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Old March 11, 2009, 10:09   #1
Nick
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Curses

For a while I've been saying I'm going to revamp curses in FAangband, with the level of detail I give being roughly "remove sticky curses and add more interesting curses". So now I think I have a slightly more fleshed out scheme, and would like to hear opinions.
  1. "Cursed" no longer (necessarily) means "can't be taken off". It can mean a range of things, including
    1. Random teleportation
    2. Aggravation
    3. Experience drain
    4. Random poisoning
    5. Occasional summoning
    6. Induce fear
    7. Random hallucinations
    8. Occasionally drops from the player's hand
    9. Can't be unwielded (this is now nasty, and would have to be used with care)
    10. ...and others
  2. Remove Curse and *Remove Curse* still exist, but act differently:
    1. It asks for an item.
    2. The item can be in any of the usual places - equipment, inventory, floor.
    3. For any cursed item, the player can attempt once to uncurse it; if this attempt fails, it is cursed for good.
    4. Obviously, *RC* has a better chance than RC; also player level/INT/WIS/class/something, and item depth/value/whatever will probably be factors.
  3. Priests may get an early Detect Curse spell, which would at least tell if an item is cursed, and maybe identify the curse.
  4. Pseudo-id could work a number of ways:
    1. Cursed items Pseudo as {cursed}
    2. Cursed items with some good properties pseudo as {tainted}, without as {cursed}
    3. Cursed items pseudo as {good, cursed}, {average, cursed} etc.

Opinions keenly anticipated.

PS Also note that
  1. I found some neat features of lists in vBulletin.
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Old March 11, 2009, 10:21   #2
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Originally Posted by Nick View Post
[*]For any cursed item, the player can attempt once to uncurse it; if this attempt fails, it is cursed for good.
I would suggest a few changes on that point.
- May attempt to remove curse once only with 'remove curse' then once more with *Remove Curse*. This makes sense as *Remove Curse* should be able to get curses that the weaker version can't.
- It should be possible (although not necessarily easy) to destroy non-artifact cursed items.
- I would suggest that 'can't be unwielded' on artifacts should be limited to tainted ones that have some major pluses (because it would just suck too much to be permanently stuck with an artifact that isn't at least semi-decent).
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Old March 11, 2009, 14:40   #3
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Quote:
Originally Posted by Nick View Post
[*]"Cursed" no longer (necessarily) means "can't be taken off". It can mean a range of things, including
... you could always add (speed -xx) to this list! and/or making some cursed items unusually heavy (items of burden).

... add "without notification" to "Occasionally drops from the player's hand"

... and/or denial of self induced teleportation/phase (also nasty).

Off the top of my head, given some time I'll come up with more.
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Old March 11, 2009, 14:53   #4
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... add "without notification" to "Occasionally drops from the player's hand"
That made me think of a nice combination curse.

You wield the Longsword (5d5).
It welds itself to your hand!
You cannot unwield your Longsword (5d5) {cursed} x 10.
Destroy what item? You try to destroy your Longsword (5d5) {cursed}, but it cannot be done.
Your Longsword (5d5) {cursed} slips from your hand.


Cannot be unwielded.
PLUS
Occasionally drops from the player's hand.
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Old March 11, 2009, 15:32   #5
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What about hardly detectible curses? Like, you can't pseudo them?
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Old March 11, 2009, 15:33   #6
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Originally Posted by Nick View Post
For a while I've been saying I'm going to revamp curses in FAangband, with the level of detail I give being roughly "remove sticky curses and add more interesting curses". So now I think I have a slightly more fleshed out scheme, and would like to hear opinions.
I think this plan is fantastic, particularly the 1-shot (or maybe 2-shot) remove curse. Would force some interesting trade-offs. I'd be careful about keeping sticky curses though. Use-id with these sounds like it could be fun - which would be spoiled by common permacursed items ending your game. A typo would also be tragic: all in all, probably not worth it.

I look forward to seeing this kind of thing make it to Vanilla.
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Old March 11, 2009, 15:59   #7
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Originally Posted by PaulBlay View Post
- May attempt to remove curse once only with 'remove curse' then once more with *Remove Curse*. This makes sense as *Remove Curse* should be able to get curses that the weaker version can't.
I'd prefer not to. It's an interesting decision - do I try to uncurse this now, or wait until I'm more likely to succeed?

Quote:
- It should be possible (although not necessarily easy) to destroy non-artifact cursed items.
- I would suggest that 'can't be unwielded' on artifacts should be limited to tainted ones that have some major pluses (because it would just suck too much to be permanently stuck with an artifact that isn't at least semi-decent).
OK, here's a plan. If you are wielding a sticky curse item where you've had one try at removing it, a second try (maybe only with *RC*) will destroy it, artifact or not. And maybe hurt you.

I'm not planning for a negative resist or pval to be a curse - an item like that stays like that.

Hard-to-detect curses I think would just be annoying, and not in a good way. Actually, I'm wondering if curses should pseudo at all - finding out might be half the fun.

No teleport is an excellent one. Some more from my list are random stat drain, reduced regeneration, increased appetite, random cuts. Also, distinct from regular aggravate, occasional aggravate level effect
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Old March 11, 2009, 16:01   #8
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OK, here's a plan. If you are wielding a sticky curse item where you've had one try at removing it, a second try (maybe only with *RC*) will destroy it, artifact or not. And maybe hurt you.
That sounds like a reasonable compromise to me.
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Old March 11, 2009, 16:08   #9
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Are you going to make id rarer again? Curses only really effect stuff if you are trying to encourage wield testing.
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Old March 11, 2009, 16:21   #10
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Are you going to make id rarer again? Curses only really effect stuff if you are trying to encourage wield testing.
Thanks for asking the hard question. Really.

I don't know. Maybe I'll introduce a second level of ID again

Actually, Detect Curse, as a fairly early prayer, and a scroll about the rarity *ID* used to be. ID just tells you "It is cursed", and you have to further analyse it to find out what the curse (or curses!) is, whether by ?DC or by testing.

And I'm not even thinking about squelch yet.
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