Question about unlocking chests
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I've always thought it odd that you aren't allowed to tunnel through doors in any Angband game. You can tunnel through an undiscovered secret door (when it still looks like a wall), but as soon as you discover the door, you have to bash/lockpick/open it instead.Comment
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Sil changed that in the latest version, so that it's consistently absurd. Trying to tunnel through a secret door will only reveal it, not bash it open.Comment
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Just got stuck at 100' with a smith with 4(3 Grace +1 pt) perception. I counted & it took 94 turns to find the secret door & it's worse when you don't know exactly where it is. I'm sure that's harder then it needs to be. Yeah I could take more perception but smiths tend to be already tight for points.Comment
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Just got stuck at 100' with a smith with 4(3 Grace +1 pt) perception. I counted & it took 94 turns to find the secret door & it's worse when you don't know exactly where it is. I'm sure that's harder then it needs to be. Yeah I could take more perception but smiths tend to be already tight for points.
Feel free to use the workaround I described above, by starting with a lesser jewel and dropping it before doing these perception actions. I think it makes for a better playing experience, though it probably makes things slightly easier than they will be after the bug gets fixed.Last edited by BlueFish; April 22, 2014, 02:39.Comment
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Thanks for finding what does look like a bug. I've definitely been surprised in the past by some of the functions I've inherited from Vanilla treating the player's square as unlit and I wonder if there are more bugs related to this.
As for a work around, it seems from the description like this is only a problem if you are standing *on* the chest. You can also open and disarm them (and search for traps on them) from an adjacent square. Indeed this is how I always do it and imagine that most people do it. If I'm right that the bug is only when standing on them, then it has never affected my play and I have mainly balanced this area around my play (though other people's complaints will have had some impact).
So it seems to me that the work-around is to stand next to them, and that I will fix the bug and won't add in a compensating penalty.Comment
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When adding back difficulty after the fix, I hope you'll give some consideration to Scatha's point about the "stickiness of choices":
We have, I think, balanced somewhat for the actual behaviour (in the years the game was in beta -- I recall making the numbers a little easier at one point). There is some stickiness to choices, however, so it's quite possible that it's still bit harder than it would have been if we'd started with the other behaviour and balanced to fit that.Comment
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