Trap/door feature branch

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  • Bogatyr
    Knight
    • Feb 2014
    • 525

    General observation: the trap/door changes really slow down movement through the dungeon. These changes elevate facing and avoiding traps to be a major, frequent part of the game. While the new traps are interesting, I'm not sure "trap-band" is such a great game. I'd make them much less frequent, or put them in much less important places than corridor intersections.

    I haven't experimented enough to know, but I'd hope that something that is so intrusive on the player experience would have an equal effect on monsters. What's the point of having a "disable"-only spell if once the trap re-enables, it doesn't impede monster progress by at least a few turns? If vaults are going to remain absolutely stuffed to the gills with traps, I'd think that monsters within the vaults would be practically immobilized...

    Comment

    • Nick
      Vanilla maintainer
      • Apr 2007
      • 9638

      Originally posted by Bogatyr
      General observation: the trap/door changes really slow down movement through the dungeon. These changes elevate facing and avoiding traps to be a major, frequent part of the game. While the new traps are interesting, I'm not sure "trap-band" is such a great game. I'd make them much less frequent, or put them in much less important places than corridor intersections.

      I haven't experimented enough to know, but I'd hope that something that is so intrusive on the player experience would have an equal effect on monsters. What's the point of having a "disable"-only spell if once the trap re-enables, it doesn't impede monster progress by at least a few turns? If vaults are going to remain absolutely stuffed to the gills with traps, I'd think that monsters within the vaults would be practically immobilized...
      Thanks for the feedback. I agree that too many traps is a bad idea.

      Maybe the plan with vaults should be to remove fixed trap positions, and have (fewer) traps appear at random locations? As for corridor intersections, I think there can certainly be fewer there too.

      Variants have (player-settable) monster traps. I'm thinking maybe it would be good to have some traps affect the player, some affect monsters (or some types of monster) and some affect both player and monsters.
      One for the Dark Lord on his dark throne
      In the Land of Mordor where the Shadows lie.

      Comment

      • Bogatyr
        Knight
        • Feb 2014
        • 525

        I'm still getting a feel for it.

        Having a trap that affects both player and monster creates interesting tactical opportunities for the (temporary) disable traps magic.

        Maybe less trap spam in vaults, but maybe the traps are more severe and more targeted, and maybe unavoidable (no disable/disarm possible, except perhaps rogues have a chance), like just surrounding the central key object/squares or the key pathway square between vault rooms

        Have some trap-filled vaults perhaps.

        One thing about frequent intersection traps is that is makes the digging attribute much more important, as well as 100% disarming ability of rogues.

        Maybe a "trap of wonder" for protecting extremely valuable objects, but where one of the side effects is teleport level.

        edit: maybe a delayed reaction trap disarmer for those most difficult traps: like a spray-on glue that takes time to set, that over time decreases the percentage chance that a trap will trigger, eventually gumming it up completely.

        Comment

        • Nikodemos
          Rookie
          • Jan 2009
          • 7

          No Experience

          I don't know if this part of the plan for the new trap system or a bug, but my Gnome Rogue is not getting any experience for disarming traps. I am playing the latest overnight (04 Sep 2016 at 20:47 UTC, revision 2cd83cd).

          Thanks
          Rick

          Comment

          • PowerWyrm
            Prophet
            • Apr 2008
            • 2986

            Originally posted by Nikodemos
            I don't know if this part of the plan for the new trap system or a bug, but my Gnome Rogue is not getting any experience for disarming traps. I am playing the latest overnight (04 Sep 2016 at 20:47 UTC, revision 2cd83cd).

            Thanks
            Rick
            Experience gain for disarming has been changed from a flat 5xp to (cave->depth / 5), so you won't gain xp until you disarm traps below 250ft.
            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

            • Bogatyr
              Knight
              • Feb 2014
              • 525

              Originally posted by PowerWyrm
              Experience gain for disarming has been changed from a flat 5xp to (cave->depth / 5), so you won't gain xp until you disarm traps below 250ft.
              This has a rather significant detrimental effect on (at least some of us)'s start of game quick level gain strategies. Maybe give early game disarming xp gains back to rogues?

              One thing about the new trap system is that it really gives rogues a significant benefit for early 100% disarming, which is very nice.

              Comment

              • Nick
                Vanilla maintainer
                • Apr 2007
                • 9638

                Originally posted by PowerWyrm
                Rubble effect uses the wrong template (EFINFO_QUAKE requires 1 variable parameter, but the description has none).
                Originally posted by PowerWyrm
                Arriving on a level via recall or stairs doesn't detect adjacent traps or secret doors: you have to press '5' to reveal them.
                Both fixed in development now. I am going through clearing up bugs posted in the last couple of months; please let me know if I haven't fixed your favourite.
                One for the Dark Lord on his dark throne
                In the Land of Mordor where the Shadows lie.

