G

Guest

Guest
Archived from groups: rec.games.roguelike.adom (More info?)

Just a couple of things that I thought might be useful:

1. If you have a high enough skill in healing or first aid, you can
determine how long a poison effect will last.

2. Include an example of how the creature is shown in-game when using
the monster memory.
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.adom (More info?)

Thalidomide Velociraptor wrote:
> Just a couple of things that I thought might be useful:
>
> 1. If you have a high enough skill in healing or first aid, you can
> determine how long a poison effect will last.

Nah. Waiting out a poisoning with bloodshot eyes and sweat pouring off
your face as your fingers poke violently through the edge of your desk
in the agony of anticipation is one of those things that makes
roguelikes like ADOM so fun. You never know what'll happen. If anything,
Thomas should be removing some of the numbers and formulae from the
game/manual (of course, I'm probably the only one of that opinion around
here, and even I haven't entirely convinced myself). It would make
stethescopes useless, but how often do you find a stethescope anyway?

Now, if the number could fluctuate from turn to turn with the
uncertainty of one informally trained in Healing/First Aid (and I mean
stupid, rancid fluctuations from the first few turns in panic to the
last few in relative calm (that is, if you've convinced yourself that
you're going to survive the poisoning)), then I could back this RFE. Of
course, that would also render it less than helpful.

> 2. Include an example of how the creature is shown in-game when using
> the monster memory.

I'm not sure I follow here. There /is/ an example of how the creature is
shown in-game; it's on the top line of the monster memory entry, right
next to the name. The ASCII symbol and its colour are really all there
is to the creature graphically.

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