Changes between Version 16 and Version 17 of NewEgos


Ignore:
Timestamp:
10/15/11 07:38:20 (7 years ago)
Author:
magnate
Comment:

Updated.

Legend:

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  • NewEgos

    v16 v17  
    9494 
    9595=== Knowledge and ID === 
    96 The knowledge menus need sorting: first they need to show details of the new mods from affixes (base AC / weight / dice / sides - random flags should already work). Then we need a new "theme knowledge" menu about themes - I don't think I have the skill to do this, yet. Also, theme->everseen is not currently set anywhere. Come to think of it, neither is affix->everseen, so I'm not sure how the knowledge menu is still working for affixes! (Update: it isn't, it's using old everseen data. Will fix this.) I also want to list the affixes in the 'I'nspect screen. 
    97  
    98 We need description/flavour text for affixes and themes. (There was very little for any existing ego types anyway, so this has long been the case.) 
     96Update: the ego knowledge menu now works properly, though the absence of flavour text means that affixes with no flags don't say anything (c.f. Wounding, Accuracy etc.). Fizzix is working on this. There is a crash in the ''object'' knowledge menu arising from #1014, but only in randart games. Noz is working on this. We still need a new "theme knowledge" menu about themes - I don't think I have the skill to do this, but I'm on the way. An item's affixes are now listed in the 'I'nspect screen (this may or may not be desirable long-term, but is certainly useful for testing). 
    9997 
    10098IMO we should no longer show the base AC or dice of an object, because these are no longer so static - lots of the Ey prefixes change one or the other. This fits nicely with reducing the amount of info available and forcing people to walk over a fetch stuff. Interested in people's thoughts on this (and see also #1551). 
     
    105103We need to agree a strategy for naming items with multiple affixes. Personally I favour adopting the position that an object's displayed name does not give you complete information about all its properties, but others may disagree. Also, affixes can be applied more than once (meaningless for flag affixes, but important for hit/dam/ac etc.). I like the idea of Sharp, *Sharp* and {{{**Sharp**}}} or something, to denote multiple applications of an affix. 
    106104 
    107 We also need to agree a strategy for the names of base objects for armour slots. Weapons are now all sorted (there are no prefix-like adjectives in weapon names, and no "of"s). But we are significantly limited in the kinds of affixes we can invent for Leather items, for example, because material adjectives would make no sense. And Mithril is already an affix for body armour (from Ey), but we still have Mithril shields/boots/gauntlets etc. IMO it should be an affix available for all armour pieces, but that means re-thinking the names of most base armour items. We could make Ethereal an affix, and Alchemist's. We could remove Elven Cloaks too and use Elven as a cloak affix and not a weapon one. The whole issue of "Elvenkind" stuff needs some thought - at the moment it appears on all of base items (cloaks), affixes (swords, bows) and themes (body armour, boots - both different). There is also no reason why DSMs cannot be implemented as a base item with a "<colour> Dragon Scale" prefix. This way you could have other dragon scale armour items ... 
     105We also need to agree a strategy for the names of base objects for armour slots. Weapons are now all sorted (there are no prefix-like adjectives in weapon names, and no "of"s). But we are significantly limited in the kinds of affixes we can invent for Leather items, for example, because material adjectives would make no sense. And Mithril is already an affix for body armour (from Ey), but we still have Mithril shields/boots/gauntlets etc. IMO it should be an affix available for all armour pieces, but that means re-thinking the names of most base armour items. We could make Ethereal an affix, and Alchemist's. We could remove Elven Cloaks too and use Elven as a cloak affix and not a weapon one. The whole issue of "Elvenkind" stuff needs some thought - at the moment it appears on all of base items (cloaks), affixes (swords, bows) and themes (body armour, boots - both different). There is also no reason why DSMs cannot be implemented as a base item with a "<colour> Dragon Scale" prefix. This way you could have other dragon scale armour items ... (lots more suggestions in http://angband.oook.cz/forum/showthread.php?t=5005) 
    108106 
    109107=== Randarts and randomness === 
     
    113111 
    114112=== Object modification === 
    115 This branch opens up a lot of possibilities w.r.t. alchemy, forging etc. (See also #1550). Nothing to worry about immediately, except whether to retain  or remove the branding spells/prayers. Arguably the prayer (for branding melee weapons) is now actually useful where it wasn't before. It's probably too powerful because you could eventually add all three brands to an object that already had decent affixes - so I'm inclined to add a check to make sure that the object doesn't already have a brand. The ammo branding spell was already too good, and is probably even more so now (but we could always temper it by making it reduce o_ptr->number by 50%, or something like that). 
     113This branch opens up a lot of possibilities w.r.t. alchemy, forging etc. (See also #1550). Nothing to worry about immediately, except whether to retain  or remove the branding spells/prayers. Arguably the prayer (for branding melee weapons) is now actually useful where it wasn't before. It now checks that the object doesn't already have a brand. The ammo branding spell was already too good, and is probably even more so now (but we could always temper it by making it reduce o_ptr->number by 50%, or something like that). 
    116114 
    117115My view remains that we should allow spells and effects to modify objects, and just be careful to limit their power. (We could use a limit lower than MAX_AFFIXES, for instance.)