I will now try to present some suggestions for Book III. Most of them are inspired from other games, most notably Ancient Domains Of Mystery (ADOM). I will also try to be in the developer's shoes, by "rating" the difficulty of an idea to be inplemented.
- Identified items stay identified. Why having to pay a merchant 10 times to identify a simple piece of dried meat? If this upsets the Lore skill balace, there are 2 ways to rectify this: a) Powerful unID'd items should always need identification if one fails their Lore check and b) Lore also identifies cursed items, which will be discussed below.
Also, what about trial and error? For example, players could drink inidentified potions in order to see what they can do. Many dangerous potions, including potions of poison/disease/condensed soda (empties the stomach) should make "drink and find out" a risky task.
From a developer's POV: I don't believe that maintaining an internal list of already identified items is hard. Trial and error, however, would require more items, for the "error" part. - Cursed items. Imagine the player's frustration after foolishly equipping with a good-looking axe, only to find out they can't compel themselves to unequip it! Cursed items may also affect a hidden "luck" statistic. Atheistic characters might even be immune to them! Cursed items add difficulty to a game, but they also reward careful playing. They might even help story and quest-wise:
a) A powerful lich (as if there are non-powerful ones) is destroyed, and a cursed artifact ring is dropped... Why should normal people be allowed to freely wear undead people's stuff?
b) Imagine this quest: You have to wear a cursed item (ie an extra-heavy cloak) and carry it to a specific location where only there it can be destroyed. Depending on your mood, some NPCs could accompany you, after first shouting "You have my axe!" "And my bow!"
From a developer's POV: This should require some work, depending on where you want to go with cursed items. Aside from the simple cursed/uncursed flag, planning where to put specific powerful and cursed items, as well as a potential cursed item-related quest will take additional time. - Corruption. In ADOM, corruption was like background radiation. An invisible threat, slowly accumulating inside the player character's being, more slowly in outdoors areas and more rapidly below the earth and in other dangerous places. As the PC's corruption grows, characters change, gaining new abilities, but also becoming horrendously deformed: Acid breath. Feet transformed into hooves. Scaly skin which adds to Armor Class but reduces Dexterity. Antennae growing on the top of your head, randomly revealing nearby map sections. In the end, after too many corruptions, the player is totally consumed by the powers of Chaos and is transformed in a being of pure chaos, where it's Game Over. In ADOM, coruption was very difficult to be removed.
Before anything else, a note: I'm not saying to entirely copy ADOM's corruption and the way it works. I am merely presenting the way ot works in an existing game. A totally different type of "something which slowly accumulates in the background" thing can be implemented in Book III.
Corruption offers some cool in-game effects:
a) No more "hey, I'm gonna rest for 20 hours inside this dungeon!". Corruption is a gentle way to remind the player that "the clock is ticking" so don't waste your time too much.
b) Corruption effects add great diversity (since they can appear in a random order) and may completely change the way a player acts in-game. Fighters may drop their sword and fight with those new razor-sharp blades protruding from their hands. Wizards may spit acid on enemies,thus conserving MP for the larger ones. And so on...
c) It's a great way of simulating the effects of a great evil spreading across the lands, which affects players every turn. Plus, certain areas could be accessed only with certain corruptions, which may lead players to actually seeking to obtain certain corruptions.
From a developer's POV: Now this should require some work. While it's easy to add an internal counter for tracking corruption amounts, and add corruptions after this counter reaches certain intervals (corruptions are nothing more than buffs), this would require setting corruption rates for areas etc. Still worth the trouble IMHO. - Dipping item in potions.Coating your sword with demon oil would result in an explosive attack. Poison is pretty much obvious, and dipping weapons in potions of healing would deal extra damage to undead. Of course, the potion is wasted afterwards.
From a developer's POV: Pretty simple, after one manages to define that "the next X attacks will deliver Y effect to the enemy". - Perception affects how well a character sees in the dark. Why not having keen-sighted characters?
From a developer's POV: Awfully simple!
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