Trap/door feature branch
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- Perhaps add a 'Potion of Perception' which increases your search skill (would probably need the effect to last for a decent length of time) - These would be useful to pop just before entering a vault where stepping on a trap door is going to be really heart sinking.
- Give mages and priests spells to increase searching/perception - something like 'Focused Observation' and 'Divine Perception'
- I'm thinking that non-magic users could have a 'Searching' ability that significantly increases their search skill, but might, for example, give them a -5 speed penalty. So if your in a vault, you can work you way through it carefully, at the expense of being ambushed
- Maybe have the speed penalty vary based on class - Rogues have extremely low penalty, Warriors at the high end - Maybe give the ability to Mages and Priests, but make the penalty significantly more
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- Keep Door/Stair location, but scrap trap detection and anything that 'detects' hidden things like traps, secret doors, and invisible monsters. My basic thought is, if you can't see it with your eyes, you shouldn't be able to detect it with your mind. ESP of course is an exception as it 'sees' intelligence.
- Make potions of See Invisible _slightly_ more common to compensate for the loss of scrolls and staves
- Perhaps add a 'Potion of Perception' which increases your search skill (would probably need the effect to last for a decent length of time) - These would be useful to pop just before entering a vault where stepping on a trap door is going to be really heart sinking.
- Give mages and priests spells to increase searching/perception - something like 'Focused Observation' and 'Divine Perception'
- I'm thinking that non-magic users could have a 'Searching' ability that significantly increases their search skill, but might, for example, give them a -5 speed penalty. So if your in a vault, you can work you way through it carefully, at the expense of being ambushed
- Maybe have the speed penalty vary based on class - Rogues have extremely low penalty, Warriors at the high end - Maybe give the ability to Mages and Priests, but make the penalty significantly more
Leave a comment:
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And don't worry, in 4.2 all the classes will get screwed
I'm playing a Human Warrior, and rods of Trap Location and rods of Door/Stair Location seems pretty much pointless. The Door/Stair Location in particular - it only detects non-hidden doors which is kind of pointless. Object, Treasure, and Monster detection are way more useful.
To be honest, I wouldn't care if magical detection of traps and doors was scraped completely and a new rod of Monster Detection created with low dungeon level, high fail rate, long recharge time. Make it so it doesn't detect invisible creatures and remove scrolls and staves of Detect Invisible. So basically, magical detection through scrolls, spells, staves, rods, etc. never exposes hidden things. Things that change @'s innate abilities (potions and equipment of see invisible, rings of searching, etc.) are what allow @ to find/see hidden things.
Originally I took out all the Trap and Door/Stair Location objects, but the lack of stair detection hurt the diving playstyle a bit, and Stair Detection might be a bit pathetic as a standalone spell/object. But maybe not.
Probably a bit of a rethink of detection is in order, but maybe it is better done in 4.2 when classes are up for grabs.
I'd really appreciate some more opinions and discussion on this.Leave a comment:
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To be honest, I wouldn't care if magical detection of traps and doors was scraped completely and a new rod of Monster Detection created with low dungeon level, high fail rate, long recharge time. Make it so it doesn't detect invisible creatures and remove scrolls and staves of Detect Invisible. So basically, magical detection through scrolls, spells, staves, rods, etc. never exposes hidden things. Things that change @'s innate abilities (potions and equipment of see invisible, rings of searching, etc.) are what allow @ to find/see hidden things.Leave a comment:
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OK, latest master from the nightlies page (when it appears) will incorporate the new traps branch, including the fix to Nomad's crash bug.
I think trap detection still needs some work - probably only have it as part of Detection and Clairvoyance.Leave a comment:
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Repeatable crash whenever I take one step to the right in this save file. (If you use the debug commands to light up the room, you can see there's a chest there - stepping next to it while the room is dark and you only have radius 1 light triggers the crash, but if you use debug commands to either illuminate the room or give yourself a lantern, you can see and approach the chest without a crash.)Leave a comment:
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Repeatable crash whenever I take one step to the right in this save file. (If you use the debug commands to light up the room, you can see there's a chest there - stepping next to it while the room is dark and you only have radius 1 light triggers the crash, but if you use debug commands to either illuminate the room or give yourself a lantern, you can see and approach the chest without a crash.)Attached FilesLeave a comment:
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I'm playing on this build (Windows) and I'm getting errors while throwing stuff from the ground (Assertion failed - obj-pile.c line 134). In the supplied savefile, my char is standing on a stack of iron shots. You can reproduce the crash by repeatedly throwing these iron shots in a general direction.
There are new builds for Windows and OS X up with this latest fix and a new trap.Leave a comment:
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