FORUM ARCHIVED

sleeve slot (just one)

Discussion in 'Suggestions' started by SkyMuffin, Feb 29, 2012.

  1. SkyMuffin

    SkyMuffin Member

    it would be just silly enough to work.

    i guess two is okay also.
     
  2. AvzinElkein

    AvzinElkein Member

    You're missing the point of the joke.
     
  3. SkyMuffin

    SkyMuffin Member

    but it would be even more of a joke with one slot for one sleeve. maybe? :(
     
  4. Wi§p

    Wi§p Member

    I'd prefer it if you could 'attach' the sleeve to any piece of armor, it could open up a whole new branch of late game customization, since you'd only get one slot per armor, and they can't be removed. I do agree that it kind of ruins the joke, but it seems silly enough to sew on a Wizard's Sleeve on some Imperial Boilerplate to just work.

    I can just imagine a new 'sleeve' god, that would appear once every other floor, and would attach a random sleeve based on the dungeon level to armor ^^ Its different from Krong because each piece only gets one buff/ debuff/ chance, theres no redos, and its far less random, although potentially riskier.. unless perhaps a new sleeve crafters skill tree..
     
  5. SkyMuffin

    SkyMuffin Member

    Perhaps it is just that my urge to equip good items can't be satisfied by those damn sleeves. They just sit there, taunting me...especially when i get one from a monster zoo.
     
    Wi§p, Kazeto and kino5 like this.
  6. kino5

    kino5 Member

    Truth is, getting them from a Zoo also pisses me off a little. If I'm lucky, I've picked archaeology and they net me a nice amount of exp, but if not... meh.
     
  7. Part of the problem I see with them is how pronounced they are in just telling a joke/easter-egg.
    I don't get a lot of the jokes that are strewn about in the game, but that is ok. When I discovered the sleep, I thought it was a bug. It disappearing without a message or indication that it was suppose to or be unusable. No problem, just... frustrating at the time.
     
  8. SkyMuffin

    SkyMuffin Member

    Wizard's Sleeve: the ultimate tease.

    I wish I had graphic design skills because I would shop that right into a playboy cover.
     
  9. Glazed

    Glazed Member

    I think it would ruin the joke to have a slot for a sleeve, but I do think Wizard Sleeve should be blacklisted from zoos and quests, and right-clicking them shouldn't destroy them.
     
  10. r_b_bergstrom

    r_b_bergstrom Will Mod for Digglebucks

    The right-click destruction is definitely a bug, and something that's being worked on for 1.0.10. It happens to belts, too.

    Given the way item quality (stars) works, there are probably specific floors where the sleeve is more likely to show up as a quest or zoo reward. That, plus the random number generator is goofy. I've clocked 400 hours of this game, and only had a sleeve in my inventory twice. Some people complain that all they ever see is swords, whereas I swear 10% of everything I've ever picked up has been a Lirpa. My sympathies to anyone whose had that sort of streak with sleeves.
     
  11. SkyMuffin

    SkyMuffin Member

    In the 1.0.10 changelog there's something about a fix for the RNG on lower floors. Maybe it has to do with the lirpas? Because I had a run where I got 30-40 of those myself.
     
  12. Daynab

    Daynab Community Moderator Staff Member

    Yeah, more items spawn now on floor 10+
     
  13. r_b_bergstrom

    r_b_bergstrom Will Mod for Digglebucks

    Absolutely, it does. I started a bug report thread about it a long time ago. Not content to just whine ineffectually, I also put 8 or 9 rooms in my Interior Dredmorating mod that exist purely for the purpose of shaking up what items spawn in the lowest floors in 1.0.9.

    Man, I can't wait for the 1.0.10 patch to come out, or for the beta to open up to Mac users. Oops! There I am whining ineffectually again.


    EDIT: And in my previous post I didn't really mean that I thought someone could get a run of sleeves as common as lirpas. That's not possible, given the way item spawning happens. It's just my first draft of my other post was a little rude, pointing out how rare sleeves were and basically saying that people shouldn't complain about something that happens once every 400 hours or so. Then I thought about how streaky the RNG can be, and i realized it's entirely possible to get two sleeves back-to-back if you finish two "put this on the eyeball shrine"-type quests rapidly. That would really suck, so I decided to have some sympathy for those who may have suffered so.
     
  14. Wi§p

    Wi§p Member

    What about this:

    Wizard's Sleeve + One Sparkling Glove = One Wizard's Glove*
    One Wizards Glove* + One Wizard's Glove* = Paired Wizard's Gloves*

    *Name should be changed, it is current just a place holder.

    The Wizard's Glove should keep all previous extra effects from any Krongs/ corruptions/ quest bonuses/ etc. if possible, if not then perhaps the previous effects could be randomized, and added to the Wizard's Glove's normal stats.

    I suggest this should need high Tinkerer crafting skill, and both/ all related recipes should be hidden.
    If it spawns naturally, I suggest that it should be treated as very high level, very rare gear (thinking level 10 at least).

    Also, on a more ridiculous note, what if the Wizard's Sleeve could be torn apart, perhaps into Wizard's Leather* (equipable as a belt), and then could be crafted into all sorts of fancy/ silly ingredients/ gear?

    On a side note, is it possible to carry over any buffs/ curses when crafting? And if so, would it be possible to make a mod that would make any crafted item that has gear as a crafting ingredient have that carryover effect?
     
    Kazeto likes this.
  15. Glazed

    Glazed Member

    I think it's hard-coded into a game engine that an enchanted item is no longer the same as the base item. If, for instance, you enchant a Rough Iron Sword, you can't use it to make an Iron Sword at all. It's no longer a legal crafting ingredient. That would need to be changed before the idea of having enchantments carried over to the crafted item could even be considered.

    LIES!
     
  16. Wi§p

    Wi§p Member

    What about quest items then? Occasionally I'll get a Wizard's Sleeve from a zoo/ quest reward, and it is completely useless/ pointless.. That was the only real reason I would want any sort of carryover. I wasn't aware that you couldn't use enchanted gear to craft though, maybe because I don't go Kronging rough iron swords. Hopefully the Developers might change that, it would make alot of sense for effects to carry over to crafted items.

    On another side note, would it be possible to turn an enchanted item into its base version? The skill could be attached to something like Smithing, and have a chance to destroy said item/ make it permanently un-enchantable since this would probably be used to remove corruption most of the time if someone did mod it in.
     
  17. Lorrelian

    Lorrelian Member

    I've used magic items in crafting before, they just come out unmagic. I know for a fact Rusty Swords can be ground into rust and I once made a Flail of Pleiades with a magic Triple Flail (although that was a long, long time ago, I think in 1.0.7.)
     
  18. Glazed

    Glazed Member

    I stand corrected. I don't know what I was doing when I "learned" that you couldn't do this, but I was sure that it wasn't possible.

    Crafting.png
     
  19. kino5

    kino5 Member

    Maybe that was true under certain conditions. I were sure that it couldn't be done either, and I even had arguments with a couple of friends that are Dredmor players too. Then I found out I could. Maybe some item in particular, or something like that?