I don't get this, Derakon. What "well-documented search command" are you talking about? And where is the "tedium" if I choose to put on a ring of searching for a better look, because I just spotted a trap 2 tiles away, and noticed earlier that these traps tend to come in pairs or triples?
I think that Nick came up with a very elegant solution to accomodate such perfectly natural behavior while preserving the moratorium on active search. Which, btw, avoids the tedium of having to get out of LoS of the suspect tile (or quaffing !blindness followed by !clw).
And whence this indignation about other players "abusing" quirks?
Nearly all players make use of game quirks now and then. Such as "selling" potentially harmful consumables for 0 gold, wasting a quylthulg from "around the corner" (using the quirk that Q can only teleport or summon with you in LoS), and reading unknown scrolls on a stairway (using the quirk that monsters cannot follow you onto the stairs).
Would you like to forbid all of these?
Bugs and issues in 4.1.0
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Btw, it 's not always an exploit: I find it conceivable that summoning runes would cause a magic scroll to float/roll to the side if you drop it there. By way of electro-magic repulsion.
A scroll on a mechanical trap is another matter, of course. But if I drop (ie, throw) a heavy chest on a hidden trap door, the most realistic outcome would be that the trap is triggered. And possibly destroyed, leaving a chasm. Which is not an existing terrain feature in vanilla, but I do plan to incorporate them in my own variant. Chasms spanning multiple levels will be the common (viz., only) pathways for speed divers. Who will all wear feather-fall gear. A matter of natural selection.
Traps nearly always appear now where doors would have been before. If you're in a t-junction it's quite likely that's a trap. If anything trap placement has become vastly more predictable since the trap changes came in.
But when you enter a room, and see two heaps of gold with 1 tile inbetween (see below), THAT should make you think twice, before you doggedly walk over there to pick 'm up.
Code:########+######### #.........$......# ##.................+ ..p.........$......# ##...../.......?...# #####@############
Honestly doing away with searching has been a huge relief to me. When I went from playing 4.0.5 to playing with the new traps I hardly noticed the difference, but when I tried playing another game of 4.0.5 it was awful.
Traps actually seem to matter more now, previously one would search then disarm, I actually find myself looking for alternate routes now or considering whether that is the corridor I want to spend my time exploring in the infinite dungeon.
Perhaps there is a time in your characters life where they can't properly deal with a trap because they don't have the class skills or devices to deal with it. I'd argue that's a good thing.
But of course, rogues do get that spell of trap disabling. And other classes can use digging or stone2mud to circumvent unrecognized traps. So there is (literally) ample room for avoidance. Not really a serious problem.
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Melee is for warriors.
We paladins prefer mêlée.Leave a comment:
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New build is up on the nightlies page with the following changes:- Wielding (or taking off) gear leads to a check for if any new traps are detectable
Well actually IMO we should just remove traps because I don't think they're fun, but that's a whole 'nother conversation that we've had a few dozen times.Leave a comment:
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speaking of Teleport Self;
TS works by sending you X distance away from your current location, where X is based on your CL.
Now, as i understand it, this means that the higher X, the better. However, when you are CL50, the spell tends to cycle you through a set number of teleport results.
I assume this is because the X value exceeds [a parameter i'm not sure of] and therefore only so many spots in the map qualify. However, when you are lower level, you actually teleport a smaller X away, thus making the spell BETTER when your CL is lower.Leave a comment:
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Speaking of bailing out, I just bailed out of quaffing an unidentified potion at the "Direction?" prompt and didn't learn its identification. I think either I should learn that it's !Dragon's Breath (what other potion requires a direction?) or I shouldn't be allowed to bail out.Leave a comment:
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Hi Gwarl,
I presume that with "trap-associated tedium" you mean the trap detection on the green band. I do acknowledge that a system like the one you proposed gets rid of such tedium without sacrificing traps. I just don't believe in the necessity to give up search. And I understood that you and other posters on the forum did. Based on what experience? Your search for hidden doors? For at least since vanilla 3.0, I don't believe I ever searched for traps (other than on chests). Very now and then in the early game perhaps. But in my recollection, that was hardly gamewrecking.
Because of my dislike of the green-band routine, I have been pondering about detectionless perception+searching for traps for my own (future) variant. And I think that what I have in mind (basically probabilistic short-range perception depending on distance plus search that is simply boosted perception) has a good chance of being workable, IF the location of traps can be made so that players gradually learn where to expect them. Which is yet to be seen of course; the proof is in the pudding. But that is what I had in mind.
And then I come across the new trap spotting system in V 4.1.0, from which search is completely removed. Without much explanation. At least not in the changes.txt file. And up to this point, all I have seen in the forum discussion are arguments that lay down a conviction that search is bad. Without proof or reference to concrete experiences. Moreover, without any hint that a system based on perception+search has ever been tried out. And the phrasing of the "problem with search" refers to classic gametheoretic optimaility. Which, in my conviction (and that of many others) only applies to very constrained games, which angband is clearly not.
