Curses


Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.

User avatar

Tomb Titivator

Posts: 857

Joined: Monday, 31st January 2011, 23:19

Post Thursday, 21st January 2021, 11:16

Curses

Curses should be removed with experience or exploration, not scrolls. The curse god can gift curse scrolls, and remove curse scroll should be removed.

Can't believe I'm suggesting this as it makes the bot I'm writing harder to write, but honestly this seems like the obvious, possibly inevitable, next step for curses.

Swamp Slogger

Posts: 139

Joined: Saturday, 10th January 2015, 22:27

Post Friday, 22nd January 2021, 17:03

Re: Curses

Gotta agree here. Right now curses and remove curse scrolls exist mainly as interface screw, unless you're playing Ash. Would probably be simplest to replace non-Ash curses with temporary mutations, which already are XP-gated, and replace remove curse scrolls with a piety cost for Ash.

Swamp Slogger

Posts: 177

Joined: Friday, 13th December 2019, 01:33

Post Friday, 22nd January 2021, 17:30

Re: Curses

Except in the early game, where they do IMO create interesting decisions/situations. Yes, once remove curse scrolls become common, curses become irrelevant.

For this message the author andrew has received thanks:
Majang
User avatar

Crypt Cleanser

Posts: 640

Joined: Monday, 24th April 2017, 11:46

Post Friday, 22nd January 2021, 19:38

Re: Curses

Well, even in the late game you are forced to waste an equipment slot for the scrolls, because there is often enough stuff that you want to try out without wasting an id scroll. But I wouldn't call that an interesting decision, as it is in the early game.
Maɟaŋ
User avatar

Tartarus Sorceror

Posts: 1696

Joined: Saturday, 18th June 2016, 13:57

Post Sunday, 24th January 2021, 09:04

Re: Curses

I find the curse scroll inventory tax very inconvenient, so I'm all for a solution that removes it. The only question is how it would interact with the *cursed weapons.
I Feel the Need--the Need for Beer
Spoiler: show
3DSBeTr 15DSFiRu 3DSMoNe 3FoHuGo 3TrArOk 3HOFEVe 3MfGlOk 4GrEEVe 3BaIEChei 3HuMoOka 3MiWnQaz 3VSFiAsh 3DrTmMakh 3DSCKXom 3OgMoOka 3NaFiOka 3FoFiOka 3MuFEVeh 3CeHuOka 3TrMoTSO 3DEFESif 3DSMoOka 3DSFiOka

Swamp Slogger

Posts: 177

Joined: Friday, 13th December 2019, 01:33

Post Sunday, 24th January 2021, 15:57

Re: Curses

Could just replace them with *Drain.
User avatar

Tomb Titivator

Posts: 857

Joined: Monday, 31st January 2011, 23:19

Post Thursday, 28th January 2021, 01:58

Re: Curses

Andrew, I'm guessing most players will just take the drain hit. The idea is that you should be stuck with the item for like a floor before you can take it off. That's how it works in the early game, anyway. Late game curses just are an annoyance.

Swamp Slogger

Posts: 177

Joined: Friday, 13th December 2019, 01:33

Post Thursday, 28th January 2021, 03:11

Re: Curses

I was talking about a replacement for *Curse on artifacts, not for curses on random equipment.
User avatar

Ziggurat Zagger

Posts: 4370

Joined: Wednesday, 23rd October 2013, 07:56

Post Thursday, 28th January 2021, 08:08

Re: Curses

snow wrote:Andrew, I'm guessing most players will just take the drain hit. The idea is that you should be stuck with the item for like a floor before you can take it off. That's how it works in the early game, anyway. Late game curses just are an annoyance.

What if the curse was indeed tied to floors? Like, you have too visit 3 new levels and then the curse comes off. This would make late game curses matter as well.
DCSS: 80: ...MfBeMiSk}DrEE{GrFiFoGl}DgEnFeNe{OpGlHuSu}DDArHaCKSpAEGrTm
DgFEDsCjGhMoHuVM{HaAMBaEn}{HuMoHOWn}DsWzDDHu{DgWnGnBe}FeIE{MiEnMfCj}
SpNeBaEEGrFE{HaAKTrCK}DsFESpHu{FoArNaBe}FeEE{HOIEMiAE}GrGlHuWrGnWrNaAK{BaFi
Bloat: 6: RaRoPrPh{GuStGnCa}{ArEtZoNb}

Halls Hopper

Posts: 81

Joined: Friday, 17th April 2015, 23:46

Post Thursday, 28th January 2021, 23:46

Re: Curses

Majang wrote:Well, even in the late game you are forced to waste an equipment slot for the scrolls, because there is often enough stuff that you want to try out without wasting an id scroll. But I wouldn't call that an interesting decision, as it is in the early game.


I disagree. Once I have enough scrolls of identify I dump remove curse. Also, on some games where I have a very tight inventory I drop both identify and remove curse and just CTRL+F them when I need to use them.

Swamp Slogger

Posts: 177

Joined: Friday, 13th December 2019, 01:33

Post Thursday, 28th January 2021, 23:54

Re: Curses

Sprucery wrote:
snow wrote:Andrew, I'm guessing most players will just take the drain hit. The idea is that you should be stuck with the item for like a floor before you can take it off. That's how it works in the early game, anyway. Late game curses just are an annoyance.

What if the curse was indeed tied to floors? Like, you have too visit 3 new levels and then the curse comes off. This would make late game curses matter as well.


Would require some serious rebalancing, though. The game is (I assume) currently balanced around cursed floor items only being (relevantly) an early-game effect.

Edit: and now I see the devs went with the more direct solution.

Return to Game Design Discussion

Who is online

Users browsing this forum: Jeremiah and 16 guests

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.