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Old February 22, 2017, 17:13   #51
Pondlife
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Originally Posted by Nick View Post
The "create traps" spell is a good point, and one that hasn't got enough consideration in this discussion. That is a genuine case where the invisibility of traps adds directly to their gameplay value in an obvious way.
On the subject of the monster create traps spell, I think the "cackles evilly about traps" message should be removed or changed. Why would an intelligent monster shout out "I've just created traps all round you"?
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Old February 22, 2017, 17:20   #52
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Quote:
Originally Posted by Pondlife View Post
On the subject of the monster create traps spell, I think the "cackles evilly about traps" message should be removed or changed. Why would an intelligent monster shout out "I've just created traps all round you"?
Same reason villains in films tell the protagonist their plans. It's more fun that way.
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Old February 28, 2017, 15:12   #53
Ingwe Ingweron
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Same reason villains in films tell the protagonist their plans. It's more fun that way.
"Goldfinger"

Bond: Do you expect me to talk?

Goldfinger: No, Mr. Bond. I expect you to die!

Goldfinger exits. Bond escapes the laser table.

"Austin Powers-The Spy Who Shagged Me"

Dr. Evil: As you know, every diabolical scheme I've hatched has been thwarted by Austin Powers. And why is that, ladies and gentlemen?

Scott: Because you never kill him when you get the chance, and you're a big dope?

"The Incredibles"

Lucius: [Bob and Lucius are sitting in a parked car, reminiscing] So now I'm in deep trouble. I mean, one more jolt of this death ray and I'm an epitaph. Somehow I manage to find cover and what does Baron von Ruthless do?

Bob: [laughing] He starts monologuing.

Lucius: He starts monologuing! He starts like, this prepared speech about how *feeble* I am compared to him, how *inevitable* my defeat is, how *the world* *will soon* *be his*, yadda yadda yadda.

Bob: Yammering.

Lucius: Yammering! I mean, the guy has me on a platter and he won't shut up!
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Old March 1, 2017, 13:23   #54
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I quite like traps as they are. However, having said that, I don't think they really add anything to roguelike gameplay. They're just flavour at this point. Having said that, first the problems:
  • Being able to always detect every trap makes them largely meaningless, except as a matter of diligent spam. Where this is radius one (search) or a wider area (detect).
  • Having a % chance to detect traps is even worse as it encourages repeat searching/detection or else RNG deaths.
There is also the secondary issue of detection spells making searching and perception obsolete.

My proposal: Bring back perception, have traps within LoS detected automatically based on a deterministic comparison with the perception skill.

Searching then only applies to finding hidden doors. Provide a level feeling related to the danger/detectability of traps on the level. Replace the detect traps spell with one which informs the caster of the number of undetected traps within their vicinity.

Traps randomly placed in the 'normal' dungeon should be fairly non-threatening overall, so a diligent play who wants the cognitive load of spamming nerfed trap detection gains an advantage, whereas one who does not is subject to some usually non-disastrous annoyance depending on their perception score. However, in places that players recognise as potentially being trapped like vaults and special rooms there should be some means of assessing the risk posed by proceeding, and potentially dire consequences for ignoring the risk.

I think the availability of any trap detection spell by class is part of the much wider case of the availability of magic in general in angband. There is a lot of redundancy with different types of consumables replicating spells in many forms - by endgame a warrior is usually able to do almost everything a rogue does and many things a mage does (I don't play green book classes so can't comment on those). I wouldn't single out trap detection magic for restricting availablitiy as part of a trap reform - rather, I'd assume a character had the spell available and then adjust their experience of traps based on perception score.

So there are two parts to the proposal. Allowing characters who do not or cannot search for or detect traps to identify more of them according to their perception score, and for characters relying on magic to detect traps to be more discriminating and less foolproof in their approach. The intended effect being to close the gap and thus reduce the 'need' for detection spam.

Last edited by Gwarl; March 1, 2017 at 13:45.
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Old March 1, 2017, 14:17   #55
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The "cackles evilly about traps" message used to be just "cackles evilly", with no direct mention of traps.
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Old March 15, 2017, 20:28   #56
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OK, latest plan is now implemented in current master on the nightlies page (this change breaks savefiles). Changes:
  • Searching skill is back, with new values. Currently (ignoring race and equipment bonuses) rogue gets 100% at CL50, ranger 90%, priest 80%, others 70%. Each +1 to searching from equipment gives +5%
  • Traps get a visibility rating between 0 and 99, player notices trap when it comes into LoS if player searching is greater than trap visibility
  • Mages get early trap detection spell (detects all traps), priests get it as part of Detection, no other magical trap detection
  • Create traps now scatters traps (1 in 4 chance for any grid) in a radius of 3 about the player
  • Vault records still say where to put traps, but a trap will appear in the appointed place 1 time in 4

These are the major points, but there is obviously a lot of detail in searching skill progress, trap visibilities etc which I'm skimming over. I'd really like people to play this for balance and bugs; in particular the trap visibilities may require adjustment.
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Old March 15, 2017, 22:18   #57
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With the specific instance you are talking about I feel the only interesting choice is if they didn't always create same amount of traps every time. The point was to have an interesting decision but really I cant see a scenario that you wouldn't take the one turn guaranteed clear. The other option is to search/det then disarm (two turns minimum) or step on it (possibly disastrous).

Unless I misunderstood.

EDIT:OK so by the time I saw/commented you already addressed it. Good show.

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Old March 15, 2017, 23:15   #58
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I don't seem to be encountering any trap types other than trap doors and pits in the early game. (Messing about in debug mode with scrolls of Create Traps, it seems as if you only get those two types until devel 20, after which summoning traps show up, and then the other types don't seem to show until dlevel 40.)

Also, the trap.txt file has stray extra "visibility:0" lines at the end of the entries for 'summon foe' and 'hellhole'.
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Old March 16, 2017, 00:32   #59
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I don't seem to be encountering any trap types other than trap doors and pits in the early game. (Messing about in debug mode with scrolls of Create Traps, it seems as if you only get those two types until devel 20, after which summoning traps show up, and then the other types don't seem to show until dlevel 40.).
Agreed. I'm in DL35 and I don't think I have used a single >.

Also summoning runes are showing with the ^ symbol in original tiles.

Also my saves aren't saving. It is trying to pull my saves from vanilla and not showing my @ on this version. How do I fix?

Sorry just read the trap file... they are supposed to look like that.

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Old March 16, 2017, 04:58   #60
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Looks like I might have messed up the trap selection process. Will check.
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