                Comment

                • Nick
                  Vanilla maintainer
                  • Apr 2007
                  • 9638

                  Originally posted by Pete Mack
                  As an aside, here is a clean way to bind the event handler functions to the values in the edit files.

                  C, function, dynamic, call, calling, convention, VM, abstraction, closure


                  effects.c is the last remaining giant case block. (And in a somewhat more modern language, it would by a dynamic call by name. That's what lua used to be for.)
                  So, Pete, I assume you are saying that we can replace a lot of our C preprocessor shenanigans with this dyncall stuff. Can you explain how that would work? I've had a quick look at the documentation and it seems largely to do with calling C functions from other languages.
                  One for the Dark Lord on his dark throne
                  In the Land of Mordor where the Shadows lie.

                  Comment

                  • Pete Mack
                    Prophet
                    • Apr 2007
                    • 6883

                    It allows call by name, so for an effect in a spell table, you can just map the associated function directly without creating a jump table by hand (or by include file, which is another approach.) It also lets you assemble a call stack by hand, so you can include the correct arguments in a .txt file . It's not that important a feature in any case, just a slightly cool trick.

                    Comment

                    • Ingwe Ingweron
                      Veteran
                      • Jan 2009
                      • 2129

                      Okay, here's a really strange bug, or maybe it is a new feature? Play testing the latest nightly and using connected stairs to scum for situations that might produce the pass through walls monsters dropping treasure inside walls. Suddenly, deep in the dungeon, connected stairs are no longer generated. I'm into competition mode with disconnected stairs. Since it's a birth option, how did this bit get flipped?

                      By the way, the kill Sauron, but don't get stairs bug is, I think, related to the treasure drops inside walls bug. A stack of treasure is also sometimes dropping ontop of the newly created stairs. Since player sees the stack and not the stairs on the map, it looks like stairs were not generated.
                      “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 Dead

                      Comment

                      • Ingwe Ingweron
                        Veteran
                        • Jan 2009
                        • 2129

                        Nick, here is a savefile for the "Kill Boss, But Don't See Stairs" bug. Basher.zip

                        Basher, the very lucky Half Troll Warrior, wielding both The One Ring and Ringil, has just killed Morgoth. Look around, you see no stairs. Immediately to @'s left is a ring. Pick it up and there are the stairs. As suspected, somehow items are being created on top of the newly created stairs. I also suspect something similar to this bug is why some pass-wall monster drops are occurring inside walls.

                        This is in the Nightlies version Oct 15 revision 76734a1
                        “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 Dead

                        Comment

                        • Nick
                          Vanilla maintainer
                          • Apr 2007
                          • 9638

                          Originally posted by Ingwe Ingweron
                          Nick, here is a savefile for the "Kill Boss, But Don't See Stairs" bug.
                          Thanks, I'll see what I can make of that.
                          One for the Dark Lord on his dark throne
                          In the Land of Mordor where the Shadows lie.

                          Comment

                          • Bogatyr
                            Knight
                            • Feb 2014
                            • 525

                            The "unbarring of the ways" priest prayer does not protect against traps from chests. That's either a bug in the code or a bug in the UI describing the effects of the spell. "Safe from traps" is easily understood (as I did) to include traps in chests. It's an asymmetry that doesn't make sense. I'm running this nightly:

                            angband-win-4.0.3-384-gb14d9ec

                            Comment

                            • fizzix
                              Prophet
                              • Aug 2009
                              • 3025

                              Here are my thoughts on the new traps now that I've had some time to play around with it.


                              I find the new traps refreshing, but I have a fairly big problem with them. They are way too common, and way too easy to disarm. I'm thinking traps on the order of 1 or 2 per level, with a few more scattered around in vaults would be far better than current. I do like that traps are more intelligently arranged, and they serve as obstacles rather than "gotcha, forgot to detect traps, haha!" But I find that they wind up being an annoyance in their current incarnation.

                              For trap disarming, it might be useful to provide some indication of how difficult the trap is to disarm. Instead of quoting a disarm chance in the character file, maybe quote a disarm strength. Then you can display a trap strength. If traps are significantly rarer, you can make each trap interaction longer. So you have a few turns to disarm a trap, the first would be to get an estimation of how difficult it would be to disarm a trap. Then looking at the trap would give you the chance of disarming it, activating it if you attempt to disarm, moving past it, and activating it if you attemp to move past. Then you can be given the choice of attempting to disarm the trap or trying to move past it.


                              It also bothers me that detecting traps is still very easy to do, but the detection boundary has been removed. If detect traps exist, so should the boundary.

                              Comment

                              • Pete Mack
                                Prophet
                                • Apr 2007
                                • 6883

                                You might consider the way Sil does traps. The traps are not generally deadly, except for web and roost occasionally--no really nasty summoning traps. And there is no detection, but a pretty good chance of detection (>50% with a little Perception ability) when moving adjacent.

                                Comment

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