...and is already the case. Please note that IIRC druids have the slowest pseudo of all classes and they have weak pseudo - so {average} equipment never pseudos at all (which I hate). Also of course, {excellent} and {special} stuff also pseudos as {good}.
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What does IIRC mean?
Is there any place where comprehensive information like this exists???
Well, that explains a lot, but I still think that one should be able to take the time to closely examine a particular item and possibly get a "feel" for it.
1st... an item should be pseudo-ID'd faster (much faster) when you are actually wearing it or wielding it. This is a no-brainer.
...and is already the case. Please note that IIRC druids have the slowest pseudo of all classes and they have weak pseudo - so {average} equipment never pseudos at all (which I hate). Also of course, {excellent} and {special} stuff also pseudos as {good}.
As for the first suggestion above, it has already been done in at least one other variant (Ey). Ey even goes so far as the full ID after extended wear.
I'm palying a druid, apparently a class with weak pseudo ID. INT 9, WIS 16, LEV 16 and has only pseudo-ID'd 1 item so far. The hard leather he has been wearing for 10's of 1000's of turns has still not been pseudo-ID'd. Keeping up with Staffs of Perception and Scrolls of Identify are sucking away all of my gold and my home has become a stockpile of un-ID'd weapons and armours.
Here's my proposal (actually 3 of them).
1st... an item should be pseudo-ID'd faster (much faster) when you are actually wearing it or wielding it. This is a no-brainer. Maybe even full ID with long term, extended use.
2nd... classes/races should be better able to pseudo-ID items natural to their class/race. Fighters would have a bonus pseudo-IDing swords and heavy armour, mages with robes and staff weapons, elves and rangers with bows and leathers, maybe assassins could p-ID hmmm (maybe poisons and other harmful potions and mushrooms). As for game balance, negative bonuses could be applied to items that are alien to a particular class/race.
3rd... the ability to take some time and actually (X)examine a particular item. Like tunneling, this command would auto-repeat until a result is obtained or 99 turns have passed (that is how tunneling works, isn't it?). HP/MANA would not regenerate (or at a slower rate) while examining an item. AS a result, that particular item would (most-likely) be pseudo-ID'd, "You feel the broadsword you are examining is good" or not "You are still unsure of the nature of the broadsword". As a game-balancer (as if weak or no regeneration wasn't enough) you could make the player so absorbed in his examination that he may not notice approaching creatures until they are already upon him.
It would be nice to be able to scroll the world (M)ap using the arrow keys, so that you can see where you're headed without viewing memap.txt. You could also view terrain type and distance, something memap.txt doesn't offer. This would be especially useful for new players (unless wandering aimlessly through the wilderness is part of the fun).
and maybe a bug... when recalling to a wilderness level on which I had previously fallen through a trap door the (M)ap incorrectly labels it as a dungeon (although no stairs exist). I've noticed this more than once.
Yeah, this map could certainly be reworked (ie made into something other than the massive hack it is now). I've noticed that dungeon thing too - there must be some portion of the record of that underworld level I'm failing to wipe.
It would be nice to be able to scroll the world (M)ap using the arrow keys, so that you can see where you're headed without viewing memap.txt. You could also view terrain type and distance, something memap.txt doesn't offer. This would be especially useful for new players (unless wandering aimlessly through the wilderness is part of the fun).
and maybe a bug... when recalling to a wilderness level on which I had previously fallen through a trap door the (M)ap incorrectly labels it as a dungeon (although no stairs exist). I've noticed this more than once.
Occasionally my druids attempts to confuse a monster when attacking, and often succeeds. Are there any other special attacks I have to look forward to.
Thanks for link to the full monty on Drudical damage. That's exactly what I was looking for. I checked my (C)haracter screen early in the game but it showed nothing in Av. Dam/Blow. Maybe it doesn't show a number until after 10 successful attacks cause it seems to be working now.
