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Old February 28, 2016, 12:26   #1
Nick
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Rune-based ID

The new feature branch with rune-based ID implemented is now available, built for Windows or OS X, or as source. It is reasonably thoroughly tested, but I expect there will still be many bugs.

The main gameplay changes are:
  • No more magical ID
  • No more pseudo-ID
  • Once a property has been noticed on any object, it will always be noticed on every object
  • Artifact names are noticed immediately, ego and jewellery names when all the regular properties are known
  • Shop items only show the extent of the player's knowledge, so indistinguishable (to the player) objects may have different prices
  • Derakon's change of the nexus stat-scramble to a timed effect is included

Savefiles are comprehensively broken, but monster lore should be transferable.

I would appreciate some playtesting, bugfinding, and philosophising about these changes. They are large, and make the game feel quite different.

I will be very interested to hear opinions.
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Old February 28, 2016, 15:29   #2
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The shop really should show the qualities of the weapon/armor/ring/whatever they're selling even if you don't recognize the runes. It feels really weird that the shopkeeper does not tell the customer that the onyx ring {unseen} is really a ring of searching.
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Old February 28, 2016, 15:37   #3
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And IMHO the initial equipment should be fully known. Here's my poor ranger's family heritage bow:

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Old February 28, 2016, 16:10   #4
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A repeatable CTD, save file attached. Casting detect traps and doors on this level crashes the game. At least on my system (Debian + SDL). Taking stairs makes the problem go away.

crash_on_detect.zip
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Old February 28, 2016, 16:27   #5
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With a virgin character even the dice are hidden in the weapon shop. That's one more use for town drunks. One hit and the dice reveal themselves.
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Old February 28, 2016, 17:03   #6
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We're looking for a next comp. Too soon to make a rune-based ID one?
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Old February 28, 2016, 17:07   #7
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Selecting randarts causes an immediate crash at the end of character generation. (Windows build.)

Edit: Also, starting equipment doesn't even show the base weapon dice/armour value, which means that you can't sell it: you get the "You have nothing I want" message until you've done some fighting to reveal those values.

Last edited by Nomad; February 28, 2016 at 17:15.
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Old February 28, 2016, 20:18   #8
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Average weapons don't start displaying the (+0,+0) until you've found and identified a weapon with magical plusses, which is a bit weird.

Also, at the moment there's no way to tell whether an item is fully identified or still has further unknown properties without looking at the Inspect screen. (So for instance if you haven't yet learned the rune for FA, then Leather Sandals of Free Action will just display as something like "Leather Sandals [1, +5]" and look exactly the same as a non-ego pair of sandals that you've fully ID'd.) I think anything that still has unknown runes should display an {unknown} or {unidentified} tag (or even just some kind of marker like an asterisk) to distinguish it.
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Old February 28, 2016, 20:43   #9
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Thanks for the feedback - I think it's too early for a comp yet, maybe next time. I'll try to get the crash bugs fixed and a new build out as soon as possible.

That (x0) on the bow is clearly silly, as is only being able to sell your dagger when you've hit someone with it.

The whole business of exactly what to show in the name is an interesting one. My choice was based on how I felt the character would experience the world, and in particular I'm thinking of the names of items as names the character has given them. So in a shop at the start there are weapons distinguishable by shape, and books you can see the title of, and jewellery which the shopkeeper tells you has magic properties, but who believes the shopkeeper? When you put on the ring and feel your ability to search increase, though - you can trust that, and so you say "I'll call this a ring of Searching".

So having something in the name to indicate unknown properties is not a bad idea, but I don't want to lose the sense of "I have no idea what's going on" from a starting character. Maybe append {magical} to weapons once you know dice, and armor once you know armor class, and to jewellery - when they still have unknown properties.

I'm not sure it all completely makes sense, but I think it maybe makes more sense than the current system.
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Old February 28, 2016, 20:58   #10
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Unidentified stuff found from dungeon makes sense, but buying unidentified stuff from shops just feels silly. If some handwavium is needed, one can imagine a counter and shelves behind it. On shelves there are swords and daggers and spears and such. The shopkeeper is happy to tell you about the qualities of the items, but does not let you touch them or examine them more closely. Gold first, then you get the good.
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