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Old November 17, 2013, 11:57   #11
Join Date: Aug 2009
Posts: 670
LostTemplar is on a distinguished road
"only one trap per grid"
I considered such things, and now I think that current Angband status quo is the best (or nearly the best), here is an explanation:

Objects are nice to have many in a single grid, since objects never harm our '@'. But this is wrong for monsters and traps. Currently I can e.g. detect then look for half a second on a screen, and then think "ok, nothing dangerous nearby and in the direction I want to go, so I can proceed", but more then one monster on a square will break this, I will have to read monster list and examine locations often for an equally cautious play.

E.g. when playing FAangband I never use monster list and rarely look at monster memory.

So I suggest that anything important should be limited to one_per_tile.
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