[1.0.4] Coral Spray description inadequate

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jenx
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[1.0.4] Coral Spray description inadequate

#1 Post by jenx »

I'm playing my first bulwark in a long time.

Lots to like about this class.

Anyway, I thought I"d try out Coral Spray, and to my pleasant surprise, every now and then it sprays 30 cold damage at an npc. But there is no indication of this talent in the description.
MADNESS rocks

Crim, The Red Thunder
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Re: [1.0.4] Coral Spray description inadequate

#2 Post by Crim, The Red Thunder »

One of many items in the game with a hidden power. Experiment to find them out. I'll particularly point your attention at a set of light armor called 'untouchable' which has what is arguably the best power ever given to any item, ever. This includes even the pearl of life and death, and other endgame items.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

PureQuestion
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Re: [1.0.4] Coral Spray description inadequate

#3 Post by PureQuestion »

Next version.

cttw
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Re: [1.0.4] Coral Spray description inadequate

#4 Post by cttw »

Crim, The Red Thunder wrote:I'll particularly point your attention at a set of light armor called 'untouchable' which has what is arguably the best power ever given to any item, ever.
I've had untouchable drop a bunch of times and it never even seems worth it to try it on. So wtf?

I strongly dislike this game mechanic and wish I had never heard of it.

PureQuestion
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Re: [1.0.4] Coral Spray description inadequate

#5 Post by PureQuestion »

All items will properly explain what they do next version.

Crim, The Red Thunder
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Re: [1.0.4] Coral Spray description inadequate

#6 Post by Crim, The Red Thunder »

And thus the mystique behind these special artifacts is lost. *sigh*
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

jenx
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Re: [1.0.4] Coral Spray description inadequate

#7 Post by jenx »

aha - Black Mesh also has a hidden power. 30% chance to constrict an enemy!
MADNESS rocks

PureQuestion
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Re: [1.0.4] Coral Spray description inadequate

#8 Post by PureQuestion »

Crim, The Red Thunder wrote:And thus the mystique behind these special artifacts is lost. *sigh*
I'm really sorry this change had to be made. I was perfectly happy with the items how they were, but unfortunately far too many people just didn't realize that there was anything going on with them. ToME is a game designed such that all mystique lay not in what you've already found, but in what lay behind the next corner.

Crim, The Red Thunder
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Re: [1.0.4] Coral Spray description inadequate

#9 Post by Crim, The Red Thunder »

I suggested in the other forum giving them a box that said 'this item seems to have properties you cannot immediately discern' that would fill in once said properties had activated once, or after you pay a modest fee in either gold or fortress energy. (This would give another use for fortress energy, always good.) What was wrong with that suggestion? That leaves the items with their mystery, but provides folks who don't want to experiment a way out, albeit at a reasonable cost.

Wouldn't this make everyone happier, and cause a minimal disruption from the game we have now?
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

jenx
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Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: [1.0.4] Coral Spray description inadequate

#10 Post by jenx »

Crim, The Red Thunder wrote:I suggested in the other forum giving them a box that said 'this item seems to have properties you cannot immediately discern' that would fill in once said properties had activated once, or after you pay a modest fee in either gold or fortress energy. (This would give another use for fortress energy, always good.) What was wrong with that suggestion? That leaves the items with their mystery, but provides folks who don't want to experiment a way out, albeit at a reasonable cost.

Wouldn't this make everyone happier, and cause a minimal disruption from the game we have now?
+1

Just a hint that there are hidden powers would be much more fun I think.
MADNESS rocks

PureQuestion
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Re: [1.0.4] Coral Spray description inadequate

#11 Post by PureQuestion »

Make a thread for it then. Darkgod might be able to contrive such a system. It is far beyond my limits.

morganp
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Re: [1.0.4] Coral Spray description inadequate

#12 Post by morganp »

There was a thread for it, http://forums.te4.org/viewtopic.php?f=36&t=38301, if you want to read all seven pages of us desperately pleading our cases. Both sides have good points.

PureQuestion
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Re: [1.0.4] Coral Spray description inadequate

#13 Post by PureQuestion »

You know, has anyone considered that that would be the same Identification Sub-game that ToME has already specifically gone out of its way to remove?

morganp
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Re: [1.0.4] Coral Spray description inadequate

#14 Post by morganp »

Good point. Does anyone present actually miss the Scryer (what was her name again?)? I was against removing her initially, but now I don't miss that aspect one little bit, and prefer the new identification systemby far.

HousePet
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Re: [1.0.4] Coral Spray description inadequate

#15 Post by HousePet »

I don't consider the two systems to be similar.
One of them was just a pointlessly slow interface, the other involves a bit of mystery and solving things for yourself.
My feedback meter decays into coding. Give me feedback and I make mods.

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