Feature Request: running around still monsters

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  • Donald Jonker
    Knight
    • Jun 2008
    • 593

    Feature Request: running around still monsters

    When running towards a still monster, such as a jelly/mold/mushrooms or something that's asleep, the @ should stop one tile away instead of landing right next to it.

    And yes, I know you shouldn't run around jellies. But I'd like to.
    Bands, / Those funny little plans / That never work quite right.
    -Mercury Rev
  • Zikke
    Veteran
    • Jun 2008
    • 1069

    #2
    I set my run to stop when a monster becomes visible, then I manually run around it. Is this off for you?
    A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe
    A/FA W H- D c-- !f PV+++ s? d P++ M+
    C- S+ I- !So B ac++ GHB? SQ? !RQ V F:

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    • Donald Jonker
      Knight
      • Jun 2008
      • 593

      #3
      It's more of a problem in the early game up to 1000', when I'm playing excessively quickly, and there's a jelly/eye/whatever in a room, and I run past it towards a corridor, not realizing that I'm going to move directly adjacent to it along the way. Bam: stat drain/confusion/paralysis.

      This happens in corridors too: my run gets disturbed when I see the monster, but then I stupidly run to close the distance, thinking I'll shoot when I get closer.

      I suppose it's a personal problem. But maybe enough other people do it also to merit a change to the disturbance rules, especially since it isn't ever a good idea to melee these critters... and even when it's safe to do so, you don't need to *run* into them.
      Bands, / Those funny little plans / That never work quite right.
      -Mercury Rev

      Comment

      • PowerDiver
        Prophet
        • Mar 2008
        • 2820

        #4
        Originally posted by Zikke
        I set my run to stop when a monster becomes visible, then I manually run around it. Is this off for you?
        Not really. Sometimes you just don't notice, and start the run with the monster in sight.

        This got mentioned in a thread I started a year ago on new disturb options.



        where the glorious maintainer wrote

        > Any other ideas for new disturb options?

        Disturb before moving into a grid adjacent to a monster. (for molds,
        etc.) Though maybe that should just be hardcoded into the running code.

        Comment

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