Wednesday, 11th July 2012, 03:06 by eeviac
I brought this up in ##crawl-dev and I feel like it should be discussed more.
(If I understand the code correctly) acquirement as it now stands attempts to give a useable item, weighted towards something good. This means it will never generate something greyed out for your character, e.g. body armour for dracs or boots for spriggans. The inconsistencies start showing up when religion comes into play:
TSO considers invisibility useless, and forbids evil/poison. Trog considers enhancer staves useless, and forbids magic. Acquirement will never generate the former but can create the latter. From a gameplay perspective, what differences are there between these examples?
- TSO's halo nullifies invisibility, whether on you or allies or enemies. It's genuinely useless.
- Evil/Forbidden weapons could potentially have good passive bonuses, so they're not guaranteed to be completely useless.
- Enhancer staves provide passive bonuses on wield, and on the off chance that you trained the magic school before joining trog, they can get their combat bonuses. They are, actually, not completely useless in any situation, save mummies + energy.
- Trog will ditch you for learning magic, but you can burn the book. A (very small) use.
My point is that current acquirement generation seems selective in what it respects, because forbidden and useless are classified differently. How is a randart vamp lajatang under zin any more 'useable' than an enhancer staff under trog?
I believe acquirement should respect both uselessness and forbidenness.
Last edited by
eeviac on Wednesday, 11th July 2012, 03:20, edited 1 time in total.