You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
name:Slow Digestion
graphics:":d
type:amulet
level:15
weight:3
cost:9999
alloc:1:15 to 40
flags:SLOW_DIGEST | EASY_KNOW
desc:This talisman will make you hungry less quickly when worn.
It's pretty old bug.. I noticed it for a year ago :) But forgot about it for long time
===
hm.. also I've bought ring of Free Action from BM for 1500, while it's:
name:Free Action
graphics:=:d
type:ring
level:20
weight:2
cost:1500
alloc:50:20 to 100
flags:FREE_ACT | EASY_KNOW
desc:This magical bauble prevents you from being held.
desc: Some monsters will paralyse you and then kill you if you lack free action.
shouldn't it cost 3x price of cost:1500 in BM = 4500? (which is too much I'll reduce it... but still - why BM do not apply 3x on some items?)
===
[19:25] PowerWyrm: amulets being too cheap is not a bug -- cost is meaningless for wearable items, price is determined by all properties on the item and changing cost in object.txt doesn't do anything since it's not used
[19:26] PowerWyrm: if you want to have more expensive amulets/rings of slow digestion, you need to increase the "power" of the "slow digestion" property in object_property.txt
Thank you very much for an explanation.
It will be great to be able to control prices for items directly, as changing 'power' in object_property.txt not only affect items price, but also (as far as I know) artifact 'volume' (how much magic properties could artifact hold). Which makes current system not very good in terms of rebalancing economy, as if we changing power parameter and it not only affect price, but also affect artifact 'volume' - we shouldn't touch it to preserve current game balance.. the more precise contol we got over stuff - the better.
===
Power should 'make' the price only for randarts. All other items should have prices indicated in object.txt. It will make game rebalancing 100500 times easier.
yet another stupid example:
name:& Old Lantern~
graphics:~:U
type:light
level:5
weight:100
cost:100
alloc:70:1 to 10
flags:BURNS_OUT | LIGHT_3
sold in BM for 60 g...
The text was updated successfully, but these errors were encountered:
https://youtu.be/PvmCVIVQm4o?t=5556 (timecode)
Amulet of slow digestion cost: 198 g.
While in object.txt it was:
It's pretty old bug.. I noticed it for a year ago :) But forgot about it for long time
===
hm.. also I've bought ring of Free Action from BM for 1500, while it's:
shouldn't it cost 3x price of cost:1500 in BM = 4500? (which is too much I'll reduce it... but still - why BM do not apply 3x on some items?)
===
Thank you very much for an explanation.
It will be great to be able to control prices for items directly, as changing 'power' in object_property.txt not only affect items price, but also (as far as I know) artifact 'volume' (how much magic properties could artifact hold). Which makes current system not very good in terms of rebalancing economy, as if we changing power parameter and it not only affect price, but also affect artifact 'volume' - we shouldn't touch it to preserve current game balance.. the more precise contol we got over stuff - the better.
===
Power should 'make' the price only for randarts. All other items should have prices indicated in object.txt. It will make game rebalancing 100500 times easier.
yet another stupid example:
sold in BM for 60 g...
The text was updated successfully, but these errors were encountered: