I checked out your savefile and what was happening was that a Gwathraukar wasn't opening a door because unwary monsters (i.e. wandering monsters) don't open the doors to/within interesting rooms or vaults. If I remove this rule, some bad things happen, including having the monsters within the room disperse before the player gets there. You don't normally see this in action (unless you are stealthy and/or use Listen), but I agree that it isn't ideal. I might try to work out a better way of dealing with this in the future. For example, when I move to individual monster 'flows' I could at least have them pathfind around doors they don't want to open.
Sil 1.1.1
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I also often see fleeing monsters that don't know where to flee in obvious situations.
Not sure if this particular one has anything to do with the door, but this easterling was standing still there the whole time I was making a pincushion for arrows from him (he was 'fleeing' all the time, too!) see screenshot: https://www.dropbox.com/s/uobl1500wz...leeing-bug.pngComment
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In general it seems that monsters with the ranged AI (e.g. orc archers, easterling archers) try to maintain los contact even when fleeing in certain cases.Comment
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When we get tiles, we're also thinking of experimenting with smaller levels, which would further reduce the FoV requirements (helpful as the tiles are generally larger than ascii).Comment
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Do stat-sustain items only increase the difficulty of stat drain? Just got drained by a nether worm while wearing an Amulet of the Blessed Realm <+0>…Comment
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Does danger increase the odds of the dungeon generating more interesting rooms and vaults? I lugged danger with me on purpose with my Wiggins character from rather early in the game, and it seemed like every level had lots of good rooms. Was this a coincidence, or do the two go hand in hand?You are on something strangeComment
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Does danger increase the odds of the dungeon generating more interesting rooms and vaults? I lugged danger with me on purpose with my Wiggins character from rather early in the game, and it seemed like every level had lots of good rooms. Was this a coincidence, or do the two go hand in hand?Comment
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Ah, thanks! I was considering making treacherous path boots on purpose. I guess they may still be worth it for the higher xp monsters, but probably a silly idea.You are on something strangeComment
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Danger increases the depths of all generated monsters by one level (50 ft). This is the standard way to think of it. However, you can also think of it as meaning that you keep the challenge level fixed by playing at 50 ft shallower than you otherwise would have, making all treasures worse by 50 ft. Looked at this way I think Feanorian blades seem less like a good idea.Comment
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Would it be possibly to have the death message accessible via the savefile because I invariably on impulse don't save the chardump but press ESC after a stupid death?
Is there any chance to reconfigure my keyboard (i have no diagonals on my laptop and using the numbers instead is tedious and error-prone).Comment
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The way for non-numpad players to get diagonals is for them to go to the Options menu and turn on the "roguelike keys", described in the help screens when you press '?'. It'll seem at first like a counter-intuitive way to move around, but you'll soon get used to it and you'll love how you'll never have to move your hands off the keyboard.Comment
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The way for non-numpad players to get diagonals is for them to go to the Options menu and turn on the "roguelike keys", described in the help screens when you press '?'. It'll seem at first like a counter-intuitive way to move around, but you'll soon get used to it and you'll love how you'll never have to move your hands off the keyboard.
Keypad is significantly better than either for me. Also note that Sil has a very streamlined interface. You can almost do everything with one hand on the keypad and the other on Shift/Alt/Control modifier keys. The main exception is 'u' and maybe I should have an alternate key for that.Comment
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