Equipment god


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

Tomb Titivator

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Post Tuesday, 15th April 2014, 21:47

Re: Equipment god

dpeg wrote:
Illusion - Defensive ability (high cost): your armour creates a decoy that enemies may target, and could draw them away from you (maybe if they fail an HD check)
Isn't this is like a glorious version of Evasion? However, if we tweak it just a little, it might become unique:

Illusion - passive ability, that may make enemies to mistake an adjacent monster (allied or hostile) for you.


Actually, I imagine it as a player version of what Mara does - create a copy of yourself that monsters may attack instead of you.

Ziggurat Zagger

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Post Wednesday, 16th April 2014, 01:20

Re: Equipment god

dpeg wrote:
dracheReborn wrote:Crafting: Trove style costs might be ok in some cases, but in general I'm against costs that the player has to scum for. How about requiring a minimum level of some magic skill (randomly selected) as part of the crafting requirement?
Anything is possible: item costs (as per troves), blood/essence (max HP/MP), experience, providing enough skill of Foo, slaying a particular monster/unique etc. The main advantage of trove style costs is that they already exist and are meaningful at times.

I'd like to be selected to be something that the player actually has or has seen. So basically just a trove request, but that you're guaranteed to have. It can additionally ask for equipment you're using - give me your shield and I'll melt it down and reforge your weapon with the materials, that sort of thing. Count any items that have been seen but dropped, to prevent players from hiding things. The player then has to find a replacement item for that slot (or pick another reforge option).

If it asks for a consumable (heal wounds potions, teleport scrolls, etc), I'd say make it require all that the player has of that item, since they'll get more as they keep exploring, but they have to give up access to that item until then.

Tomb Titivator

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Post Wednesday, 16th April 2014, 11:34

Re: Equipment god

I would propose 3 tiers of artifact crafting:

Tier 1 which is zero to low cost (this is the fallthrough option - player is basically guaranteed something better than status quo)

Tier 2 which requires some strategic sacrifice, probably consumables or seen items. Player is very likely to have these items already, but giving them up would hurt.

Tier 3 would be costs that take some real effort from the player, and would generally be things that are not currently available.

Item quality increases by tier.

Examples of Tier 2 costs: 5 hw potions, 5 scrolls of blinking, expensive item in shop, good item that is useful to the char (this might be tough to figure!), maybe some maxHP/maxMP

Examples of Tier 3 costs: 15 hw potions, fully charged wand of haste, highly enchanted demon weapon, maybe minimum magic skill as I proposed, other very good item for the char

FWIW, pubby's code already supports 2 levels of costs. His artefactization ability offers 7 options, of which 2 are low cost and the rest are normal. My proposal would be an extension of that (maybe offering 2 tier 1's, 2 tier 2's, 3 tier 3's)

I'm not too enthusiastic about "blood of monster X" as potential craft cost, unless monster X is a) guaranteed and b) really tough, so Hell lords and Pan lords basically.

Spider Stomper

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Post Wednesday, 16th April 2014, 12:19

Re: Equipment god

maybe its a good idea for the game to choose the appropriate brand according to the enemies that are in your los
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Tartarus Sorceror

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Post Wednesday, 16th April 2014, 19:22

Re: Equipment god

dpeg wrote:morbid weapon (an enemy weapon hitting you has a chance to become free (spectral weapon) and attacks its owner; once the owner is dead, the weapon drops to the ground)
Tiny thing here: wouldn't it make more sense if this was a dancing weapon, not a spectral one?

Spider Stomper

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Post Wednesday, 16th April 2014, 20:30

Re: Equipment god

Shard1697 wrote:
dpeg wrote:morbid weapon (an enemy weapon hitting you has a chance to become free (spectral weapon) and attacks its owner; once the owner is dead, the weapon drops to the ground)

Tiny thing here: wouldn't it make more sense if this was a dancing weapon, not a spectral one?

Not if we wanted to let the monster keep hold of its weapon. Something that simultaneously weakens your foe and provides you with a pretty strong ally might be a bit overpowered.
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Mines Malingerer

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Post Friday, 16th May 2014, 17:12

Re: Equipment god

Monthbumping. Any updates on this? Would love to see it in trunk since we're doing godmonth anyhow.

Tomb Titivator

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Post Friday, 16th May 2014, 19:37

Re: Equipment god

DracheReborn wrote:* Defensive ability (high cost):

Illusion - your armour creates a decoy that enemies may target, and could draw them away from you (maybe if they fail an HD check)


FWIW, something like this is in new_nemelex (the Illusion card). Not sure if 78921 was inspired by this thread or came up with it independently (well I copied it from Mara, and maybe he did too!) but I'm glad it's in the game now.

As for updates, I think the whole smithgod/equipgod thing is in an awkward place right now. I wanted to submit some patches for brand upgrades, but the smithgod brach is very out of date and merging it is not trivial. Not sure what's going to happen.

