This is why the destruction-creates-trapdoor-if-it-removes-stairs-down is such a neat solution - it solves the ironman problem without that side effect on diving. Ironmen would need to be careful to avoid disarming the trapdoor though ('W' in standard keyset to walk into it).
Dungeon size: small
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OTOH, unless I am overlooking something, a couple of destructions in the wrong place can get an ironman character stuck forever in a level. I would think twice before starting an ironman character in the new versions.
If we do want to keep this destruction-removes-stairs patch, another possible solution is allowing tunnelling through the floor to leave the level, like in Nethack.
OTOH, this leads to other potentially unbalanced side-effects: for instance, divers would no longer need to wander around a level to find a staircase down.
Oooh, carrying this a bit further, how about after a few destructions in the same spot, there is a chance that the dungeon caves in under you and drops you to the next level? Barring, of course, the un-killed quest monster on the current level.If beauty is in the eye of the beholder, then why are beholders so freaking ugly?Comment
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This reminds me: I can't remember the last time I entered a level and discovered it had been destructed already. I always liked that bit of flavor. Anyone know why it was removed?
As for the "don't let destruction trap you" issue, I'd suggest simply having a new dungeon feature, "gaping hole", that acts like a trapdoor when walked on, but is always visible and can't be disarmed, unlike traps. Then just generate one or two of those whenever Destruction is used, modulo the usual "can't skip quest monsters" stuff.Comment
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This is why the destruction-creates-trapdoor-if-it-removes-stairs-down is such a neat solution - it solves the ironman problem without that side effect on diving. Ironmen would need to be careful to avoid disarming the trapdoor though ('W' in standard keyset to walk into it).Comment
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"Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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This reminds me: I can't remember the last time I entered a level and discovered it had been destructed already. I always liked that bit of flavor. Anyone know why it was removed?
As for the "don't let destruction trap you" issue, I'd suggest simply having a new dungeon feature, "gaping hole", that acts like a trapdoor when walked on, but is always visible and can't be disarmed, unlike traps. Then just generate one or two of those whenever Destruction is used, modulo the usual "can't skip quest monsters" stuff.
I like the idea; I think a nice touch would be to confirm that you actually want to jump into the hole.If beauty is in the eye of the beholder, then why are beholders so freaking ugly?Comment
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I think current level generation guarantees that I get the first move (including melee, unlike in old versions), but if those groups were something like gravity hounds and time hounds only solution would be to immediately bail out (*destruction* or mass banish if available). Teleporting deep in dungeon can be death sentence, and I would like to avoid that if I can.Comment
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I have had a couple of situations now where a fight's gone bad, so I've teleported level, and then had to teleport level again on my next one or two turns because I entered the new level in a bad position.
NPP apparently goes out of its way to bring the player in in a secluded area with no monsters around (generally around a corner in a corridor). Might be worth borrowing that.Comment
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If we want to be a bit silly, the holes could still be created on quest levels, but if you try to jump into one, a magical trampoline could bounce you back up to the current level, with a slight chance of minor damage from hitting your head on the ceiling.
I like the idea; I think a nice touch would be to confirm that you actually want to jump into the hole.Comment
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www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.Comment
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