Re: detecting traps.
Intuition suggests trap detection should be logarithmic with time and distance.
The cheapest way to do this is to do a trap check every turn, but reduce efficiency by 1/distance.
If you're within 1 or two squares of an awake monster, add 10 to the denominator: fleeing/fighting players should have a significant degradation for detection.
If you want to add a 'search' action, make it sneaky. Reduce movement by 2x, and add an extra trap check per move. At the same time, increase stealth by 6 (i.e 2x, when you factor in the slower movement). At the same time, make all 'wandering monsters' (i.e., spawned after dungeon creation( awake. This adds significant risk to just leaving search permanently enabled-- especially with the new pathfinding code.
Intuition suggests trap detection should be logarithmic with time and distance.
The cheapest way to do this is to do a trap check every turn, but reduce efficiency by 1/distance.
If you're within 1 or two squares of an awake monster, add 10 to the denominator: fleeing/fighting players should have a significant degradation for detection.
If you want to add a 'search' action, make it sneaky. Reduce movement by 2x, and add an extra trap check per move. At the same time, increase stealth by 6 (i.e 2x, when you factor in the slower movement). At the same time, make all 'wandering monsters' (i.e., spawned after dungeon creation( awake. This adds significant risk to just leaving search permanently enabled-- especially with the new pathfinding code.
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