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Old April 12, 2009, 04:26   #21
Optimality
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Quick progress report - v 0.2 is out. This version adds different "grades" to the materials - items crafted using higher grades of materials will now have better magical effects.

I wouldn't call this version "playable" yet. There's no guided crafting and the randomization isn't very good. No attempt has been made to balance the crafting at this point either - first pass at balancing comes in 0.3 , along with the ability to control the properties of the item you're crafting.
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Old April 12, 2009, 14:05   #22
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Quote:
Originally Posted by Optimality View Post
Quick progress report - v 0.2 is out.
I added a stub page for your variant at RogueBasin.

http://roguebasin.roguelikedevelopme...itle=Craftband

Fill in / correct details as you wish.
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Old April 12, 2009, 15:34   #23
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Cool, thanks!
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Old April 12, 2009, 16:51   #24
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Quote:
Originally Posted by Optimality View Post
Yeah, I don't like the term "refine," but I couldn't come up with anything better yet . Easy enough to change it when I do.
How about 'render'?
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Old April 12, 2009, 16:54   #25
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"Render" makes me think of rendering fat, or graphics. I'm going with "extract" right now (and trying not to think about vanilla when I type it ).
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Old April 12, 2009, 17:33   #26
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You can always check the thesaurus. I kind of like sublimate and essentialize.
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Old April 12, 2009, 18:05   #27
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Reclaim is a good word for recovering material by breaking up items.

Refine is technically correct for extracting metal from ore.

Extract would be best for getting chemicals from liquids, plants, etc.

Distil for getting pure chemicals (usu. liquids) by heating.
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Old April 13, 2009, 02:22   #28
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I'm making my first pass at balancing things - the table of quality points assigned to each item power is up at http://code.google.com/p/craftband/wiki/ItemQPTable

I expect to tune this primarily through playtesting, but I'd appreciate it if some other people would take a quick pass through it and let me know what you think is over (or under) priced relative to other things.

Right now I'm figuring end-game crafted arts should have around 50 points or so, mid-game about 25. Those numbers are subject to balancing, of course.

Please let me know what you think, either here or in comments on the wiki. Thanks!
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Old April 13, 2009, 03:31   #29
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You might want to look at the current V code for object power. Magnate's been doing some work on this; at the very least, V randarts are no longer broken.
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Old April 13, 2009, 04:39   #30
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Yep; I'd looked through it previously, and the numbers on the wiki should more closely reflect them now.

I'm not sure how I want to do some of the pval stuff - probably a table lookup, although that makes it weird for the players. To_hit and to_dam also needs to be on a table.
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