I wonder if it's worth reintroducing enchant weapon and armour scrolls to the shops for v4? They're dramatically more useful now that egos aren't guaranteed high hit/dam bonuses, and it's no longer easy to buy up huge stacks of scrolls, since money is much sparser in selling games without tons of high-level egos to sell.
(I have never been so delighted to see a scroll of *Enchant Weapon* in the Black Market as I was in my last v4 game. It enchanted my trident of Slay Evil all the way up to +3,+3! I survived all the way to dlevel 36 with that unheard of level of awesome might.)
Another way to ease up the low damage woes in the early game might be to restore the hit/dam bonuses on Rings of the Dog, or else have Reckless Attacks start dropping a little earlier.
v4 now available
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It remains to be seen whether this is a good change or not. And we're certainly open to feedback. Surely, you shouldn't be able to kill everything dlevel 10 and below trivially with a kobold rogue and a +0, +0 dagger, which was the old behavior. We may have gone too far the other way though!
Sure, it's more challenging. It's a LOT more challenging. But it's also frustrating and kind of dull. I'm hoping for a lucky weapon drop at some point so I can get to the parts of the game I enjoy.Leave a comment:
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I find rogue most difficult and mage second most difficult. Paladin is boring and Ranger, Priest and warrior best. In that order probably (though priest is easiest, it isn't most effective class, Ranger can make minced meat from just about anything in no time flat)Leave a comment:
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But if I had to choose a least powerful class for anyone, it would be the warrior. IMO the increased inventory headaches caused by not having any spells mean that it has fewer options in the late game than any other class.
Which is kind of how it's supposed to be: warriors find the early game easy, the late game hard. Magi the opposite. Everyone else somewhere in between.Leave a comment:
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Since (magical) simply implies pluses or maluses, not necessarily magical in nature (e.g. rusty armor), why not call it "unusual".
Also, if slay demon is a property of an item being made of iron, it *should* be known on ppickup. As many demons as there are in Angband, I think this would be common knowledge for the people living in the town. It's just like knowing the dice on a weapon or the base AC of an armor.Leave a comment:
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Given a choice between this and Nomad's idea of name matrices, I think the latter would look better and have more flavour, if it could be done comprehensively. I'm still mulling it over - it really needs affixes broken down into mutually exclusive and collectively exhaustive categories - that's not actually that hard, as I have a spreadsheet which more or less does that.
Is there perhaps a simpler solution:
If you choose to squelch an affix, an item with no other affixes is squelched. If you have chosen to squelch all the affixes on an item, then it gets squelched. If not, it doesn't.
Wouldn't that cover a fairly large proportion of use cases? That's what I'm planning to implement first, if nobody beats me to it. Obviously it can be improved from there.
*edit* removal of excess smilies and typos, bah.Leave a comment:
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Couldn't autoinscription flags be used for the flavors not listed (as per NPP?)
{elec, Fire, Sdig, Demon *undead* R_fire, etc}
or would it be more practical to have the identified item simply flagged with a * and a number for additional Prefixes/Suffixes:
ex. Sharp Iron sword of undead slaying, acid and enchantment becomes:
Iron Sword of Acid (*1,*2) to denote one additional prefix and two additional suffixes not listed in the name. 'I'nspection would, of course, reveal all of the powers- and could even show the "FULL" name
I think that the * idea was already suggested, I'm just trying to expand upon it.I do foresee a need for a more finetuned squelch system though, more than just squelch if less than X affixes.
I'd imagine that squelch should head in the direction NPP has gone, but a step further
EX:
Lv 1 squelch: Ego Squelch this affix when found alone.
Lv 2 squelch: squelch items found when all affixes listed are set to Lv 2
Lv 3 squelch: Always squelch any item with this affix.
Never Squelch: Do NOT squelch this affix, even if another affix on the item is at Lv 3.
Normal: like Never, 'cept for the Lv 3 exception.
If you choose to squelch an affix, an item with no other affixes is squelched. If you have chosen to squelch all the affixes on an item, then it gets squelched. If not, it doesn't.
Wouldn't that cover a fairly large proportion of use cases? That's what I'm planning to implement first, if nobody beats me to it. Obviously it can be improved from there.Leave a comment:
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Couldn't autoinscription flags be used for the flavors not listed (as per NPP?)
{elec, Fire, Sdig, Demon *undead* R_fire, etc}
or would it be more practical to have the identified item simply flagged with a * and a number for additional Prefixes/Suffixes:
ex. Sharp Iron sword of undead slaying, acid and enchantment becomes:
Iron Sword of Acid (*1,*2) to denote one additional prefix and two additional suffixes not listed in the name. 'I'nspection would, of course, reveal all of the powers- and could even show the "FULL" name
I think that the * idea was already suggested, I'm just trying to expand upon it.
Either way, items with extra powers would be seen as such, and @ shouldn't mind taking a moment to 'I' those extra useful items.
I do foresee a need for a more finetuned squelch system though, more than just squelch if less than X affixes.
I'd imagine that squelch should head in the direction NPP has gone, but a step further
EX:
Lv 1 squelch: Ego Squelch this affix when found alone.
Lv 2 squelch: squelch items found when all affixes listed are set to Lv 2
Lv 3 squelch: Always squelch any item with this affix.
Never Squelch: Do NOT squelch this affix, even if another affix on the item is at Lv 3.
Normal: like Never, 'cept for the Lv 3 exception.
Well, There's My good deed for the day, Gonna read "There and Back again" (AKA the Hobbit.) now.Leave a comment:
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The starting bonuses for classes have indeed been adjusted. It used to be that mages and priests had significant net penalties. And the other classes had small - substantial net bonuses. The stats have been lowered so that rogues, rangers, and paladins come out even. mages and priests still have penalties, but not as severe. And warriors have less of a bonus than before.
It remains to be seen whether this is a good change or not. And we're certainly open to feedback. Surely, you shouldn't be able to kill everything dlevel 10 and below trivially with a kobold rogue and a +0, +0 dagger, which was the old behavior. We may have gone too far the other way though!Leave a comment:
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Anyway, leaving aside the debate, this isn't a v4 issue. All classes have had their stat bonuses reduced a bit, and the number of birth stat points has dropped from 24 to 20. All part of making the early game more challenging. It's in dev versions of 3.4 too ...Leave a comment:
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Ah, I see the difference is that rogue class bonuses were nerfed. Was that necessary? I don't think rogues were ever too powerful... they are unequivocally the least powerful class.Leave a comment:
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Did kobold rogues need to be nerfed because they were too powerful? I just started one in v4 after having played them in 3.2, and starting stats are very low compared to 3.2. Did I accidentally change some maximize option or something, or was this intentional?Leave a comment:
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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.
But I think perhaps it is time to separate {magical} into {good} and {poor}, since (i) these affixes are non-magical anyway and (ii) you probably can tell by looking at an item which side of bog-standard it is.
If we do this, the expected behaviour would be that it pseudos as {poor} and then auto-squelches - or pseudos as {good} and doesn't.
Anyone want to argue for a different approach to pseudo and squelch of weapons?Leave a comment:
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EDIT: I can't reproduce this. Can anyone else duplicate this behaviour? Nomad - can you attach a savefile which will (on your system) generate this kind of dump?Last edited by Magnate; October 25, 2011, 18:11.Leave a comment:
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