Weapon auto-id tweak


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Snake Sneak

Posts: 101

Joined: Tuesday, 23rd September 2014, 23:03

Post Friday, 19th December 2014, 04:51

Weapon auto-id tweak

For weapons that already have the brand identified would like to see the enchantment level auto-id. For example instead of a naga ritualist wielding a dagger of venom, it's a naga ritualist wielding a +3 dagger of venom. I find myself picking up and wielding weapons I already know the brand of to see if the enchantment lvl is higher. If deemed spoilery (early on could maybe make a difference) then can auto-id only on drop. Weapons for which the brand is unknown should still not auto-id the enchantment level, such as a wight wielding an echanted long sword.

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duvessa

Ziggurat Zagger

Posts: 8786

Joined: Sunday, 5th May 2013, 08:25

Post Friday, 19th December 2014, 05:18

Re: Weapon auto-id tweak

This really only applies when you also know the weapon is uncursed but it'd certainly be nice there. (Same thing for known uncursed weapons without brands.)

Sar

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Ziggurat Zagger

Posts: 6418

Joined: Friday, 6th July 2012, 12:48

Post Friday, 19th December 2014, 06:56

Re: Weapon auto-id tweak

A branded weapon can still be cursed, which might be relevant in the part of the game where curses are relevant.

dck

Vestibule Violator

Posts: 1653

Joined: Tuesday, 30th July 2013, 11:29

Post Friday, 19th December 2014, 17:55

Re: Weapon auto-id tweak

in the part of the game where curses are relevant.
hehehehehhhehee

Spider Stomper

Posts: 203

Joined: Monday, 17th November 2014, 18:23

Location: britland

Post Friday, 19th December 2014, 21:35

Re: Weapon auto-id tweak

hey, curses are plenty relevant
for the first 15 turns

Sar

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Ziggurat Zagger

Posts: 6418

Joined: Friday, 6th July 2012, 12:48

Post Friday, 19th December 2014, 22:02

Re: Weapon auto-id tweak

I seem to recall a game where I didn't find a remove curse item until Lair.

Anyway, curses are kinda relevant in pre-Temple. ID minigame stays a little longer. Eventually they get completely negated but things change a lot when you finish the early game.
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Spider Stomper

Posts: 195

Joined: Thursday, 14th November 2013, 18:48

Post Monday, 22nd December 2014, 17:30

Re: Weapon auto-id tweak

just a little offtopic:
Why aren't magical staves auto-id'd on pickup/sight?
It's quite irritating having to try each and every one of them on before finding the one you want to use. Especially when 99% of the time they don't generate before curses are completely meaningless.
(At least on trunk this is the case; cant remember earlier versions)

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XuaXua

Abyss Ambulator

Posts: 1205

Joined: Friday, 8th November 2013, 17:02

Post Monday, 22nd December 2014, 20:50

Re: Weapon auto-id tweak

I got screwed once by a cursed staff. I usually just use-id the staffs as I come across them, so later if i need a staff I can quickly find the one I want. In this case, I ended up stuck with a staff of energy on a non book character for 3 or 4 floors, before I was finally put out of my misery.

I don't use-id staffs I don't need anymore. Staves either. (Spellcheck claims staffs is a word, and staves isn't... it also says spellcheck isn't a word)

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