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Old August 18, 2016, 21:07   #491
Bogatyr
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Quote:
Originally Posted by Derakon View Post
By the time you're hitting vaults in any significant quantity, you should know enough runes that almost every item should auto-ID anyway. The entire goal of rune-based ID was to reduce the amount of identification the player had to do without stripping away the concept of un-identified items altogether.
Well I'll have to playtest it, but given that mages (at least mine) avoid all melee combat means that runes will be very dangerous to figure out. Rune id forces melee in order to identify things, unless I'm missing something? That's effectively forcing a pretty dramatic play style change.

How about giving mages then some "remote melee" (boomerang?) spell that lets them try out weapons (regardless of weight) without stepping into melee range? That would be decent compensation for loosing their prior "I know everything about everything" at clev 11.

Last edited by Bogatyr; August 18, 2016 at 21:12.
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Old August 18, 2016, 22:32   #492
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Never mind, all is good. I'm running the July 30 nightly and I see there is a mage spell at clev 11 "Identify" that identifies one unknown rune.
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Old August 23, 2016, 09:25   #493
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After spending some play time with it, I will say I like the rune-based ID -- mage has identify rune spell, so mage play is fine. ID only by sell/use for consumables introduces inventory pressure, which while as a character I find annoying, does introduce some more trade-off in play.
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Old September 9, 2016, 18:38   #494
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So not sure if it's intentional, but if you turn off "start with a kit of useful gear" & walk in to a shop, weapons display as 0d0 & all armour as 0 AC.

Edit: Seems if I go punch something I now know what weapons & armour are

Last edited by wobbly; September 9, 2016 at 19:53.
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Old September 9, 2016, 22:55   #495
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Originally Posted by wobbly View Post
So not sure if it's intentional, but if you turn off "start with a kit of useful gear" & walk in to a shop, weapons display as 0d0 & all armour as 0 AC.

Edit: Seems if I go punch something I now know what weapons & armour are
I think technically that's a bug. The first iteration of rune-based ID the weapon dice and armour class weren't even displayed until the player had used them; that changed, but it looks like I missed that birth option.
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Old September 24, 2016, 19:51   #496
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Apologies if this has already been brought up...

I'm playing the latest nightly (downloaded today).
I've been wearing a ring of teleportation for over 20,000 turns and it hasn't teleported me once. I mean, I'm not ungrateful for the free +2 speed over the first 20 levels of the dungeon, but it doesn't seem right??
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Old September 24, 2016, 23:34   #497
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Apologies if this has already been brought up...

I'm playing the latest nightly (downloaded today).
I've been wearing a ring of teleportation for over 20,000 turns and it hasn't teleported me once. I mean, I'm not ungrateful for the free +2 speed over the first 20 levels of the dungeon, but it doesn't seem right??
That has already been brought up. How dare you?
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Old September 25, 2016, 11:12   #498
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That has already been brought up. How dare you?
Should have read through all 495 posts on this thread before opening my big mouth.
[*hangs head in shame*]
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Old October 1, 2016, 17:50   #499
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Okay I'm an idiot... been searching for half an hour, where do I find the rune-id version?
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Old October 1, 2016, 20:36   #500
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Okay I'm an idiot... been searching for half an hour, where do I find the rune-id version?
https://github.org/angband/angband
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