3.4, 64x64 tiles and MAX_SIGHT/MAX_RANGE

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Mikko Lehtinen
    Veteran
    • Sep 2010
    • 1246

    #16
    All sorts of fun things are possible with range.

    For example, in Fay I made monster range 2d6+4, rolled every turn. That means monsters are more likely to breath when they are close. It makes intuitive sense to me that spellcasters are less dangerous at extreme range.

    Spell and device range depends on your CHR (it's more than good looks, it's also your "aura"). There are also magic items and other effects that increase your range with both weapons and spells.

    Just wild examples. I'm not advocating these for V.

    Comment

    • thapper
      Adept
      • Aug 2008
      • 168

      #17
      I've been playing *bands on smallish laptops using 32x32 tiles and in my experience it still works with MAX_SIGHT & MAX_RANGE values greater than what I can see on screen if I use a subwindow with a list of visible monsters. Then I just have to be careful and note when that list changes and 'L' where the monster is. It is not optimal but it works.

      What would be helpful is a subwindow with a mini map like *bandTK has. It has ~5x5 font size and just indicates where there are walls and if there are monsters/items (red dots for monster, green for items or something). Again, it makes me aware that something is there and it is up to me to 'L'ook what it is.

      Playing on a handheld is probably something completely different though.

      Comment

      • Nick
        Vanilla maintainer
        • Apr 2007
        • 9647

        #18
        Originally posted by Magnate
        How's that working out for unavoidable instakills? When I made MAX_RANGE equal to MAX_SIGHT in 3.2 Timo had a fit, but it doesn't seem to have killed anyone yet.
        This is very interesting. In FA, O and NPP, MAX_SIGHT = MAX_RANGE. In V (since at least 3.0.6), Fay and Z+, MAX_SIGHT > MAX_RANGE.

        I haven't noticed instakills from the edge of sight being an issue for the equal variants, but then my characters die more than Timo's anyway...
        One for the Dark Lord on his dark throne
        In the Land of Mordor where the Shadows lie.

        Comment

        • buzzkill
          Prophet
          • May 2008
          • 2939

          #19
          Originally posted by Nick
          This is very interesting. In FA, O and NPP, MAX_SIGHT = MAX_RANGE. In V (since at least 3.0.6), Fay and Z+, MAX_SIGHT > MAX_RANGE.

          I haven't noticed instakills from the edge of sight being an issue for the equal variants, but then my characters die more than Timo's anyway...
          It seems like a fringe case, which is probably why there haven't been many (any) reports. Generally it's in a player best interest to limit LoS to himself in the first place. Secondly, the dungeon don't often offer opportunities in which a long LoS is available, mostly special rooms and vaults. Last, long straight corridors are scary to begin with. I can't tell you the number of times a carved an alcove in a long long hallway 'just in case'.

          In my long (not entirely successful) career of playing Angband variants with 32x32 tiles on a laptop, I don't know that I've ever died from an unknown foo from off screen. I'm generally able to be aware of things that are off screen even though they are harder and sometimes a PITA to keep track of in certain situations.

          Other stuff. A single key option to zoom in/zoom out (in 10% or 25% increments) of current size tiles would be nice, and/or a message when a previously unknown monster 'appears to the north'. Or, something I've suggested many time before, use a sound scheme to convey information rather than provide ambiance.
          www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
          My banding life on Buzzkill's ladder.

          Comment

          Working...
          😀
          😂
          🥰
          😘
          🤢
          😎
          😞
          😡
          👍
          👎