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Old June 10, 2014, 21:11   #131
Arjen
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Quote:
Originally Posted by HugoTheGreat2011 View Post
Is the learning rate the same for both uniques and non-uniques?


I don't think all classes pseudo-id terrible armour right away. Take Wild-Talents, for example.
I would guess so Hugo, Chris is that evil. And I *never* equip unid stuff as some items can really ruin you. But with Beruthiel I normally just checked how much hp I would get wielding it, if it was too low I would store it in my house until I would get more and try again. Perma curses remove this option.
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Old June 11, 2014, 05:31   #132
Fnord
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Quote:
Originally Posted by chris View Post
Perma curse prevents using it as a swap item. You should never equip a terrible item without first *identifying* it
If that's the goal, why not allow taking it off in (a specific) town?
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Old June 11, 2014, 16:27   #133
Arjen
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Found an interesting item. Dragon Boots of the Fairy with vulnerable to Dark and resist Dark. It show's as a - in the Char screen. (But applies both -50% and +50%, making it 0%.)
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Old June 12, 2014, 14:12   #134
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A couple of suggestions:

* Add "{unidentified}" tag to rings and amulets, similar to light sources.
* For Magic Eaters, have the wand/staff/rod menu default to the last chosen category, with * or some other key going back to category selection.
* Show reforge value in home
* Show all stats or at least all flags in ~9
* Hightlight items with currently missing resists or other flags in home and inventory.
* Display damage done in combat messages (both for melee and spells), at least optionally.
* Make ESP useful: To distinguish from ~tele, allow it to display actual monster hit points for that category (similar to probing)
* Track more stats! These also could go into char dumps. For instance:
** How often was each spell cast?
** How much damage was done with each spell total?
** Which weapons and other gear was used? Perhaps just "record" it if it ever was in use while dealing damage so quick "try it out" doesn't spam it.
** All !art creation and reforge results
** How many turns did it take to kill uniques? Reset on leaving level, but do count teleport etc.
** How many potions, scrolls, wand charges etc were used?
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Old June 12, 2014, 22:08   #135
chris
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I'd like to do some work on tracking object stats, mostly because this is useful for design purposes. For example, it'd be nice to know how many Healing potions a certain warrior has been quaffing

In case it is not obvious, I tend to cherry pick suggestions for implementation, mostly on the basis of how hard something is to achieve. So if I don't implement a suggestion, that doesn't mean the idea was not a good one.
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Old June 12, 2014, 22:40   #136
Arjen
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Originally Posted by chris View Post
..., that doesn't mean the idea was not a good one.
It just shows how lazy the maintainer is. (and that for the most active maintained variant)
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Old June 13, 2014, 00:39   #137
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Quote:
Originally Posted by chris View Post
For example, it'd be nice to know how many Healing potions a certain warrior has been quaffing
Indeed!

Actually, that reminds me - I think I had 20+ !*heal* and !life shattered by various bolts from trash mobs so far... another thing I'd be curious about.

Still alive and kicking and slowly building up !*heal*/!life again. Not too many hard uniques left, which is what kept my stock going back down. I should update...

Quote:
Originally Posted by chris View Post
In case it is not obvious, I tend to cherry pick suggestions for implementation, mostly on the basis of how hard something is to achieve. So if I don't implement a suggestion, that doesn't mean the idea was not a good one.
That goes without saying! While not a professional developer myself, I know enough about developing games, especially with 20+ years old legacy code bases hacked together by dozens of people of varying degree of skill to understand that achieving something that sounds trivial at first glance might be a complete nightmare.

And that's not even considering that it's your game, really. You owe us nothing, we owe you thanks!

That said, I'll keep posting whatever comes across my brain. Even if there's nothing you pick up on, it might be something others would find useful for their variant or bring others to other ideas for improvements.
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Old June 14, 2014, 18:39   #138
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Quote:
Originally Posted by Fnord View Post
Indeed!

Actually, that reminds me - I think I had 20+ !*heal* and !life shattered by various bolts from trash mobs so far... another thing I'd be curious about.

Still alive and kicking and slowly building up !*heal*/!life again. Not too many hard uniques left, which is what kept my stock going back down. I should update...



That goes without saying! While not a professional developer myself, I know enough about developing games, especially with 20+ years old legacy code bases hacked together by dozens of people of varying degree of skill to understand that achieving something that sounds trivial at first glance might be a complete nightmare.

And that's not even considering that it's your game, really. You owe us nothing, we owe you thanks!

That said, I'll keep posting whatever comes across my brain. Even if there's nothing you pick up on, it might be something others would find useful for their variant or bring others to other ideas for improvements.
Totally aggree,thank you very much Chris.
On a side note.Recently I lost a demigod(athena) psion who had found a power dragon scale mail and the golden crown of amber in under 1 hour of gameplay.I got instakilled by clones of locke half an hour later.imagine my feelings lol
While i'm not saying i never ever won't play a *band game again,i will take a big,big break from any band game in particular.Time to hibernate for the decades to come.

Thanks again!
***hibernates***
Edit:
Ps:here are some further ideas of mine
You gave players the ability to identifiy all their stuff with pressing * when sufficient identify charges are available.How about to give the same ability to mages and magic eaters too?
make the ent player race like the ent monster race(posessor),being able to have flexible slots.
about wanted monsters:Make them instead of dropping their corpse,drop a *bodypart*.It is just so mindboggingly insanse,imagining my char carrying atlas the titan in his backpack.I would suggest you to make them drop *heads*.(headhunter,anyone?).This would also take care of the posessor start scumming.
bye!
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Old June 14, 2014, 20:48   #139
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Autoidentify seems to work even when you haven't actually identified your scrolls of identify yet (also, autoidentify is a really great thing).
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Old June 15, 2014, 14:13   #140
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Since I'm trying to take a short development break, I release 3.3.3 here:

This release adds new object statistics tracking. You can view stats in game with the ~2 and ~i options (for objects and egos, respectively) and information is also added to your character dumps. This information should help me get a better handle on how many resources are being found, used, destroyed, etc and should assist in future game design.

Other minor changes include:
* The player Knock Out code has been totally reworked. In general, getting KO'd will mean the player loses 1 or perhaps 2 turns, but will wake up heavily stunned still.

* Dual wielding weapon weight sensitivity has been decreased for certain classes (Warrior, Samurai, Blood-Knight, etc). This means they can dual wield heavier weapons more easily, but also means the benefits from dual wielding light weapons are also lessened.

* Wilderness monsters are now generated awake when the player is ambushed. It seemed weird to get ambushed by sleeping monsters

* The player is no longer automatically "aware" of ego items. This means the first time you find a Pattern weapon, you won't know anything about what it does. Once you *identify* it, however, the ego type in question gets marked as "aware" so the next time you find one, you will know about the common ego attributes (but not the extra powers, of course).

As usual, source and changes are available.
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