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  • Nomad
    replied
    Squelch/ID issues in the latest build (02dd343):

    I picked up a Long Sword, it pseudo-ID'd as {magical} and auto-squelched itself. By unsquelching and wield-testing I was able to discover it was Cheap, which was obviously why the "squelch bad" setting worked on it.

    I had seen a Cheap item before, so I'm assuming rune-based ID did its job and I 'knew' it was bad, but for some reason it didn't become explicitly identified until I wielded it in combat.

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  • bio_hazard
    replied
    Originally posted by Derakon
    Regardless of the option chosen, we're going to have to find some way to guide the player to the 'I'nspect command, because it's even more important than it used to be.
    ToME 2 had a help message when you stepped on any object for the first time (I think I'm remembering that right).

    I've got to say that I like seeing tutorial modes in games (like ToME 4, Crawl, etc). If you don't want a few options (Priest, fighter, mage), provide one option for a tutorial, maybe a ranger or rogue who will eventually get magic.

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  • Nomad
    replied
    There's a bug with making character dumps; the details of objects aren't 'printing' fully to the text file, so you only get the first letter of each line, like this:

    Code:
    h) a Cloak of Shielding [1,+7]
         B
         
         P
         
    i) a Tough Large Shield of Resist Acid [5,+3]
         D
         
         P
         C

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  • Derakon
    replied
    Regardless of the option chosen, we're going to have to find some way to guide the player to the 'I'nspect command, because it's even more important than it used to be.

    Leave a comment:


  • Magnate
    replied
    Well, if anyone codes that up and submits a pull request I'll happily review and merge it. But it seems to me like a lot of work for little gain, because we *still* end up with the name not guaranteed to tell you accurately about the item!

    But I can see that it could be considered an improvement over the current somewhat random names, so very happy to try it out.

    In other news, I've just updated all the graf-???.prf files, so v4 should now work fine with all four tile sets. Thanks to Nomad for making that simple.

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  • Nomad
    replied
    Originally posted by Magnate
    So far I've chosen flavour over accuracy (because the latter can be found in the 'I'nspect screen) - but if anyone can think of a way of ticking all three boxes, please say.
    Okay, here's my overcomplicated idea:

    * Have a file called ego_names, which would be similar to ego_themes, except it would be checklists of affixes of which, if your item has at least two, it acquires a collective name for them. E.g. if an ego has two or more resistances, it gains the name 'Elemental', if it has two or more physical property affixes, it gains the name 'of Craftmanship', two or more slays/*slays* it gets 'Cruel', etc.

    * If you generate a non-themed ego, run an array of its affixes against that names file. Where you can replace some of them with a collective name, do so. E.g. "Resist Acid, Resist Lightning, of Stealth" goes in, "Elemental, of Stealth" comes out.

    * Rank your final set of names, and pick the best prefix and best suffix to use. If there are any other names still left over, append a third generic affix such as 'Enhanced' or 'Superior' to indicate "more to be seen on the Inspect screen".

    So to borrow fizzix's example, maybe you generate a Broad Sword that has the affixes "Sharp, Diamond, Elven, Slay Troll, Slay Orc, of Acid".

    You run that against ego_names to see if you can replace any of those with collective names, and get "of Craftmanship, Cruel, of Acid". You pick the best prefix (only one, so easy) and the best suffix (arguably Craftmanship, since it's a collective name) and since you still have a third affix left over, append 'Superior' as well.

    So what comes out at the end of the naming process is a 'Superior Cruel Broad Sword of Craftmanship'. Not perfect, but more accurate than 'Elven Broad Sword of Acid' as it might get under the current scheme.

    (Of course, this is easy for me to suggest when I'm not a coder. )

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  • Magnate
    replied
    Originally posted by mumbles
    You could generate names for a certain combinations of, or power level of abilities, like in diablo. Just like we have westernesse and gondolin weapons.
    Like a grand masters sword of demonology or something
    I have considered this, but it's actually really hard to tick the accuracy box (which is the only reason to do it). There are about 200 affixes (and will probably end up being more), and we'd need a logic which came up with a name for every possible permutation. Otherwise we'd be no better off than we are now - maybe the name describes the item fully, maybe it doesn't.

    The simplest way to do this is to have a list like this:

    Great == two prefixes
    Awesome == three prefixes
    etc.
    of Power == two suffices
    of Immense Power == three suffices
    of Vast Power == four suffices
    etc.

    But I really don't like that idea. I think that the names would need to provide some indication of what the affixes were about, i.e. whether they were stat-related, or attack bonuses, or defence boosts, or resists etc. Otherwise we're losing both accuracy and flavour.

    Personally I think it's better to shift our mindset to the idea that an item's name doesn't necessarily tell us everything about it - that's what the 'I'nspect command is for. But I'm open to suggestions - if anyone wants to have a go at coding an affix naming matrix, providing flavourful names for different combinations of affixes, I'm happy to try it out - that's what v4 is for. I think you'd want at least two or three dozen possible names, given the number of items you find in a game - otherwise things would feel a bit bland.

