Future of Angband development

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  • Malak Darkhunter
    replied
    Quickband seems to me to have a good trap system, after playing the latest competition I found traps that shoot bolts at you, somethings that explode on you making death by traps very possible.

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  • buzzkill
    replied
    Originally posted by will_asher
    IMHO, I don't think there's much point in having monsters affected by traps if there's no way for the PC to set traps. (Except maybe for that scenario of a frightened monster running onto a teleport trap, but I don't like the idea of monsters using summoning traps. There's already too much summoning in the game, I don't want to give monsters with no summoning spells a way to summon.)
    Brogue uses traps well. The traps are probably as dangerous as the monsters. There's a lot of traps and they are effective since detection is scarce. Monsters can trigger traps which are more often than not (maybe always) area of effect, clouds, explosions, etc. so even it's it a monster that trips it, the player it likely to be affected by it. It quite exciting to have your pet ogre set off a paralysis gas trap that engulfs you and a few enemies and then waiting to see who regains mobility first.

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  • Mikko Lehtinen
    replied
    Originally posted by Nick
    A simple answer would be that any trap created in the player's LOS is visible.
    Yep, that's what I'm doing in Fay 1.2, too: traps created by Create Traps are visible.

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  • will_asher
    replied
    Originally posted by Derakon
    Making monsters be affected by traps was pretty easy about 12-15 years ago when I implemented it on a lark. You do need to remember to make them immune to vault traps though, to avoid excessive silliness. But that's also easy. The main thing is deciding how much damage the monster should take from the trap, since player and monster HP scales are so different. And of course, monsters don't have STR or DEX to drain via dart traps, nor are they bothered by summoning traps.
    When I was thinking about implementing this in DaJAngband, I was thinking the really tough thing about making monsters affected by traps is how to keep track of whether the trap was set by the PC, by monsters, or already there. Obviously, a monster shouldn't be affected by a trap that it created.
    IMHO, I don't think there's much point in having monsters affected by traps if there's no way for the PC to set traps. (Except maybe for that scenario of a frightened monster running onto a teleport trap, but I don't like the idea of monsters using summoning traps. There's already too much summoning in the game, I don't want to give monsters with no summoning spells a way to summon.)

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  • Nick
    replied
    Originally posted by Jungle_Boy
    In this hypothetical one chance to detect a trap world what happens when wormtongue casts create traps and your searching is poor enough that you cannot see them? You just have to walk on one and hope it isn't a nasty one?
    A simple answer would be that any trap created in the player's LOS is visible.

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  • Jungle_Boy
    replied
    In this hypothetical one chance to detect a trap world what happens when wormtongue casts create traps and your searching is poor enough that you cannot see them? You just have to walk on one and hope it isn't a nasty one?

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  • bio_hazard
    replied
    Originally posted by Derakon
    Making monsters be affected by traps was pretty easy about 12-15 years ago when I implemented it on a lark. You do need to remember to make them immune to vault traps though, to avoid excessive silliness. But that's also easy. The main thing is deciding how much damage the monster should take from the trap, since player and monster HP scales are so different. And of course, monsters don't have STR or DEX to drain via dart traps, nor are they bothered by summoning traps.
    I think having a weak monster run to and activate a known summoning trap would be a fantastic mechanic. I guess similarly, a monster running away and jumping on a teleport trap to get away would be cool too.

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  • Mikko Lehtinen
    replied
    Originally posted by d_m
    I have never thought the current secret doors work very well.

    A lot of people I've watched learn to play Angband (who aren't veterans) never learn that secret doors exist. Once you've played a lot (or been a dev) you get a feel for which dead-end tunnels or weird intersections probably have a secret door, and you just hang out there hammering "s" until you find it. But I have watched people "miss out" on half a level because they didn't manually search in the exact right spot.
    I've had more than one "bug reports" for Fay because people couldn't find any stairs on the level, and the stairs were hidden behind secret doors. This confirms this is a real issue. The only reason this doesn't happen in Vanilla is because stairs are so common.