Heck, even deterministic perception as it is now employed in vanilla would be significantly better with search than without , if you define search as slightly boosted perception (which seems realistic). Because that brings player savviness back into the equation. In such a system, searching twice is still pointless, but searching once, at the right spot, may pay off. That does mean that it should also cost something., so let it slow you down for 1+d2 turns.
Honestly doing away with searching has been a huge relief to me. When I went from playing 4.0.5 to playing with the new traps I hardly noticed the difference, but when I tried playing another game of 4.0.5 it was awful.
Traps actually seem to matter more now, previously one would search then disarm, I actually find myself looking for alternate routes now or considering whether that is the corridor I want to spend my time exploring in the infinite dungeon.
I will also note that rods and wands of disable trap exist and can presumably be used on undetected traps if the plyaer notices themselves in a corridor junction without doors.
Perhaps there is a time in your characters life where they can't properly deal with a trap because they don't have the class skills or devices to deal with it. I'd argue that's a good thing.Leave a comment:
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OK, that figures. Used to be that the teleport code randomised distances in a fairly hidden way - now we have a chance to do it explicitly. How about- ?Phase - 5+d5
- ?Teleport - 50+d50
- _Teleport - 50+d50
- Spell Phase - 5+d5
- Spell Teleport - 2*level + d(level)
- Spell Portal - level + d(level)
- teleport: 10 + 2 * level + d(2 * level)
- portal: 5 + 3 * level / 2 + d(3 * level / 2)Leave a comment:
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randomization of object kind flags after editing object.txt
After editing gamedata/object.txt, I loaded a savefile of a char in town. He immediately dropped some inventory (suddenly) labeled with "ignore", and it turned out that several flavors of known items were now unknown, and lots of flavors of never seen items were known. In other words, it looked like the ignore and aware flags in object_kind info were randomly redefined.
I vaguely recall that I experienced sudden changes in aware flag settings before, while testing some things with another character in debug mode. I did not pay much attention to it, since it had already been reported that there was a bug in the debug menu (ah, that sounds poetic).
But now it occurred during normal gameplay.
In the game modding section of the online help, there's a warning that you may destroy savefile compatibility if you add or delete objects to/from object.txt. But I did not do that.
[Edit: Oops. It seems that I did add an object after all. But now that I moved that new (food) object next to some junky mushroom, and commented the latter out, things are back to normal again (and the new item has the ignore setting that the deleted item had.)]
Question 1: It seems that I can avoid trouble like the above "flag randomization" by ensuring that the "index" of the (other) objects in the file is preserved. So all is well as long as I do not change the number of objects, or the order in which they occur. But for the rest I can change anything, even the object name and type. (provided that i make sure that the old name does not occur in another gamedata file). Is that correct?
Question 2: Am I still safe if I add a new object at the end of the file?Leave a comment:
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New build is up on the nightlies page with the following changes:- (...)
- Wielding (or taking off) gear leads to a check for if any new traps are detectable
(...)
Well, here's another bug then (in the next post)Leave a comment:
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But that would definitely be an improvement, to let a change in search skill trigger a re-scan.Leave a comment:
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New build is up on the nightlies page with the following changes:- Correct damage now shows in monster spell descriptions (notably cause mortal wounds)
- Quiver header shows numbers for slots instead of letters
- Bailing out of stepping into lava no longer means you learn the RFire rune
- Wielding (or taking off) gear leads to a check for if any new traps are detectable
- All traps have a 1/3 chance to be destroyed on activating
There was also some removal of unnecessary code.Leave a comment:
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I actually tried this; I unsquelched search jewelry, found an amulet of searching +3, inscribed it and my current amulet with @w1, mapped s -> w1 and carried the amulet along in my inventory. Eventually opportunity arose when Harrowen created traps. After I killed him, I swapped amulets a couple times in the room with the new traps, but alas, no new traps became visible.
Bit of a waste of time, but in principle it works.Leave a comment:
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I actually tried this; I unsquelched search jewelry, found an amulet of searching +3, inscribed it and my current amulet with @w1, mapped s -> w1 and carried the amulet along in my inventory. Eventually opportunity arose when Harrowen created traps. After I killed him, I swapped amulets a couple times in the room with the new traps, but alas, no new traps became visible.
Bit of a waste of time, but in principle it works.Leave a comment:
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Your point about putting on +search gear is an amusing one, but I think the correct way to deal with it in the current setting is for the player's field of view to be re-scanned when they change their equipment.
You're right that removing active search was seen as one of the benefits of the new trap system. I don't think whether to search or not is a very interesting decision; I certainly don't think whether to search the sixth time or stop at five is an interesting decision. So now the finding of the traps is automatic, and the interesting interaction is what you do once you've found them. Although, of course, you can mimic active searching if you want by repeatedly putting on and taking off your ring of searching...Leave a comment:
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