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Rusters?

Posted: Fri Oct 04, 2002 1:28 pm
by Lunever
One question about rusters: What items are they capable to destroy? Weapons only, or armor too? Any of those items or just metal ones (like the original rusters in D&D)?
Do items have a "rustable" index? If not, I think they should have, 'cause rusting a wooden club or a leather pant wouldn't make sense. Also, rusting was not included in the FTL-DM published at last to avoid creating unsolvable savegames (imagine the mighty firestaff crumbled to dust!).
So there are certain items, which should be exempt from being rusted.
If items do not have such an index (which I do not know), it should be introduced now (default being YES), since this would be another change in the dungeon format, I suppose, and probably no one wants another change of format after V0.22 .
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Re: Rusters?

Posted: Fri Oct 04, 2002 10:55 pm
by beowuuf
It used to be only swords thsat could be rusted in RTC - i think this is still the case?

Re: Rusters?

Posted: Sun Oct 06, 2002 10:20 am
by Gambit37
I don't know what RTC actually rusts, but seeing as the rusters have now been programmed to rust, it would make sense that they can rust anything made of metal. See those long green tentacles? That's what they use to touch you and rust anything they come in contact with, including armour.

I think if they can rust armour that you're wearing it makes this lowly creature suddenly very threatening indeed. Obviously it doesn't make sense that they can rust things within containers, so stuff in the inventory and pouch/quiver should be safe, but imagine losing an entire suit of armour? It would mean a whole new strategy in dealing with them.

I understand why FTL left this feature out, but I don't see any reason why it can't be developed more in RTC. If you as a player lose your best items, then it's tough. It's all part of the learning experience of playing. You can always go back to a savegame, or start over; that's the penalty of dealing with the little guys in the wrong manner.

Re: Rusters?

Posted: Sun Oct 06, 2002 5:36 pm
by Lunever
Of course it's nice to have opponents that are dangerous not only in terms of damage.
I agree, that all metal weapons in the hands of the player and armor worn should be possible targets, items in the quiver/pouch/backpack should be save.
Special items necessary to complete the game (like a firestaff) or puzzles that are important to complete the game and keys (metal or not) should be exempt from rusting for the sake of savegame stability.
Also, the armor of Lyte/Darc/Dragon/Ra should have the special advantage of being resistant to rusting (which is not much of an advantage in DM cause when you get these armors all rusters are probably already dead).
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Re: Rusters?

Posted: Sun Oct 06, 2002 8:01 pm
by beowuuf
I'd be tempted to say armour, and anything flagged that is carried i nthe hand (keys, weapons, - not certain items liek the firestaff)

it a dangerous thing...i hate games that can create impossible situations where you have o restart because you can't solve it...

Re: Rusters?

Posted: Mon Oct 07, 2002 11:11 am
by George Gilbert
As per the thread on rusters in "suggestions", each item individually has a "RUST_TO" property. Currently this is only set for swords, but could be set for anything if so desired. I'll add it to the metal armour too...

Re: Rusters?

Posted: Tue Oct 08, 2002 6:43 pm
by Gambit37
I couldn't find RUST_TO in the v0.21 exe file, but I did find CONVERT_TO. Is that the same thing?

Re: Rusters?

Posted: Wed Oct 09, 2002 9:27 am
by George Gilbert
Nope. See the thread in suggestions again ;-)

When I get some time I'll document these things; in the mean time, feel free to keep asking!

Re: Rusters?

Posted: Fri Nov 15, 2002 9:57 am
by George Gilbert
Armour (worn, not in backpack) will now rust in v0.22...

Re: Rusters?

Posted: Fri Nov 15, 2002 4:01 pm
by Lunever
What armor exactly will rust?
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Re: Rusters?

Posted: Fri Nov 15, 2002 6:04 pm
by beowuuf
I assume all, just like all swords rust
Personally i think this is fine - i'll pre-emptively put a 'no' vote to making lyte/darc exceptions

rusters

Posted: Fri Nov 15, 2002 11:39 pm
by twinfalls
I wonder.
Can a rusted item be unrusted ? How ?
There are games "Betrayal from Krondor"? "Diablo"? where armors and swords get damaged when used. When they get too much damaged, they collapse, there are ways to repair them to avoid loosing them.
I am just curious to know about RTC.

Re: Rusters?

Posted: Sun Nov 17, 2002 12:45 am
by beowuuf
From how it sounds set up, you can't withoput background mechanics

Eg all swords and armour sounds like it will 'convert_to' rust the way DM is set up- so you can't revert. But in our own dungeons we could just intelligently set al lthe rusting properties to unique things like 'rusted_delta' etc, and then have an alcove that converts those back to deltas

Re: Rusters?

Posted: Sun Nov 17, 2002 6:12 pm
by George Gilbert
Beowuuf's got it exactly right. There's nothing at all in the mechanics to stop you doing what you suggest; and the way to do it is to have lots of unique rusted items (which may even have exactly the same graphics as each other).

You can also have "stages" of rusting by having intermediate steps. For example

SWORD_DELTA OPTIONS=(RUSTS_TO:SWORD_DELTA_HALF_RUST)
SWORD_DELTA_HALF_RUST OPTIONS-(RUST_TO:MISC_RUST)

In this case your delta would have to be hit twice before it completely fell apart.