then again, when has a non-cursed weapon of slay orc sparked interest?
You certainly can decide to just ignore cursed items, but I think you will be missing out if you do. If the strain of identification is too much then try playing a class with an identify spell (or at least one that can use a staff of idenitfy)!
Just my 2 cents, of course ...Leave a comment:
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I'm with Susramanian on this one. The change to the stone of lore was so mind-blowingly awesome that most of us said to ourselves, wait, id doesn't have to be tedious?
The change to cursed items seems like a step backwards. Can't I just ignore them again or do I really have to id all of them in case it's an artifact or something else good or worth money? Sure I can still ignore them but it seems like pseudo-id-ing an item as cursed doesn't help you get on with the game anymore.Leave a comment:
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I'm with Susramanian on this one. The change to the stone of lore was so mind-blowingly awesome that most of us said to ourselves, wait, id doesn't have to be tedious?
The change to cursed items seems like a step backwards. Can't I just ignore them again or do I really have to id all of them in case it's an artifact or something else good or worth money? Sure I can still ignore them but it seems like pseudo-id-ing an item as cursed doesn't help you get on with the game anymore.Leave a comment:
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I'm just being consistent!Leave a comment:
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Woes of identification
So for an appreciable amount of the game's loot, the identification mechanic serves as... what? A simple chore that must be performed before proceeding with the more interesting task of deciding whether the item is right for you?
Blech.
Look, players only have so much of a limited resource. Call it endurance, or patience, or willpower, or something better. It's like mana, but for video game players. And when it runs out, they quit playing your game. Every time your game presents a player with a decision to make, and the player makes a choice, they use up a bit of their mana. A game developer's job is to decide which decisions they want to force the player to make. All the decisions use up the player's mana, so which ones do you pick?
Hint: Avoid uninformed ones. Avoid ones between the optimal and the fun. Avoid meaningless ones.
So, Angband and Angband-variant maintainers: want to use up everybody's limited mana with a decision to expend ID resources for (nearly) every damned piece of loot that hits the dungeon floor? Please don't.
PS: Chris, this wasn't aimed at you in particular; you just had the quote that prompted me to ventLeave a comment:
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You should never wield an un-id'd item or quaff an un-id'd potion ever. That's nothing new as the item could be a permacursed artifact or the potion could be death, both of these options having been around forever. So at the very least, you should be waiting for pseudo-id. At that point, never ever wield a {cursed} item without *identifying* it (This is new).
Additionally, it's not an option available to every class - perhaps you could apply Mundanity to any object forcefully uncursed by a Berserker? I can't think of any other exceptions at this point, but having just played one of those, it came to mind.
As far as I'm concerned, the heng/cheng/entro(I've played all three at various stages of development) wildernesses were just an annoying obstacle to be traversed on the way to other towns and dungeons, and then never used again. Sure, I'd try to scum the occasional blue mage on a high level water monster, but otherwise I had no real use for the wilderness.
Perhaps that's changed and it's now actually worth exploring...
Thanks for the reply.Leave a comment:
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That being said, I could be persuaded to remove perma-curse from ego items. (It's always been around for artifacts.) Or at the very least, I could put a power threshold so that only very powerful cursed items have an appreciable chance of being permacursed.
You can "remove" permacursed items with a scroll of mundanity (which destroys the object as well). But these are a bit rare.
Edit: One other gripe, while I'm here. Escaping from bad situations in the wilderness is now all but impossible. An infinitely scrolling wilderness is a nice idea, and perhaps more realistic, but in practice, I feel like it's more of a headache then it's worth. Is anyone aware of positive features of it? Perhaps if I can find a bright side to look on, I'll be happier about it =P
To escape trouble in the wilderness, all you generally need is ?Teleport. Also, it is somewhat prudent to grab a few early experience levels before leaving the proximity of Outpost as the walk (say) to the Orc caves might be risky for a newborn player. Usually CL10 is enough to handle the wilderness just fine. Stay on the roads and try to travel during the day. If ambushed, teleport usually lands you someplace safe.
So, the bright side of the new wilderness is:
* Player now gets full experience from any monster slain.
* Player now gets drops at the current danger level.
* There are a few random wilderness encounters (very few at the moment ... I'll be adding more later).Leave a comment:
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Um, major problem.
I found a whip of Slay Giant that was permanently cursed.
I found this by wielding it.
Is this a bug, or a feature designed to prevent anyone from ever using anything un-id'd ever again?
Dump is attached, though it's rather lacking in detail about the weapon - I tried a dump while playing, noticed it lacked information and assumed that was designed to avoid spoiling stuff for still active characters, and decided to suicide in the ocean, since there's no point playing with a permacursed garbage weapon. The death dump isn't much more informative, though =\
Edit: One other gripe, while I'm here. Escaping from bad situations in the wilderness is now all but impossible. An infinitely scrolling wilderness is a nice idea, and perhaps more realistic, but in practice, I feel like it's more of a headache then it's worth. Is anyone aware of positive features of it? Perhaps if I can find a bright side to look on, I'll be happier about it =PAttached FilesLast edited by Avenger; December 18, 2013, 19:52.Leave a comment:
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>Magical spells from magical creatures isn't.
*Spoiler*
Not only that, use of player racial abilities (via 'U' command) isn't banned in Telmora's Arena either.Last edited by HugoVirtuoso; December 12, 2013, 17:55.Leave a comment:
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Keep coming up with more questions, wondered if there was a more appropriate place to ask them than spamming this thread :=)
Such as, e.g., "Can you die in the Arena?". I guess YES is the answer, but since there is no info on the Arena anywhere (AFAIK), I am not 100% sure. I have been ploughing through monsters with my highly useful possessed Giant Tarantula, but after a Dark Elven Lord did in fact use magic when it is supposedly banned (or is it just the player who cannot use magic?) I decided to leave off monster bashing until I was sure that all combat was to the death.
As said, I need a FAQ - or would be happy to start/run one.
The use of magic devices/potions/activations/scrolls is banned in arena. Magic spells from magical creatures isnt.Leave a comment:
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