Archived from groups: rec.games.roguelike.adom (More info?)
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I recently removed a door from my bedroom in order to paint it. Last night
the power went out, and I didn't have any candles or a flashlight... good
thing I had removed that door, because the place where it had been stayed
lit while everything else went dark!
I had a fairly promising Drakish Wizard die to an acid vortex.
Unfortunately, he had forgotten that a door once stood between him and
the vortex, resulting in death, despite the surrounding darkness.
Archived from groups: rec.games.roguelike.adom (More info?)
On 2005-07-26, frobnoid <frobnoid@orders2.tmok.com> wrote:
> S
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> y
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> I recently removed a door from my bedroom in order to paint it. Last night
> the power went out, and I didn't have any candles or a flashlight... good
> thing I had removed that door, because the place where it had been stayed
> lit while everything else went dark!
>
> I had a fairly promising Drakish Wizard die to an acid vortex.
> Unfortunately, he had forgotten that a door once stood between him and
> the vortex, resulting in death, despite the surrounding darkness.
ADOM doors are funny things for sure. Break one down and zap a wand of
trap creation at the space: presto! a locked, trapped door. Herbs will
not grow on ground sullied by a door - perhaps they leak creosote or
something. If you're doomed, sometimes doors you close will auto-trap.
Oh, and finally something useful (though scummy): if you stand next to
a trapped door (even if you don't know it - and actually, any kind of
trap, even if you haven't discovered it) and w5, the wait will be
interrupted after one turn.
Archived from groups: rec.games.roguelike.adom (More info?)
rat@athei.st wrote:
> On 2005-07-26, frobnoid <frobnoid@orders2.tmok.com> wrote:
> > S
> > p
> > o
> > i
> > l
> > y
> >
> > s
> > p
> > o
> > i
> > l
> > y
> >
> > s
> > p
> > o
> > i
> > l
> > y
> >
> > I recently removed a door from my bedroom in order to paint it. Last night
> > the power went out, and I didn't have any candles or a flashlight... good
> > thing I had removed that door, because the place where it had been stayed
> > lit while everything else went dark!
> >
> > I had a fairly promising Drakish Wizard die to an acid vortex.
> > Unfortunately, he had forgotten that a door once stood between him and
> > the vortex, resulting in death, despite the surrounding darkness.
> ADOM doors are funny things for sure. Break one down and zap a wand of
> trap creation at the space: presto! a locked, trapped door. Herbs will
> not grow on ground sullied by a door - perhaps they leak creosote or
> something.
Yeah, I call it "permanent doorstep bug", but haven't reported it.
Maybe I should.
The thing is that once the door had been createde on some square, that
square will be permanently special. Wand of digging won't create a pit
there, but pick axe will. You can cover the pit with a blanket and get
normal trap there. You may disarm that trap by spell or by skill,
and still the doorstep will remain, inhibiting herb growth and having
other behaviour you mentioned. Even wand of destruction won't change
anything. Once I've been very annoyed by this. The only herbs in a game,
and I couldn't gerden them as I wanted, just because of one stupid door.
> Oh, and finally something useful (though scummy): if you stand next to
> a trapped door (even if you don't know it - and actually, any kind of
> trap, even if you haven't discovered it) and w5, the wait will be
> interrupted after one turn.
That would be usefull only if you set persistence in a config file to
something way lower than 50. Otherwise it would consume to much game
time. Still, I consider it a silly bug that should be corrected.
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