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#1 |
Swordsman
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
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Buggy mimic
Still playing the Nighlty from May 24: angband-rd39a356436, on Windows 7.
The mimic in question did not show up on the monster list nor the object list. It was detected by Detect Monsters. When I tried to 'l'ook at it, the mode for looking at interesting objects did not stop on it, and when I switched to force look I only saw open floor when looking at it. Feels like we are halfway to hiding the mimics ;-) Was actually easier for me to spot it than of old, or rather it drew more attention to itself with not letting me look at it :-) I had a savefile, but when checking that I really had it I managed to wake the mimic and then save it over my savefile... When the mimic was awake I could see it in monster list and I could look at it. |
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#2 |
Swordsman
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
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Oh, btw, it was a ring mimic...
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#3 |
Swordsman
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
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This bug is still there. Now playing the nightly ec791bb (june 18). This time I do have a save file :-)
@ is a few steps from $ (mithril by the color). $ does not show up in the monster list, and not in the item list. I can't look at that location without using the 'o' option. And when I do that I see: 'You see an open floor' |
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#4 |
Angband Devteam member
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Opened as #1479, thanks.
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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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#5 |
Swordsman
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
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Good thing I'm testing stealth...
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#6 | |
Swordsman
Join Date: Feb 2008
Location: Boston, MA
Posts: 250
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Quote:
Same with the mimic. Before the ring mimic attacks you, it doesn't show up anywhere, and then once you run into it or it attacks you, it shows up on the monster list. Eventually, the idea is for the mimic to show up on the item list, but doing that in a non-hacky way requires some thought. |
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#7 | |
Swordsman
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
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Quote:
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#8 | |
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 42
Posts: 1,516
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Quote:
I was going to work a bit on mimics before 3.3 but if you are planning to then I can hold off. Don't want to co-opt your excellent work on mimics. |
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#9 |
Adept
Join Date: Dec 2009
Posts: 172
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There seems to be a minor bug where identifying a mimic doesn't force the monster list subwindow to update.
That means that the mimic doesn't appear in the monster list subwindow, until a change gets triggered by something else (like monster or player moving). I just noticed it recently and hadn't had an opportunity to confim it. I like the more surprising mimics in this version. But maybe there should be some kind of saving throw, search based maybe.
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#10 |
Swordsman
Join Date: Jun 2010
Posts: 324
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I saw your pull request with your new mimic code. From the description, it looks great and seems to make mimics behave more like they are expected to from most gaming lore. I wanted to make one suggestion. I would like there to be at least a slight possibility of noticing a mimic before actually getting close enough for it to attack you. I would suggest tying the distance from which the character gets a chance to notice, as well as the chance of success, to the Perception skill. Maybe Rogues should get a tiny extra boost as well, unless the fact that they get the highest Perception skill to begin with seems to be enough of a bonus.
I like this because it gives value to a skill that currently has next to none. I also like the fact that this way characters aren't completely at the mercy of mimics. Unless I am mistaken, the only way to notice one as it stands is to either walk into it and get attacked or get lucky/guess right and hit it with a ranged attack. If you want to balance this out, the mimic's free attack upon failure to notice could be made tougher (perhaps bypassing AC reduction and/or giving possibility to stun). Incidentally, how does the new code handle searching next to a chest mimic? It says that opening one triggers the attack. I'm thinking searching should have some possibility of triggering the attack, but also some possibility of the character noticing it is a mimic (with the chance of this tied to the Searching skill). Just imagine the character standing and looking very carefully at the chest. Possibly the mimic sees an opening and attacks, or possibly the character spots something suspicious and pulls back. Anyway, I think the code is a great improvement as it stands, no matter what else is done. |
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Thread | Thread Starter | Forum | Replies | Last Post |
Buggy Morgoth Artifacts | bron | Vanilla | 6 | April 6, 2009 21:46 |