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What is happening during exchange places, descriptively? As a player, all I know is that we swap places... but what am I suppose to imagine happening? It seems moving to the square behind the target, while leaving the target in place, would make more sense. Like, you slipped or nimbly got by it. What I imagine is more of a strength thing, like a grab and pull and shifting of feet, since not only are you moving to a desired spot, but you are also making a creature move to where you were. My 2 cents... I can't weigh in on math or code, I have -5 grace in those. -
Maybe give it two different mechanisms. For unaware enemies, stealth vs. perception + d10 to swap without getting hit or alerting (high success), alert but not get hit (normal success), alert and get hit (marginal success) or fail the stealth check, alert, and move to the second mechanism.
For alert enemies, or enemies on which you failed the stealth check, move to opposed evasion +d10 vs evasion +d10. If you succeed, swap but get hit, if you fail, waste the turn.
I think the main advantage of an opposed Evasion roll is that there wouldn't be any need to add bonuses or penalties for switching with an enemy who was unaware, or who you couldn't see, etc., as they'd come naturally as they are already applied to your evasion. It's still more complicated than just not letting you switch with enemies you can't see, so there's a question about whether the gain is worth it.Leave a comment:
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Maybe give it two different mechanisms. For unaware enemies, stealth vs. perception + d10 to swap without getting hit or alerting (high success), alert but not get hit (normal success), alert and get hit (marginal success) or fail the stealth check, alert, and move to the second mechanism.
For alert enemies, or enemies on which you failed the stealth check, move to opposed evasion +d10 vs evasion +d10. If you succeed, swap but get hit, if you fail, waste the turn.
This would make it viable for stealth dabblers, but significantly more powerful for specialists. Even heavy armored builds typically have enough evasion by the midgame to make this useful on most enemies, and cats and vamps and their ilk *should* be harder to get away from.Leave a comment:
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My thought is:
Stealth + 1d10 vs perception + 1d10 (or Stealth vs Perception + 1d10)
or
Stealth vs 1d20
Although I haven't put any thought into it beyond 'that seems like it would be about as difficult as it should be' and 'hmm, this makes exchange place useless for heavy armour wearers as opposed to light armour wearers, I wonder if that's a good side effect or not?'Last edited by Patashu; June 30, 2012, 13:49.Leave a comment:
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Alternatively, it could be changed from automatic success to a skill check (stealth and/or evasion based?) with penalties for any of the above conditions. Perhaps it could be scaled such that extreme stealth specialists almost always succeed, even when impaired, but dabblers would have a nontrivial chance of failure under the best conditions, and little to no chance of success under suboptimal ones.Leave a comment:
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Could you try standing next to them and pressing 'o' for open? I'm trying to work out if something is going wrong with opening them in general, or with the alter command.
EDIT: Wow, I got some really good equipment on that character. XD Trip report: Found a chest in the barrow wight vault. ctrl+dir struck at nothing, 'o' opened it in one shot. So probably the code in alter for chests needs to be changed to use the code in o for chests. http://angband.oook.cz/ladder-show.php?id=13166Leave a comment:
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Yes, I definitely think Exchange Places should be able to fail. It's especially silly that you can use it as blind/shadow monsters/invisible monsters radar, for example.
1) Status Quo
2) You are told that you can't use it if you try but: are confused, or there is no visible monster, or you are in a pit or web.
3) Something involving a stealth skill check (failure leaves you where you started but wastes your turn), but remove the free attack.
Any preferences?
Over 90% of the containers I encounter now I can't even attempt to unlock (strike but nothing is there instead). I think if I keep using the same player file I can never unlock the same 'kind' of container more than once.Leave a comment:
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Does anyone have some requests for what to try and implement? Right now my list is something like
-Looking into the container bug
-Prompt (aka hack) for stepping next to violet molds
-Making the y/n prompt for autopickup also accept , and g
-Message buffer colouringLeave a comment:
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Well, maybe you could try to get help on the Development forum or you'd just have to get a Unix-based operating system.Leave a comment:
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Scenario two: I have flanking and two or more monsters are surrounding me. if I run perpendicular to the direction they surround me on, most of them will move to keep surrounding me rather than attacking me. (It's kind of hard to explain, just try to flank everything in the dungeon while minimizing number of monsters next to you on each individual move and you'll see it happen)
I always think of XP as some sort of judo move. In keeping with that, I don't think it should work from a web, or a pit, or any time you cannot see and skillfully manipulate the enemy in question (ie: while blind, confused, or hallucinating). Alternatively, it could be changed from automatic success to a skill check (stealth and/or evasion based?) with penalties for any of the above conditions. Perhaps it could be scaled such that extreme stealth specialists almost always succeed, even when impaired, but dabblers would have a nontrivial chance of failure under the best conditions, and little to no chance of success under suboptimal ones.
I don't know what is going on here, but have added it to the unresolved bug list.
Not sure what you mean here.You're probably already aware of most of the abuse anyway
Well, Patashu, I guess half and Scatha wouldn't be averse to patches, so if you feel up to coding it, I think you'd get your features (which, while I would like them isn't quite the thing I can code) into the game. You'd have to check it with them, but I've rarely heard of maintainers who refused popular patches.Last edited by Patashu; June 30, 2012, 04:08.Leave a comment:
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Perhaps just check for the presence of a web or pit on your square, and disallow use if there is one? This might be a bit cruel if you are surrounded and trapped in a pit, but certainly seems fair for webs.
I'm not quite sure what to think about the use of exchange places to detect hidden monsters. Probably either the failed attempt should cost a turn, or it should just move to that space, or you shouldn't be able to exchange places with unseen monsters at all.Leave a comment:
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I'm not quite sure what to think about the use of exchange places to detect hidden monsters. Probably either the failed attempt should cost a turn, or it should just move to that space, or you shouldn't be able to exchange places with unseen monsters at all.Leave a comment:
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I've made a note of this and will try to fix it for 1.0.3. The problem is that Exchange Places currently doesn't use the standard movement routine, so there are a number of bugs like this.Leave a comment:
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-Dropping items of brilliance/slay foo/permanent light sources around you or under you to add to the light levelLeave a comment:
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Sil bug while doing the tutorial:
You hit the Orc soldier!!
Your Shortsword strikes truly.
You recognize it as a Shortsword of Orc Slaying (+0,1d7) [+1].
You hit the Orc soldier...
Your Dagger of Accompaniment strikes truly.
You recognize it as a Dagger of Accompaniment (+0,1d5).Leave a comment:
Leave a comment: