chris PosChengband Maintainer

Join Date: Jan 2008 Posts: 702





I had some more thoughts on Object Lore and decided to try them out. Unfortunately, the changes were large and savefile breaking, so rather than 4.0.4 we'll need to move to 5.0.0. We're still beta (I still have classes that need playtesting) but so far, I think the game is playing nicely.



So, what is Object Lore? Consider Monster Lore. Here, the player learns monster abilities one "flag" at a time, as they occur. If a monster breathes fire on you, you learn that. If a monster resists poison and you aim your almighty wand of stinking cloud, you learn that too. The idea is to add "flag" level object lore to the current system.



Here is a quick summary:

[1] Pseudo-id is as before, though it is much faster for low level players. Also, there are objects that grant automatic instantaneous pseudo-id as you step over objects. Use this to locate excellent and special items.



[2] You can learn about objects by equipping and using them. Many bonuses, such as stat and speed boosts will be immediately obvious. Other things, like weapon slays, must be experienced in the obvious manner. (I got the idea from Vanilla, since I heard it had this, but I am not familiar with V's implementation here. Probably, it is similar).



[3] Object Lore is not just at the indiviual object level. In addition, you learn fixed attributes for the Standard Artifacts and all non-cursed attributes for ego items. This lore is part of your savefile, and is transmitted to the next character using this file, just like Monster Lore. So, having discovered and learned the Phial of Galadrial in one game, you'll never need to *Identify* it again for future players. Identifying an object automatically reveals learned flags.



[4] You don't need to Identify an object to begin learning its powers. However, anything you learn at the object level will not be remembered if you die before identifying the object.



[5] You learn flags by use, as mentioned. Also, by *Identify* (spell, scroll or town service). Finally, you can sell objects for lore.



[6] Identify also accurately reveals the object's score. This is meant as a guide to encourage you, the player, to explore the object by using it. It will also assist you in determining if it is worthwhile to return to town with the object.



[7] Object inscriptions add a ? to indicate that the object still has unlearned powers.



[8] Jewelry no longer has easy_id automatically applied. However, as you learn the optional attributes for each ego type, you'll see that pretty quickly, Identify is enough.



[9] Activations must be learned. Generally, these are safe enough to simply try out.



[10] Learning device fail rates requires *Id*.



[11] View your lore by using ~e or ~a and pressing r.



EDIT: I almost forgot a rather big change: Many of the wilderness dungeon entrances are now guarded! And, one final last final release before taking a break ... You see, I am slightly obsessive compulsiveI had some more thoughts on Object Lore and decided to try them out. Unfortunately, the changes were large and savefile breaking, so rather than 4.0.4 we'll need to move to 5.0.0. We're still beta (I still have classes that need playtesting) but so far, I think the game is playing nicely.So, what is Object Lore? Consider Monster Lore. Here, the player learns monster abilities one "flag" at a time, as they occur. If a monster breathes fire on you, you learn that. If a monster resists poison and you aim your almighty wand of stinking cloud, you learn that too. The idea is to add "flag" level object lore to the current system.Here is a quick summary:[1] Pseudo-id is as before, though it is much faster for low level players. Also, there are objects that grant automatic instantaneous pseudo-id as you step over objects. Use this to locate excellent and special items.[2] You can learn about objects by equipping and using them. Many bonuses, such as stat and speed boosts will be immediately obvious. Other things, like weapon slays, must be experienced in the obvious manner. (I got the idea from Vanilla, since I heard it had this, but I am not familiar with V's implementation here. Probably, it is similar).[3] Object Lore is not just at the indiviual object level. In addition, you learn fixed attributes for the Standard Artifacts and all non-cursed attributes for ego items. This lore is part of your savefile, and is transmitted to the next character using this file, just like Monster Lore. So, having discovered and learned the Phial of Galadrial in one game, you'll never need to *Identify* it again for future players. Identifying an object automatically reveals learned flags.[4] You don't need to Identify an object to begin learning its powers. However, anything you learn at the object level will not be remembered if you die before identifying the object.[5] You learn flags by use, as mentioned. Also, by *Identify* (spell, scroll or town service). Finally, you can sell objects for lore.[6] Identify also accurately reveals the object's score. This is meant as a guide to encourage you, the player, to explore the object by using it. It will also assist you in determining if it is worthwhile to return to town with the object.[7] Object inscriptions add a ? to indicate that the object still has unlearned powers.[8] Jewelry no longer has easy_id automatically applied. However, as you learn the optional attributes for each ego type, you'll see that pretty quickly, Identify is enough.[9] Activations must be learned. Generally, these are safe enough to simply try out.[10] Learning device fail rates requires *Id*.[11] View your lore by using ~e or ~a and pressing r.EDIT: I almost forgot a rather big change: Many of the wilderness dungeon entrances are now guarded! Last edited by chris; June 23, 2016 at 17:06 .