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#1 |
Rookie
Join Date: May 2010
Posts: 2
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Hi
First post here. I've been playing Angband on and off for 7 or 8 years now, but I have just upgraded from 3.06 to 3.1.1. I have read about most of the changes, but cant seem to find out why my characters pseud-id is bahving differently. I play a Dunadan Warrior and my ID has always told me whether an item is {average}, {good}, {special}, {cursed} etc. Now all it tells me is {magical}. Is there a setting somewhere that I've missed, or something else that has changed that I'm not aware of? I kinda miss my ID! Thanks in advance Kayim |
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#2 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Quote:
If you wield {magical} weapon and hit something with it it reveals the bonus (or penalty) it has as soon as you manage to hit that something. If it gives you resistances you notice it when you are hit by that element and so on. Basically you wouldn't need ID at all if you could just test everything, but testing takes time and inventory space, so in practice you still need ID. Not that many ID, but some nevertheless. |
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#3 |
Rookie
Join Date: May 2010
Posts: 2
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Ahhh, that makes sense. Thanks for your speedy reply! I guess I'll just go wield things then! LOL!
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#4 |
Adept
Join Date: Jul 2007
Posts: 217
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careful, only wield them if they just say magical. if you wield them un-ID'd then they may feel deathly cold..
oh, and you recognise artefacts immediately on pick up now, though you'll still need to cast ID or use them thoroughly to understand all their abilities. dave |
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#5 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Cursed equipment is much more rare now, since all of the "standard item, just with minuses" equipment now are not cursed. However, weapons of Morgul are still in th game, and heavily cursed; if you put one on you're pretty much hosed unless you have access to a *Remove Curse* scroll, and those are rare. Fortunately Morgul weapons are the only heavily-cursed ego equipment in the game, and you can recognize all artifacts as soon as you pick them up (though not whether or not they're cursed).
Basically, as soon as you aren't willing to risk effectively killing your character on a 1-in-1000 chance*, you should stop wielding weapons that you haven't ID'd. * odds are made up |
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#6 |
DaJAngband Maintainer
Join Date: Apr 2007
Location: San Antonio, TX
Posts: 1,124
Donated: $10
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You recognise artifacts immediately but don't know their abilities? What's the point of that? I thought the VADT (vanilla Angband dev team) were trying to eliminate the thing about having to keep the .txt files open while you play.
__________________
Will_Asher aka LibraryAdventurer My old variant DaJAngband: http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...) |
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#7 | |
Prophet
Join Date: Mar 2008
Posts: 2,712
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Quote:
It makes just as much sense as not knowing monster abilities when you know the monster name, and more sense than not auto-IDing the 147th weapon with +2 str/dex/con. Of course, I think the game should present edit file knowledge to the player seamlessly, but an accurate in-game manual is too radical for many people. |
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Those awesome magical mushrooms | Nero | Vanilla | 5 | May 9, 2010 19:05 |
Pseudo-id | Speusippus | Vanilla | 3 | March 4, 2010 00:51 |
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