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Old November 29, 2013, 16:50   #41
Infinitum
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Would it be technically feasible to have territorial monsters that spawn with designated territories of varying size (which they won't pursue past)? If so, would it also be possible to spawn specific terrain features and traps within those designated areas (ie webs within spider nests, tribal totems marking orc warrens etc). The current solution with monsters not pursuing past los and returning to spawnpoints (?) works, but does indeed break immersion somewhat.

EDIT: Also, traps that don't do anything but add flavours and alert the player to nearby dangers - imagine a low perception character saunter into an empty cave then suddenly stumble into a pile of gnawed bones and discarded webs, automatically make the perception check for all other webs in line of sight and suddenly realize shit is about to go down.

Last edited by Infinitum; November 29, 2013 at 16:56.
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Old November 30, 2013, 20:41   #42
BlueFish
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Sure would be nice to have an "item list" window similar to the "monster list" window. It's a bit annoying to have to 'l'ook at every weapon and armor you pass by to see if it's 'special'. If that would be easy to code, I would consider it to be a pretty high value and unambiguously good thing.
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Old December 1, 2013, 02:40   #43
HallucinationMushroom
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I like your dynamic random idea. More sophisticated than just monster anomalies.

I know FA has command to display items on screen (ctrl+i)... or to quote Nick,
"FA already has this." It is very nice. Perhaps others have it as well for code-steal behavior examples.
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Old December 1, 2013, 21:09   #44
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I would prefer it to be in a separate window and automatic rather than something I had to hit a key for.
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Old December 3, 2013, 13:44   #45
evilmike
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Having a sub window option is nice, but there should still be a separate key for it as well. Some people don't like using sub windows, or can't, or just prefer to have a minimal number of them. So, it's good to have a way of viewing this information through the main interface.

This applies to the combat rolls window as well, as far as I know the only way to get that info is via a sub window.
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Old December 4, 2013, 10:04   #46
sudaj
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To have the self knowledge information appear as past messages.
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Old December 4, 2013, 19:55   #47
bron
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Quote:
Originally Posted by sudaj View Post
have the self knowledge information appear as past messages.
+1 to that. I don't think it should go in the history log, but putting that info in with the messages seems useful (and harmless).

Last edited by bron; December 4, 2013 at 20:22.
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Old December 4, 2013, 20:22   #48
bron
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A suggestion I've thought about before, but that hit me again during the most recent competition: I'd like it if "Zone of Control" had "Follow-Through" as one of the possible pre-requisites (in addition to the existing set). It seems to make sense (to me at least), and would allow character to get the skill without needing to invest in either Finesse or Polearm Mastery (and why Polearms anyway?). It seems odd that the seemingly related skill "Whirlwind Attack" has Follow-Through as a pre-requisite, but Zone of Control does not.
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Old December 4, 2013, 20:33   #49
Derakon
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For "why polearms", presumably because they have the most reach out of all of the melee weapons and thus the greatest potential to react to enemies getting close to you. Imagine trying to approach someone who has a spear when they can keep the spear pointed at you at all times. You're not going to get as close as if they were armed with a sword.
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Old December 4, 2013, 20:56   #50
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Follow through is already overused as a requirement and I have trouble to imagine Zone of Control as wild swinging (Follow-through).

+ 1 to the proposal regarding self knowledge. I wasted so many charges by mistakenly touching the keyboard before finishing reading.
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