Barkeep

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Post Friday, 16th May 2014, 19:43

Re: Equipment god

I really hope someone takes this back up. (I know, easy for me to say as a non-coder.) I like the current smith god on the CSZO branch a lot and think it could become a great god option with a bit more work. The big thing would be updating and merging.
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Dungeon Master

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Post Saturday, 17th May 2014, 06:06

Re: Equipment god

and into wrote:I really hope someone takes this back up. (I know, easy for me to say as a non-coder.) I like the current smith god on the CSZO branch a lot and think it could become a great god option with a bit more work. The big thing would be updating and merging.
I tried updating smith god once:

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So it's not impossible, but it would probably take several hours of work by somebody with an intermediate understanding of programming and Crawl's enum-savecompat oddities. Maybe somebody good with macros could speed it up. Oh, and somebody would need to review the automerges to ensure they work correctly.
On IRC my nick is reaverb. I play online under the name reaver, though.

Barkeep

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Post Saturday, 17th May 2014, 07:51

Re: Equipment god

^^ Sounds like a challenge/request. Who wants to be a hero??

http://www.youtube.com/watch?v=8fpjuoKhfJo

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Tartarus Sorceror

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Post Sunday, 18th May 2014, 17:13

Re: Equipment god

wait one more year, I'm learning how to code!
#shouldfocus #willfailcollege
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Dungeon Master

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Post Friday, 30th May 2014, 03:59

Re: Equipment god

reaver wrote:I tried updating smith god once:

Twice now, this time I actually did it. So if you want to try Igni but love the item destruction change, now's your chance. Note this breaks save compatibility with old smithgod (but not Trunk!). Also there are no online experimental branches yet.
On IRC my nick is reaverb. I play online under the name reaver, though.

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and into, DracheReborn, Roderic

Ziggurat Zagger

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Post Saturday, 31st May 2014, 00:22

Re: Equipment god

and into wrote:^^ Sounds like a challenge/request. Who wants to be a hero??

http://www.youtube.com/watch?v=8fpjuoKhfJo

I watched the first 30 seconds of that with no sound and I have to say that is one of the most WTF videos I've seen in a long time.

Tartarus Sorceror

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Post Saturday, 31st May 2014, 12:04

Re: Equipment god

Hirsch I wrote:Dragon Slaying - no idea

Giant Slaying - increases damage to anything larger than you. Just overlook that it decreases damage to things smaller than you, so your weapon doesn't damage orbs of fire any longer.

Barkeep

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Post Sunday, 1st June 2014, 02:41

Re: Equipment god

and into wrote:Who wants to be a hero??


Answering my own q: reaver. Reaver wants to be a hero.

Thanks—I'll give Igni another spin and give some feedback when I have the chance to do some crawlin' (been busy lately).
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Dungeon Master

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Post Sunday, 1st June 2014, 04:26

Re: Equipment god

Note, by the way, I messed up on the Igni rebase in a way that breaks the tiles build. I'm planning to look at it in the next few days, but Igni was Trunk features is unfortunately not quite available yet. :(
On IRC my nick is reaverb. I play online under the name reaver, though.
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Dungeon Master

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Post Sunday, 1st June 2014, 16:47

Re: Equipment god

reaver wrote:Note, by the way, I messed up on the Igni rebase in a way that breaks the tiles build. I'm planning to look at it in the next few days, but Igni was Trunk features is unfortunately not quite available yet. :(


It's up now on CSZO, replacing the old branch (old smithgod saves would not be compatible anyway). Thanks to reaver for fixing the tile situation.
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Slime Squisher

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Post Friday, 20th June 2014, 08:18

Re: Equipment god

*****One time ability: The Brass Ring - forges an artifact brass ring, which combines the effect of 3 non-artifact rings in your possession. (maybe +1 negative effect from a list if this seems too OP)
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Pandemonium Purger

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Post Friday, 20th June 2014, 08:43

Re: Equipment god

starless wrote:*****One time ability: The Brass Ring - forges an artifact brass ring, which combines the effect of 3 non-artifact rings in your possession. (maybe +1 negative effect from a list if this seems too OP)

Do they have to be different ring types or can I, for example, make a +18 protection ring?

Bim

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Post Friday, 20th June 2014, 11:13

Re: Equipment god

Not sure if this has already been noticed but a recent commit makes all enchant scrolls guaranteed to work but rarer. This takes out a big chunk of the original god performance and might need to be rethought, especially in terms of piety gain. With anything past a certain point in rarity we can't guarantee the player will find many, especially enough to make use of them on weapons that you use. Perhaps to offset this the god could randomly (rarely) gift enchant scrolls throughout? this might be seen as way too powerful (especially if they always worked) but it'd at least make sure that you didn't just not find them.

As an aside, I fear that making enchant scrolls guaranteed to work makes abyss scumming more profitable. It used to be pretty useless after you had a weapon up to a certain level as the chances of you finding an enchant scroll AND it working was pretty low, whereas you can always enchant up to +9 as long as you find enough. Just something to think about.
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Barkeep

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Post Friday, 20th June 2014, 13:22

Re: Equipment god

Igni could just give a good chance for a double effect (as if two scrolls were read) whenever using a scroll of enchant weapon.
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