Opened 3 years ago

Closed 3 years ago

#2046 closed bug (fixed (in master))

Randart changes needed

Reported by: nckmccnnll Owned by:
Milestone: Triage Keywords:


"I dont know how many standarts have been cursed, but like half the randarts are. Why ?
Curses belong to Angband, but not as a layer of tedious procedure before any item can be used. We got rid of trap detection and selling, just to introduce this ? Like a trap, a cursed item can be interesting and challenging to deal with under the right circumstances, but please use _sparingly_, not flood the dungeon with them.

The modifiers on artifacts are also less than interesting. Weapons typically have all slays, off-weapon slays are all over the place and pointless because the weapon has the slay already and the greatest challenge when assembling a kit is to filter the relevant mods out of a wall of text that is the artifact description.

Heres is, for example, a typical randart:

the Iron Crown of Valaith [0,+20] <+3, +1, +5, +4, +2> {cursed}

It makes you hallucinate sometimes.
It makes you frail.
It makes you mentally slow.
+3 intelligence.
+1 wisdom.
+5 dexterity.
+4 constitution.
+2 speed.
+1 light.
It causes your melee attacks to slay dragons.
Provides immunity to cold.
Provides resistance to acid, lightning, fire, poison, light, shards, nexus,
Provides protection from fear, blindness, confusion.
Cannot be harmed by acid.
Sustains strength, intelligence, wisdom, dexterity.
Feather Falling. Prevents paralysis.
Radius 1 light.

Thats 15 lines of modifiers, and its not an exception, its typical. Surely you can see that there is no way even a majority of these can be relevant to the decision wether to use the item or not ? Most of them must be ignored to get a picture of what that item does. Why this inflation in the amount of modifiers ?"


Change History (7)

comment:1 Changed 3 years ago by nckmccnnll

"still have not seen a single arkenstone being generated in any spoiler since 4.1 release, north of 30 games." - Sky

comment:2 Changed 3 years ago by nckmccnnll

"The launchers are uncommon and rarely a weapon of choice, but often useful as stat/resistance sticks. maybe they should be balanced more towards damage.

Lights should not have a level cap - if you dive, you may never see one, because of their low level cap to reflect their low power.

Gloves giving Int without FA or Dex are just annoying." - jevansau

comment:3 Changed 3 years ago by nckmccnnll

"True, but the standart set has a propensity for glove artifacts to have damage bunuses. This is cool, like having speed on boots and light on lights.
The randart sets dont have a system that says "hey, this is a glove slot, you should lean towards damage bonuses". But it should." - Sky

comment:4 Changed 3 years ago by nckmccnnll

Negative power artifacts can be generated with negative alloc values, which then gives a parsing bug.

comment:5 Changed 3 years ago by nckmccnnll

comment:6 Changed 3 years ago by nckmccnnll

Arkenstone thing fixed in ce8c2052; hit/dam bonuses on gloves, negative power and too much cursing fixed in 36595ad2.

comment:7 Changed 3 years ago by nckmccnnll

  • Resolution set to fixed (in master)
  • Status changed from new to closed

All the important ones done, I think; no doubt this is not the end of changes to randarts, though.

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