====== Armour Variations ====== ^ Name| dcss:brainstorm:item: dapper dress | ^ Summary| A patch to add variants to existing Crawl armor, mostly for cosmetic reasons.| ^ Further information| | ^ Added by| [[user:eronarn]] | ^ Added on| 2010-11-11 00:35 | Currently, there are variants on gloves (gauntlets / bracers) and helmets (several kinds). Some helmets have minor effects but the differences are mostly cosmetic. Armour items have also come up during the rebalance, such as limiting them to a plus <= their base AC. I've implemented a very large patch that has the following effects currently: * A: Permit randarts to have cosmetic descriptions (so gauntlets, winged helmets, etc.). * B: Provide cosmetic variants for helmets, wizard hats, caps, gloves, gauntlets, boots, and cloaks (robes are on my list, also). * C: Permit for variants with rarities. A given item is ~50% likely to be the base type; ~40% likely to be one kind of uncommon; ~5% likely to be one kind of rare. * D: Add new base items (which also have variants) for heavy boots and gloves, which provide 3 AC and -1 EV. * E: Change existing slot weights/bonuses to fit in with the above (helmets are 3/-1; gloves/boots are 2/0). * F: Add new base items (which also have variants) for handwraps and footwraps, which are 1/0 (like cloaks). * G: Permit handwraps and footwraps to be worn by almost anyone - ogres, trolls, kenku, draconians, and so on. Please discuss each point separately. Some of these changes are very contentious and others aren't. > Cosmetic adjectives to randarts cost several letters, removing 8-10 space available for inscriptions which for many randarts are already very long and often truncated. > You're adding 2AC to just everyone. That's not much, but what's the purpose? > Handwraps/footwraps are a MAJOR balance issue. You're adding two new slots to every slot-restricted race. This means, extra enchantment AC, extra slots for Ashenzari/Cheibriados, and above all, two extra randart slots you can wear. I don't think I need to explain how big an issue two randart slots are. --- //[[user:kilobyte]] 2010-11-11 01:49// ===== Basic concept ===== Some people love this idea, and some people hate it. I think it would work well as a config option, since even the cosmetic variants with effects have very minor ones (like +1 damage). --- //[[user:eronarn]] 2010-11-11 00:35// > Config options with actual in-game benefits? Uhm no. --- //[[user:kilobyte]] 2010-11-11 01:49// ---- I don't even see how this is on the table. Species and transmutation forms which can't wear boots, gloves, or helmets have that as a very significant balance issue, since that's denying them enchantment slots, randart slots and the full advantages of certain gods. You can't just change that on a whim, or with anything except game balance being your primary concern. --- //[[user:brickman]] 2010-11-11 05:04//