Opened 10 years ago

Last modified 8 years ago

#67 new change

Throwing potions should cause the potions effect on the target

Reported by: takkaria Owned by:
Milestone: Future Keywords: magic,interesting
Cc:

Description

This can probably wait until we have a better way of describing effects (see #57).

Change History (14)

comment:1 Changed 10 years ago by takkaria

  • Milestone changed from Future to 3.1.1

comment:2 Changed 10 years ago by takkaria

  • component changed from Gameplay to Main game
  • Keywords gameplay added

comment:3 Changed 10 years ago by andrewdoull

Also consider allowing weapons to be coated by potions (From Unangband).

comment:4 Changed 10 years ago by takkaria

  • Keywords tmj added; gameplay removed

comment:7 Changed 10 years ago by ctate

For what it may be worth, I quite disagree with this suggested feature. If I wanted that sort of thing, I'd be playing NetHack? rather than Angband.

comment:7 Changed 10 years ago by takkaria

  • Milestone set to Future

comment:8 Changed 10 years ago by andrewdoull

Also consider:

  1. throwing mushrooms affecting target
  2. allowing coating of edged weapons with potion / mushroom / flask effects (Unangband does 20% of the damage effect for this)

As Antoine notes, this may make the game feel 'non-heroic'. http://groups.google.com/group/rec.games.roguelike.development/msg/420df58e75dd91d1

comment:9 Changed 10 years ago by konijn_

Potion effects should be the same no matter char level or dungeon level, so at what point would you think potions should stop being useful ? If they are even useful at the end, surely they would be too powerful in the beginning ?

Cheers,
T.

comment:10 Changed 9 years ago by mikon

Potion effects should be the same no matter char level

Not quite. E.g. all charming effects (confuse, slow, etc.) may be CHR dependent (the thrown potion is the physical component, but how you use your enemy disorientation is up to your wits). Coating effect may depend on the wound depth (in Un it does not, IIRC) and it surely depends on the number of attacks.

But, as much as I like throwing, I think common potions throwing is mainly for starting characters, so that they have one more help in surviving and so that they can identify a potion in a creative way (while they cannot afford ID or WOR so easily). Later on you just can't afford to carry ordinary potions for throwing and that's it.

About Un weapon coating --- that's not Vanilla enough, I'd say. I'd rather go for 4GAI or NPP version of terrain features. Yes, coating makes average and good weapons less junk, but only for a short time. And coating is distinctively a new concept, a new UI hack, a new feature, that will last for the whole game. I think V should be KISS. You can occasionally throw a newly identified bad potion at DL 80, even just for kicks, instead of destroying it, but you won't ever coat a weapon past DL 30. With O combat and a few extra hacks, that would be different... Throwing brittle glass objects around is a natural instinct for a hero, mucking about with slimy potions and weapons is not.

comment:11 Changed 9 years ago by takkaria

  • Keywords tmj removed

comment:12 Changed 8 years ago by magnate

  • Keywords magic added

comment:13 Changed 8 years ago by magnate

Potions of poison should have BRAND_POIS.

comment:14 Changed 8 years ago by takkaria

I'm not sure this even works anymore; swallowing a liquid has very different effects to having it be in contact with your skin.

comment:15 Changed 7 years ago by magnate

  • Keywords magic,interesting added; magic removed
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