[Un] Unangband 0.6.2-gold released
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After killing the death knight at dunland, the staircase brought me to regular Isengard (as opposed to war-ready or emptied), and now I can't get to the siege of hornburg from emptied Isengard or Dunland.Leave a comment:
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I wasn't clear, perhaps. I meant that if you can see a monster that is "hiding" then maybe the monster thinks it's hiding, but you can still see it, for example telepathy. In this case, I think all your attacks should succeed as if the monster were totally visible (or not, skill lacking).
For example, if I have an amulet of telepathy, and a ghost is hiding in a wall next to me, I can see it but can't attack it by pressing the direction key. I should be able to do that.
Also if a monster hides in the floor in front of me, but I can still see it with telepathy, then same thing. As it is, you just displace it.
I think maybe you were talking about hidden monsters that you know are there, but can't actually see.
The same with a monster swimming in water. If it is hiding, it has dived deep in the water and the water protects it from your attacks.
You can't hit hidden monsters, but equally, they can't hit you.
As an aside - why do mine dogs not explode at me? Are they supposed to do that?Leave a comment:
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I wasn't clear, perhaps. I meant that if you can see a monster that is "hiding" then maybe the monster thinks it's hiding, but you can still see it, for example telepathy. In this case, I think all your attacks should succeed as if the monster were totally visible (or not, skill lacking).
For example, if I have an amulet of telepathy, and a ghost is hiding in a wall next to me, I can see it but can't attack it by pressing the direction key. I should be able to do that.
Also if a monster hides in the floor in front of me, but I can still see it with telepathy, then same thing. As it is, you just displace it.
I think maybe you were talking about hidden monsters that you know are there, but can't actually see.
As an aside - why do mine dogs not explode at me? Are they supposed to do that?Last edited by baddog73; May 23, 2008, 01:09.Leave a comment:
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Perhaps make it so that monsters that hide, whether visible or not, are as hard to hit as evasive monsters? So, they can be hit normally with breaking potions or ball spells, but hardly with melee and any other distance attacks, unless stunned. Then trying to hit the monster would wake it up, as normally, even if no blow connects. I'm not sure if this is a good idea, but it's KISS: hiding = invisible + evasive, as long as the monsters is on the proper terrain, regardless of sleeping or player detection or telepathy. The rules for running over are also standard, which means evasiveness nor sleep nor visibility have no effect, only running vs. walking (or + direction, that is swinging blindly at the air) makes a difference. Of course if the monster is invisible the player is more likely to run over him instead of walking into him, unless he takes care.
Edit: after all I think no monsters should be allowed to hide in the air. That's too much KISS. So, ghosts will be able to hide in all non-empty terrain, e.g. walls, but clear centipedes should not be evasive ever...Last edited by Bandobras; May 22, 2008, 15:48.Leave a comment:
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Also, it would be nice if you could hit monsters that are hiding, but that you can detect, via telepathy or something.Leave a comment:
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It's the same trick as when you want to hit an invisible monster with melee in V, but not to advance in that direction in case you misjudged the location of the monster (in that case it says about swinging around in at the empty air or some such). I even think that invisible monsters are hidden in air and in walls in exactly the same way that the ranger in the pit or Stone Trolls in stony floor. If I'm right, you run over any sleeping invisible monsters and perhaps even over non-sleeping ones if you don't see them or if they lurk instead of emerging from hiding (if there is such a distinction in any other case than when sleeping).
So being able to hit these with + is a bug.
But then, walking over a sleeping hidden monster in this way should hackily wake it to prevent the kind of situation seen above.
Monsters hiding in shallow pits is not quite right yet. I'll tune this as a to do item. Basically, the intention is shallow pits should act like a trench in real life. e.g. hides monsters effectively, unless you are directly adjacent.
AndrewLeave a comment:
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It's the same trick as when you want to hit an invisible monster with melee in V, but not to advance in that direction in case you misjudged the location of the monster (in that case it says about swinging around in at the empty air or some such). I even think that invisible monsters are hidden in air and in walls in exactly the same way that the ranger in the pit or Stone Trolls in stony floor. If I'm right, you run over any sleeping invisible monsters and perhaps even over non-sleeping ones if you don't see them or if they lurk instead of emerging from hiding (if there is such a distinction in any other case than when sleeping).Leave a comment:
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He is hidden in the pit, so the light can't reach him. Depending on the monster they may hide in various terrain, some trolls in rock, some monsters in water, many (all?) monsters in pits. When they are hidden, the only way I figured I can reach them is with '+ direction'.Leave a comment:
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;D
.. moves through a tunnel of "shallow pits". At the end of the tunnel, she casts "Detect Monsters" .. and detects a sleeping ranger 2 squares behind her !
Obviously, she just moved through the square were the ranger is sleeping and didn't notice him .. and I moved her back and forth right over the ranger several time and nothing happened. Zapped a _Light over his head, still nothing !!
On more thing I've discovered recently is I can run over monsters on any terrain (at least sleeping ones?) if I 'run direction' over them, instead of 'move direction'. Quite handy in some tactical situations, if I only remembered to use it...
I have no clue. They can be found nearby in case of water and tall grass. Perhaps they teleport to somewhere on the level from the pits? I don't know the particular code.Leave a comment:
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Sleeping monsters and shallow pits ..
I have reverted back to "unangband-062-beta2", but I haven't seen anything that the following behaviour has been changed:
High-Elf Warrior Mage (Style: unarmed ... don't ask) .. moves through a tunnel of "shallow pits". At the end of the tunnel, she casts "Detect Monsters" .. and detects a sleeping ranger 2 squares behind her !
Obviously, she just moved through the square were the ranger is sleeping and didn't notice him .. and I moved her back and forth right over the ranger several time and nothing happened. Zapped a _Light over his head, still nothing !! After running around and smashing some novice shaman for some time, the range awoke and blinked away ... .
Looks like any sleeping monster is completely hidden in shallow pits for unlimited time.
And the same seems to be true for items that are dropped into shallow pits: hidden and therefore gone foreever, as items tend not to wake up no matter how long you jump up and down next to them ...Leave a comment:
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btw. New terrain features are really great! I cooked meat on burning floor.)
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That is, there is nothing stopping another 'wand-like' feature e.g. thrones.
AndrewLeave a comment:
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More like it. With charges? Or like rods with charging?
Well, personally, I would like altairs working like wands with charges.
Btw. I don't see many differences between staff and wand in angband (although in unagband I saw few staves useful as weapons). I have idea of staff as main tool for wizards (as sword and bow for wariors) - with possibility activate it, do magical effects if mage hit something with staff, memorize selected spells into staff (with runes?), easy enchanting of the staff, more charges than wand....
With multiple, easily accessed dungeons, most very short (or will get shorter soon) and with depth limited to 60 I don't think it's so much fun as in O or other variants.
Yes, that's right.
Good idea with the fishing.But you also occasionaly get corpses of killed water monsters (fishes?), so it's a bit a duplicate feature.
Ah, you can get things from water already? Great!(I was thinking about edible fishes - ie. food, but spreading water-related things into water (as corpses of water monsters) is better.)
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