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#31 |
Veteran
Join Date: Sep 2010
Posts: 1,246
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Sounds excellent! I've got no complaints.
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#32 |
Adept
Join Date: Jan 2009
Age: 64
Posts: 200
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Sounds very good.
One way to deal with the magical side would be to change the locate trap spells to a "improve searching ability/radius for a turn" spell. Have you thought yet about the other side of the problem - disarming traps? It is exciting to see work in this long neglected area. Regards, Jonathan |
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#33 | |
Angband Devteam member
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Quote:
FA, however, does have a separate trap layer, or rather a more generalised separate terrain feature layer. I understand it's really quite brilliant - not sure how easy it would be to borrow rather than reinvent. A traps.txt file is excellent, and fits well with my ideas for effects.
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"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#34 |
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 43
Posts: 1,517
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Sounds like a great plan.
Personally I would remove the (s)earch command altogether, since under your scheme the "optimal" play is to travel until you hit the "search detection boundary" and hit s. But maybe it wouldn't be such a big deal. Probably, the best thing to do is get it coded up and let us all playtest it! ![]() |
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#35 |
Apprentice
Join Date: Sep 2008
Posts: 74
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If we assume CunningGabe's plan is followed and the s key is only effective once, a magical 'detection-aid' could also be a timed effect which:
a) increases you search skill and/or radius for a timed period and b) gives a guaranteed warning if a trap is within your radius (just not where) for that timed period ('Spidey sense is tingling') This would increase anxiety (a good thing!) and provide the player with a choice ("I've dropped consumables earlier on the level, better get them before I hit a trapdoor" or "How badly do I want to see what that unID'd potion is over there, I know the area is trapped"). |
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#36 | ||
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Join Date: Sep 2010
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Quote:
Quote:
In D&D 3rd edition, Wisdom is associated with passive perception and Intelligence with active searching. Maybe INT could affect how much perception increases when you are searching? I don't really think trap detection spells are worth implementing unless they add some tactical depth to trap detection. If the correct play is to always cast trap detection spell when you leave your detection area, it becomes just boring "extra work". In Fay, I'm moving effects like Protection from Traps to scrolls to make them a limited resource. That way the player has to make a choice. Also, only some kind of rooms are trapped. If a room has closets, it also has lots of traps on the floor; if a room has painted walls, it may have dangerous warding runes. |
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#37 |
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Join Date: Sep 2010
Posts: 1,246
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One way of implementing trap detection spells in a strategically interesting way, and without extra work for the player, is this:
You only need to cast trap detection once per level. If you do, the spell lowers your maximum mana and increases your detection abilities for as long as you stay on the level. EDIT: I really like Gorbad's detection-aid spell with the Spidey sense! |
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#38 |
Veteran
Join Date: Sep 2010
Posts: 1,246
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Maybe Searching mode should be changed to work like this: If you are Searching, you will automatically perform the search command whenever there is an unsearched square next to you -- unless you see a monster.
That way you could usually just leave the Searching mode on and not bother with it. Of course then you would need to track the searched status of each square. Or maybe even track the perception skill score used to search each square. Then you would only search if your current perception skill is higher. |
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#39 |
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Join Date: Sep 2010
Posts: 1,246
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I got an inspiration from this trap discussion.
I decided to add a monster ability SET_TRAPS. If a monster with SET_TRAPS is generated with the dungeon level (not summoned), it has put some traps in the nearby dungeon! This replaces the Create Traps monsters spell. |
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#40 | |
Swordsman
Join Date: Feb 2008
Location: Boston, MA
Posts: 250
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Quote:
One of the changes ewert made in his fork (and which I incorporated) was to make WIS and INT both contribute to searching skill. At the moment, they both contribute equally. |
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