chancy chasms?
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This can generally happen when stairs collaps, false floors cave in, etc. If you can make noise, you can sometimes convince a monster to show up to unlock a secret door (or to bore into your room), but other times you might just die.
The rubble thing in your case was really unfortunate
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So, recently had this really powerful early game character and figured I could use a chasm to skip 150'. Ended up in a room whose only exit was blocked by rubble. No digging implements. No staves of Freedom. Not enough xp to get the song. Game over.
..Is this a bug or a feature? Using chasms as ad-hoc downward shafts is one of few upsides of the current implementation, and being cut off from stairways is.. harsh? Makes using them even less of a good idea than it currently is.Leave a comment:
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I found leaping boots to be pretty rare.There are already boots of leaping
Not sure what this is doing that those don't, other than being more common. Pretty sure you can even forge the latter, although I have no idea what the cost / penalties are.
Edit: Oh, all quarterstaves get it, not just specific ego ones. That seems kinda not-Sil-ish, but it's cute
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There are already boots of leaping
Not sure what this is doing that those don't, other than being more common. Pretty sure you can even forge the latter, although I have no idea what the cost / penalties are.
Edit: Oh, all quarterstaves get it, not just specific ego ones. That seems kinda not-Sil-ish, but it's cute
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That's a pretty cool idea. Makes sense, and would give me a reason to actually hold on to a quarterstaff every once in a while, as I don't think I've ever found one worth using.fwiw: the solution to my chasms angst turned out to be to edit Leaping onto all quarterstaves as a free ability, which makes them basically mattocks for gaps. (The rationale is that you can use a staff for pole vaulting.)
It's fun to get to jump around, and since the quarterstaff does take up an inventory slot, it's not exactly for free. (In fact, there are probably some cases in which it's not worth the room.) For people who like that there are chasms but don't think Leaping is worth it, I strongly recommend the change!Leave a comment:
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fwiw: the solution to my chasms angst turned out to be to edit Leaping onto all quarterstaves as a free ability, which makes them basically mattocks for gaps. (The rationale is that you can use a staff for pole vaulting.)
It's fun to get to jump around, and since the quarterstaff does take up an inventory slot, it's not exactly for free. (In fact, there are probably some cases in which it's not worth the room.) For people who like that there are chasms but don't think Leaping is worth it, I strongly recommend the change!Leave a comment:
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I've been wanting to run a Kain Highwind (dragoon from Final Fantasy 4) gimmick build for precisely this reason.Leave a comment:
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I still think charge would be a good alternate prerequisite for leaping, but would rather leaping not have a prerequisite.
I played a Samurai Jack concept character many times earlier this month, and one of the requirements was that he take 'Leaping' at some point, along with a host of other restrictions/conducts, blah blah. After extensive hours with leaping and repeated deep depth explores... My personal conclusion was that leaping made the evasion tree more expensive, without any real benefit, other than the extremely occasional, ooh I'm not stuck moment.
HOWEVER, if you let leaping work like exchange places, in that I can leap anytime I want once I've moved in a direction... Leaping would be awesome. You know, press ctrl+l to prompt for leap. If you took this a step further -- if you leaped and had charge, and there was a monster directly in front of you, you got a charge attack?? -- Completely badass.Leave a comment:
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An ability that gives additional evasion due to stealth score sounds like a good ability overall and ties in nicely with the armor weight system (albeit high evasion characters are already viable as-is).
I'm personally cool with having chasms be unleapable and just change the dungeon generation algorithm so that they can't block off parts of the dungeon - having leaping depend on a random roll sounds cool but would inevitable lead to situations where the correct play would be dropping the inventory to risk jumping for an artifact or equally frustrating situations.Leave a comment:
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I'm leery of the suggestion that Leaping be made a prerequisite for another, more useful ability (though an optional prerequisite sounds reasonable, and it might dovetail nicely with Sprinting or even Exchange Places)––it runs contrary to the intuition that gameplay is on average more fun when you give things to the player than when you take them away.
Why not just make Leaping more useful? Rename it something like "light of foot" (increased evasion in light armor or some kind of synergy between stealth and evasion, plus leaping) or "acrobatics" (chance for a free move if an enemy misses you, plus leaping: alternate prerequisite for Riposte) or "leaping attack" (bonus to attack similar to charge, maybe depending on total armor weight––like a tackle––or use a key to move toward an enemy and attack in the same turn).Leave a comment:
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...and yet you apparently failed to include rocket jumping.Leave a comment:
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