    Repeated searching for secret doors (or other stuff) is kinda cool in variants with "special walls" and shelves, like Un. That's the only reason I'm planning to keep the mechanic in Fay. Inside rooms, secret doors will only exist in special walls or shelves. I use repeated searching in places where I want the player to eventually discover something, like secret doors. In truth, having to search repeatably is more for flavour than anything else.

    But I've also added "interesting squares" that work more like traps -- you only get one Perception roll to find something interesting. Perception skill should matter!

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  • LostTemplar
    replied
    Which variant is that, Lost Templar?
    Yggband, based on FA 1.16. Not finished yet, and very broken. github link

    Btw perception is still important, it is definitely not worth searching every turn, but if, e.g. some monster cast create traps, then it is worth searching, or in a vault maybe.

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  • Derakon
    replied
    Making monsters be affected by traps was pretty easy about 12-15 years ago when I implemented it on a lark. You do need to remember to make them immune to vault traps though, to avoid excessive silliness. But that's also easy. The main thing is deciding how much damage the monster should take from the trap, since player and monster HP scales are so different. And of course, monsters don't have STR or DEX to drain via dart traps, nor are they bothered by summoning traps.

    Leave a comment:


  • EpicMan
    replied
    Originally posted by LostTemplar
    I doubt you can anyway You greatly overrate traps.

    BTW in my variant there is meaningfull choice to play cowardly (search for traps, rest after fights) and die by starvation, or to play fast and die in combat.
    Which variant is that, Lost Templar?

    FWIW, I like the idea of one-shot, passive trap detection, and the variation for spotting secret doors.

    You could give elves and half elves high racial bonuses to perception/searching skill to give them something more than 'the weak race for casters' place they hold now. Elves might have other issues, but they nearly always spot / evade traps.

    You could even make them immune to traps, 'elves walk lightly on the earth' and all that. I don't know if that would make them a viable race choice but at least they would be different.

    What I would really like to see is monsters affected by traps, too. So some you would spot when a monster in LOS suddenly gets blasted by fire or falls through a hole in the floor.

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  • Mikko Lehtinen
    replied
    Originally posted by LostTemplar
    I doubt you can anyway You greatly overrate traps.
    People wouldn't search for 20 times, of course. But they would not be playing optimally then, and that bugs some people (like me).

    There's another benefit for only having one try: it makes Perception skill more important, and gives classes/races more variety.

    Originally posted by LostTemplar
    BTW in my variant there is meaningfull choice to play cowardly (search for traps, rest after fights) and die by starvation, or to play fast and die in combat.
    Having a tight food clock (and eliminating Satisfy Hunger) of course makes it a different situation! That would play a bit like the granddaddy Rogue.

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  • LostTemplar
    replied
    We don't want to force players to search 20 times after each step.
    I doubt you can anyway You greatly overrate traps.

    BTW in my variant there is meaningfull choice to play cowardly (search for traps, rest after fights) and die by starvation, or to play fast and die in combat.

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  • d_m
    replied
    Originally posted by Nick
    Note too that removing the search command would require a new way of handling secret doors - or else you could keep the search command, and just have it only apply to doors.
    I have never thought the current secret doors work very well.

    A lot of people I've watched learn to play Angband (who aren't veterans) never learn that secret doors exist. Once you've played a lot (or been a dev) you get a feel for which dead-end tunnels or weird intersections probably have a secret door, and you just hang out there hammering "s" until you find it. But I have watched people "miss out" on half a level because they didn't manually search in the exact right spot.

    I would handle secret door detection using the same LOS rules, with the caveat that when you're directly adjacent to a secret door you automatically detect it. This means secret doors will never "shut down" a player who walks by them, but are not revealed via e.g. magic mapping.

    There are other ways to handle it too. But I think that eliminating the need for a search command is important. It reduces the number of commands/concepts new players need to learn, it removes a repetitive mechanic, and makes discovering secret doors a bit more of a surprise.

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  • Mikko Lehtinen
    replied
    Originally posted by LostTemplar
    Btw what is so bad in search command, why not just remove magical detection, but still have search ?
    We don't want to force players to search 20 times after each step.

    Repeated searching is cool for secret doors, though.

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