    And JFTR, Diablo didn't do this. Items in Diablo which used affix names only had one prefix and one suffix, so the problem didn't arise. Rare items in D2 had up to three prefixes and three suffices, but they were given random meaningless names which bore no relation to the affixes - flavour over accuracy again.

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  • mumbles
    replied
    You could generate names for a certain combinations of, or power level of abilities, like in diablo. Just like we have westernesse and gondolin weapons.
    Like a grand masters sword of demonology or something

    Leave a comment:


  • Magnate
    replied
    Originally posted by Narvius
    Yeah, I know this particular approach isn't all that great, but I hope you see that something less misleading would be necessary here. Someone else can probably think of something more flavourful.
    Well, I think there are really only three possible permutations of affixes and naming:

    1. We list all affixes in the name. Accurate - yes. Flavourful - yes. Practical - no.

    2. We list none of the affixes in the name, and all on the 'I'nspect screen. (Whether or not we use a generic affix to indicate the presence of real affixes is kind of irrelevant.) Accurate - yes. Flavourful - no. Practical - yes.

    3. We list only a manageable number of affixes in the name (e.g. one prefix and one suffix). Accurate - no. Flavourful - yes. Practical - yes.

    So far I've chosen flavour over accuracy (because the latter can be found in the 'I'nspect screen) - but if anyone can think of a way of ticking all three boxes, please say.

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  • Magnate
    replied
    Originally posted by sethos
    Found a Rusty Main Gauche, not I'ded on Pickup or wield, though I'd have thought it would be, it also ID'ed as (Magical), should that be poor or cursed?
    *edit* Did Inspect it, and found that it had no other qualities.
    This is WAD, as Rusty gives a malus to-hit, and those are only known after trying to hit something. The {magical} inscription simply means it isn't +0,+0 - it doesn't imply good or bad. Though in fact the term needs changing because we're moving towards prefixes being non-magical.
    Also, "Iron" weapons are all Slay Demon? My Iron Sling shots can now whomp Demons! but... that wouldn't be readily apparent, right? and Iron is known upon pickup.
    Iron gives a weak slay (x2), but you're right that it shouldn't be known upon pickup. I can't reproduce this, so I'm guessing this was because the shots were (+0,+0), and it was actually known after pseudo - this is now fixed.
    Hobbitish is not ID'ing upon pickup, as I Believe it should.
    As with Rusty above, Hobbitish gives a small to-hit bonus, so will not ID until you swing with it.
    And now I've had a sword fully ID as of enchantment on it's own- It does show as Average when I squelch it though. (Since it has a +0,+0, I imagine.)
    Yes, fixed.

    Many thanks for the reports.

    Leave a comment:


  • Narvius
    replied
    Yeah, I know this particular approach isn't all that great, but I hope you see that something less misleading would be necessary here. Someone else can probably think of something more flavourful.

    Leave a comment:


  • Magnate
    replied
    Originally posted by Narvius
    I think it would be less misleading to not use the affixes at all in the item name itself, instead only some generic "Runed" or "Enchanted" or something to denote that it is, in fact, an ego. All affixes then can be seen on the Inspect screen.
    But wouldn't that lose an awful lot of flavour? That means that almost every non-artifact item in the 2nd half of the dungeon would be called Runed. That would seem awfully dull.

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  • Narvius
    replied
    I think it would be less misleading to not use the affixes at all in the item name itself, instead only some generic "Runed" or "Enchanted" or something to denote that it is, in fact, an ego. All affixes then can be seen on the Inspect screen.

    Leave a comment:


  • Magnate
    replied
    Originally posted by bio_hazard
    Seems like multiple slays should just be "of Slaying"

    with multiple Resist Acids- are permanent resistances going to stack now? If not, then there's no reason to generate a shield of resist acid of resist acid. If they are, then I'd suggest "Resist Acid" for x1 and "RESIST acid" (or *Resist* acid ) (x2)
    They might one day stack, but not yet. At the moment, allowing the game to pick affixes the object already has is a balancing mechanism, making it less likely that items with lots of affixes will be overly powerful.

    @sethos: I think most of the ID issues you observed were fixed in the version I pushed last night (e8bac87). Grateful for confirmation of any which remain.

    Leave a comment:


  • sethos
    replied
    Found a Rusty Main Gauche, not I'ded on Pickup or wield, though I'd have thought it would be, it also ID'ed as (Magical), should that be poor or cursed?
    *edit* Did Inspect it, and found that it had no other qualities.

    Also, "Iron" weapons are all Slay Demon? My Iron Sling shots can now whomp Demons! but... that wouldn't be readily apparent, right?
    and Iron is known upon pickup.

    Also got a scimitar that had of enchantment, Iron, and of enchantment. had a +5 to damage and slays demons. It'll hang in my house a little while.

    *Edit Again*
    Hobbitish is not ID'ing upon pickup, as I Believe it should.
    *And Again*
    And now I've had a sword fully ID as of enchantment on it's own- It does show as Average when I squelch it though. (Since it has a +0,+0, I imagine.
    Last edited by sethos; October 25, 2011, 02:50.

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