Occasionally my druids attempts to confuse a monster when attacking, and often succeeds. Are there any other special attacks I have to look forward to. I'm only level 10 right now.
[FA] 3.5 unarmed combat... How can you tell how much damage you are dealing when using unarmed combat. I am currently playing a druid and using unarmed combat w/power strike specialty. Not knowing my damage potential is driving me crazy!!! Having this info on the (C)haracter screen or visible in the (a) equipment slot, when unarmed, would be great.
Also, here's a bug. (FA 3.5 on Vista/laptop with no keypad). With 3 or more items in my quiver and (F)iring a bow, I cannot select the 3rd ammo by pressing the (2) key. FA says "fire which item (0-2)" but pressing 2 does nothing. In order to select the number 2 slot I must press (*) and then (2), and then it works.
Probably to do with [2] being a scrolling button. There are no end of funnies in that department at the moment.
[Edit]Beaten to it by someone who knows better...[/Edit]
[FA] 3.5 unarmed combat... How can you tell how much damage you are dealing when using unarmed combat. I am currently playing a druid and using unarmed combat w/power strike specialty. Not knowing my damage potential is driving me crazy!!! Having this info on the (C)haracter screen or visible in the (a) equipment slot, when unarmed, would be great.
On the 'C' screen, under (Fighting) on the left, there's average damage per blow (in fact, it's the average damage done by your last ten hitting blows).
Also, here's a bug. (FA 3.5 on Vista/laptop with no keypad). With 3 or more items in my quiver and (F)iring a bow, I cannot select the 3rd ammo by pressing the (2) key. FA says "fire which item (0-2)" but pressing 2 does nothing. In order to select the number 2 slot I must press (*) and then (2), and then it works.
Yeah, that's probably an issue with it thinking 2 is an arrow key, or something. That stuff still isn't quite sorted out yet.
Kudos on the shortened days, it actually seem like time is passing now. It takes about a half hour to walks across a large town. That seems about right to me.
Thanks for the feedback - I like it better, too.
Has anyone ever considered mandatory rest for the player. Monsters are often sleeping but the player never has to, and certainly wouldn't while healthy. Maybe a progressive 'fatigued'/'more fatigued'/'tired' feeling would overcome a player after days with no rest (with appropriate minuses to skills). It would be kind of like hunger, I guess. I'm just throwing this out there. I don't know if it's a practical or desirable feature. It just seems unfair that perfectly healthy monsters are often caught napping while the player never is.
I don't think this would add much - it would probably just increase recalls to rest in town.
[FA] 3.5 unarmed combat... How can you tell how much damage you are dealing when using unarmed combat. I am currently playing a druid and using unarmed combat w/power strike specialty. Not knowing my damage potential is driving me crazy!!! Having this info on the (C)haracter screen or visible in the (a) equipment slot, when unarmed, would be great.
Also, here's a bug. (FA 3.5 on Vista/laptop with no keypad). With 3 or more items in my quiver and (F)iring a bow, I cannot select the 3rd ammo by pressing the (2) key. FA says "fire which item (0-2)" but pressing 2 does nothing. In order to select the number 2 slot I must press (*) and then (2), and then it works.
Kudos on the shortened days, it actually seem like time is passing now. It takes about a half hour to walks across a large town. That seems about right to me.
Has anyone ever considered mandatory rest for the player. Monsters are often sleeping but the player never has to, and certainly wouldn't while healthy. Maybe a progressive 'fatigued'/'more fatigued'/'tired' feeling would overcome a player after days with no rest (with appropriate minuses to skills). It would be kind of like hunger, I guess. I'm just throwing this out there. I don't know if it's a practical or desirable feature. It just seems unfair that perfectly healthy monsters are often caught napping while the player never is.
i do recall, however, reading in rgra or this forum, that the whole "Cold monster vulnerable to flame" thing is not true anymore even if it were in the older roguelikes ??
IMO , more knowledgable posters would have more to say on this previous point....
In NPP, at least, there are such monster elemental weaknesses.
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