Thematic randarts

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ghostbuster
Uruivellas
Posts: 617
Joined: Mon Oct 09, 2006 7:47 pm

Re: Thematic randarts

#16 Post by ghostbuster »

The problem of a generation at birth is that there is no way to control the quality of artifacts. You may find a relatively too powerful item in level 1 of troll lair and relatively complete crap in the deepest levels. A good solution could be to keep track of the number of generated randarts and either to limit their number or to have a diminishing generation probability (for instance in inverse proportion to the number of already generated randarts).

Concerning their powers, they should be more or less equivalent to the real artifacts and, in general, it roughly corresponds to a tripple ego, indeed.

Real artifacts are more or less preindentified in the game (at least we see that the item is somehow special). I wonder if randarts should behave similarly? Ie, should we find an iron dagger or a glowing iron dagger?

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
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Re: Thematic randarts

#17 Post by darkgod »

They should use the same unided name scheme yes IMO, just because in the code they are not the same the player still does not care :)

As for power/rarity, why is it a problem ?

You could have the generator create 4 artifacts for level 1-10, 4 for 10-20, ... and so on. Then it injects them in the normal items list and it's just like it loaded a list of standard artifacts
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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teachu2die
Wyrmic
Posts: 217
Joined: Mon Oct 30, 2006 1:47 am

Re: Thematic randarts

#18 Post by teachu2die »

yup, there's no reason you shouldn't be able to assign rarity and 'depth' upon generation...

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