Stasis (teleport resistance)
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Maybe another, simpler solution to this would be to make Teleport Other only available as a wand? If you don't have the guaranteed infinite charges of the spell/rod versions, then the decision over whether to use up your precious charges becomes much more tactical, plus you're vulnerable to charge-drainers or wands being destroyed by recharging/lightning.
It is sometimes interesting to have to kill a monster you'd rather just not deal with, but it's really boring to constantly have to kill nuisance monsters.
There might be some monsters that benefit from a different game mechanic than others.
Someone asked what monsters would be good and the first one that comes to mind for me is the silent watcher. Perhaps golems overall make good example monsters. Then they could also serve as vault guardians, which is another aspect that we're missing with current gameplay.
I guess this is probably one of those things that I should just code up and try out. If only I could find time to play...Comment
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Is that based on Z/Heng? Another cool (but frightening) feature I liked from that was that some monsters have a chance to follow a teleporting player, making it end up a few squares away from the area you just teleported to. Now, that can get scary!Mostly retired Angband player. I just don't have the time .Comment
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Therefore, the only thing that should do that is The One Ring.Comment
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“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
― Tom Stoppard, Rosencrantz and Guildenstern are DeadComment
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Mostly time hounds and gravity hounds I would say
On a more serious note, I think the trouble comes from different frequencies of uses of TO. If you use TO on monsters that can easily kill you it becomes an interesting mechanic and for example means players will try to tackle vaults they would just ignore without TO. But if you have infinite TO available, people will tend to TO any monster that is even mildly annoying, especially while in a vault.
I think the proposal of TO only from wands with finite charges is a good solution here. This also has the consequence that nobody gets a 0% fail TO, meaning that for high level priests and mages using TO is inherently more risky than spells they might cast because it can fail.Comment
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In my variant, I've implemented the Space-Time Anchor effect from ToME. It makes you resist time and gravity, but prevents any form of teleportation. Perhaps makes you immortal, but could be fatal in dire situations.PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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Do you have any intention to have a non-real time, single player version of your variant? My biggest problem with variants is that they don't have the luxuries of modern V, but yours will be up to date with those soon.Comment
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Having a non-realtime version would mean to find a way to disable the realtime scheduler without having to re-code anything else. Otherwise, if you are having problems with realtime being too much a question of reflexes, you can simply play in realtime mode with a lower FPS. The default FPS is 75, which means a non-hasted character moves every half second in the Town. A FPS of 37 would drop that to a move every second.PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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