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Hi Jeff & others,
While playing several incarnations of Kelumen, I noticed some issues in
NPP 0.4.1 that could be improved. I'll list them here, so you can
consider fixing them in the next version
* It's hard to calculate damage for sling shots, since the 'C' screen
lists the total to-dam bonus of sling and rogue skill - but the sling
bonus gets multiplied by the sling's power, and the rogue skill bonus is
applied after this multiplication. Could it be possible to adapt the
screen so that both bonusses are independently visible. (Or maybe you
can find a way to indicate expected damage range?)
* I often use Ctrl-V (repeat latest command), for instance while taking
out a horde of approaching beasties. Hit 'f' to fire, select appropriate
ammo (rounded pebbles in case of low level beasties), select target
(straight up into the corridor) and bang away at Ctrl-V. But if during
the process I feel that a weapon is average, it gets squelched - and
suddenly I find myself firing my prized Shots of Lightning (+6,+12) at a
horde of white mice! Is it possible to adapt Ctrl-V so that it won't use
the same letter when selecting from inventory, but use the same object
(even when inventory gets reshuffled).
* The new AI for monsters fighting in packs includes weakened monsters
exchanging position with the monster behind it. Makes sense - but not if
the monster behind it is sleeping, or even immobile!
I know arguments from realism are flawed, but it's also a possibly
exploit - when I'm already weakened, and the monster in the door swaps
places with a sleeping monster, I can take a step back, set a trap,
quaff some potions, rest a few turns, etc - and all the while, the
sleeping monster in blocking the path for the others.
In the case of immobile monsters, it's even a potential unfair
insta-death. Suppose I see a floating eye before acquiring Free Action.
I carefully avoid stepping next to it, while fighting a horde of orcs.
Then, an almost dead orc decides to retreat and swaps places with the
floating eye; the floating eye gazes at me; while I'm paraloyzed, the
orc regains it's courage, walks up to me and starts cutting me to
pieces.
I've witnessed both swapping places with a sleeping monster and swapping
places with an immobile monster. I have not been able to eploit the
swapped sleeper, nor have I suffered the unfair insta-death from a
swapped immobile - but it could happen!
I think monster swapping should only be possible if both are awake and
mobile - unless one of the monsters has the MOVE_BODY flag.
* A request: would it be possible to auto-inscribe objects on the floor
when stepping on them? The current implementation inscribes after
picking up. The result is that I can't pick up an object such as a
Scroll of Word of Recall when my inventory is full. Instead, I have to
drop one item; then I can pick up the scroll, it gets auto-inscribed
with !* and combined with my other scrolls, freeing the slot to pickup
the item I dropped before.
Auto-inscribing floor items would make this lots easier!
* And finally, a question. A rogue has to dismantle his monster trap
before he can use it again. I have been wondering (but too afraid to
experiment, and too lazy to look up in the source) what happens if I
leave a level (either voluntarily, by using stair or word of recall, or
involuntarily, by being level-teleported) without dismantling the
monster trap(s) first?
Best, Hugo
--
Your sig line (k) was stolen! (more)
There is a puff of smoke!
(Remove NO and SPAM to get my e-mail address)
Hi Jeff & others,
While playing several incarnations of Kelumen, I noticed some issues in
NPP 0.4.1 that could be improved. I'll list them here, so you can
consider fixing them in the next version
* It's hard to calculate damage for sling shots, since the 'C' screen
lists the total to-dam bonus of sling and rogue skill - but the sling
bonus gets multiplied by the sling's power, and the rogue skill bonus is
applied after this multiplication. Could it be possible to adapt the
screen so that both bonusses are independently visible. (Or maybe you
can find a way to indicate expected damage range?)
* I often use Ctrl-V (repeat latest command), for instance while taking
out a horde of approaching beasties. Hit 'f' to fire, select appropriate
ammo (rounded pebbles in case of low level beasties), select target
(straight up into the corridor) and bang away at Ctrl-V. But if during
the process I feel that a weapon is average, it gets squelched - and
suddenly I find myself firing my prized Shots of Lightning (+6,+12) at a
horde of white mice! Is it possible to adapt Ctrl-V so that it won't use
the same letter when selecting from inventory, but use the same object
(even when inventory gets reshuffled).
* The new AI for monsters fighting in packs includes weakened monsters
exchanging position with the monster behind it. Makes sense - but not if
the monster behind it is sleeping, or even immobile!
I know arguments from realism are flawed, but it's also a possibly
exploit - when I'm already weakened, and the monster in the door swaps
places with a sleeping monster, I can take a step back, set a trap,
quaff some potions, rest a few turns, etc - and all the while, the
sleeping monster in blocking the path for the others.
In the case of immobile monsters, it's even a potential unfair
insta-death. Suppose I see a floating eye before acquiring Free Action.
I carefully avoid stepping next to it, while fighting a horde of orcs.
Then, an almost dead orc decides to retreat and swaps places with the
floating eye; the floating eye gazes at me; while I'm paraloyzed, the
orc regains it's courage, walks up to me and starts cutting me to
pieces.
I've witnessed both swapping places with a sleeping monster and swapping
places with an immobile monster. I have not been able to eploit the
swapped sleeper, nor have I suffered the unfair insta-death from a
swapped immobile - but it could happen!
I think monster swapping should only be possible if both are awake and
mobile - unless one of the monsters has the MOVE_BODY flag.
* A request: would it be possible to auto-inscribe objects on the floor
when stepping on them? The current implementation inscribes after
picking up. The result is that I can't pick up an object such as a
Scroll of Word of Recall when my inventory is full. Instead, I have to
drop one item; then I can pick up the scroll, it gets auto-inscribed
with !* and combined with my other scrolls, freeing the slot to pickup
the item I dropped before.
Auto-inscribing floor items would make this lots easier!
* And finally, a question. A rogue has to dismantle his monster trap
before he can use it again. I have been wondering (but too afraid to
experiment, and too lazy to look up in the source) what happens if I
leave a level (either voluntarily, by using stair or word of recall, or
involuntarily, by being level-teleported) without dismantling the
monster trap(s) first?
Best, Hugo
--
Your sig line (k) was stolen! (more)
There is a puff of smoke!
(Remove NO and SPAM to get my e-mail address)