Looking at the readable code, there are basically 6 readable object types. I'm not sure if any treasure lists explicitly try to creatable alchemy books, but if not, each has equal chance.
(the 6 types are monster info, artifact info, spellpath, formula, god, and stuff from the message file). One could make the case that spellpath and god info should occur less frequently. God info perhaps not at all, and spellpath less info just simply because there are not a lot of spellpaths, so not a whole bunch of need to create as many of those. I do think the hash method should be removed. I do think readable books (not just alchemy) should show up more often. I can go into that random dungeon and get hundreds of scrolls, but only a a few readable objects. Some of this is based on the fact that scrolls come in groups, but even then, scrolls (and spellbooks) for that matter show up a lot. This may be because those show up in monsters, where I think readables only show up in random treasure/treasure chests. I also agree that the ingredients are also generally too hard to find. I remember in a commercial RPG game, there was some alchemy, and basically at the start of the game, you could find the basic ingrediants (flowers/minerals) just laying on the ground and make a fair number of what amounted to be cure light (or regain a few mana point) potions. The alchemy formula should be redone so something in similiar - at low levels, you can find the formula to make basic potions (a new set of less powerful potions may be in order). And the ingrediants for these should also be easy. _______________________________________________ crossfire mailing list [email protected] http://mailman.metalforge.org/mailman/listinfo/crossfire

