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Old October 15, 2010, 23:55   #71
fizzix
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Quote:
Originally Posted by Magnate View Post
But it's only lying if you continue to claim that Clairvoyance reveals all items. My point is that it need not make that claim. It reveals SOME items - still helpful, just not overpowered. (I would not suggest that it should reveal items that don't actually exist!)
I'm with Derakon on this.

I'm fine with clairvoyance only showing armor, or weapons, or potions or all items in a certain radius. As long as there's some clear delineation for what it shows and what it doesn't. I think it's the same reason I dislike the idea of weird_mind monsters. I'd rather have them all be empty mind.
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Old October 26, 2010, 08:56   #72
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Originally Posted by ewert View Post
I'm messing around with these change ideas, and thinking:

If recharge in inventory is allowed, make it the old "outside of time bubble"
Change recharge for worn items to be on "x turns nevermind the speed"
Allow activation from inventory?
I am very late to this thread, but I was thinking along the same lines:
everything rechargeable in inventory recharges at "Normal" speed.
everything at home recharges at "normal" speed.
everything worn recharges at "player" speed.
wearable things don't recharge in inventory.

This makes Tulkas and Ellessar better than they are now, and much better than Rods of Speed and Rods of Healing. The right way to fix this is to make the Rods have a reasonable recharge time... Similarly, the recharge time for DSM being worn (at normal speed) should be less than the recharge time for the corresponding rod. After all, DSM doesn't stack...
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Old October 26, 2010, 14:29   #73
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Another idea for the clairvoyance/detect item code:

For clairvoyance, still detect all the objects on a level, but leave out information about the object until the player actually sees the object.

either
a) Just disclose the type of object. i.e. a 'l'ook at a detected (but not seen) potion of healing would just show "a potion". The player will then decide whether to investigate or not.

b) If you want to nerf it more, just inform the player that an object is there, perhaps using the pile symbol.

I quite like a), but there is one issue; that of squelching.
If 'detect object' follows the squelching rules then you know that that potion is going to be something you want.

Maybe clairvoyance should also detect squelchable objects, and the object isn't squelched until the player sees it.

This reduces the power of clairvoyance somewhat, making the player investigate potentially useful items, whilst keeping the spell pretty powerful.
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Old October 26, 2010, 14:54   #74
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Originally Posted by Omnipact View Post
Another idea for the clairvoyance/detect item code:

...

Maybe clairvoyance should also detect squelchable objects, and the object isn't squelched until the player sees it.
IMO, this is a way to go. TMJ is an issue only in specific cases. Namely where you've killed a large amount of monsters and are sorting through the wreckage. This is where squelch is most useful.

Perhaps should apply to all object detection. -dobj doesn't tell you whether the shield is elvenkind or average. You have to go get it. It should be the same for potions, scrolls etc. Perhaps this would remove the 'emptiness' feel of some levels at the risk of increasing the 'crap, another potion of restore charisma'
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Old October 27, 2010, 23:31   #75
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Quote:
Originally Posted by Pete Mack View Post
I am very late to this thread, but I was thinking along the same lines:
everything rechargeable in inventory recharges at "Normal" speed.
everything at home recharges at "normal" speed.
everything worn recharges at "player" speed.
wearable things don't recharge in inventory.

This makes Tulkas and Ellessar better than they are now, and much better than Rods of Speed and Rods of Healing. The right way to fix this is to make the Rods have a reasonable recharge time... Similarly, the recharge time for DSM being worn (at normal speed) should be less than the recharge time for the corresponding rod. After all, DSM doesn't stack...
Although I can completely buy the balance of this solution, I can't really get my head around ... yes, yes I can. Everything recharges at a fixed speed (of game turns), except worn items, which are "inside the time bubble" and therefore benefit from increases in player speed. So rods will get LESS useful as the player gains more speed, but wearables will remain constantly useful.

So I now have just two issues:

1. What about the old chestnut of non-magical speed penalties from encumbrance? Are we happy to allow that to slow down the recharging of wearables, or do we want special-case code to ignore it?

2. What about unworn wearables? Actually this isn't really an issue, as they will just "slow down" when not worn, and recharge more slowly relative to the player. Difficult to code but easy enough to understand, and has the nice benefit of encouraging people to keep wearing stuff (which is currently in place now).

Good one Pete.
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