|
![]() |
#1 |
Apprentice
Join Date: Apr 2007
Posts: 77
![]() |
Bug report: Can shift-run over the edge of the trap detection zone
Hi,
Build: 03 Jul 2011 at 20:14 UTC, revision fd51c57 I do not know if it is platform-dependant or not, but on win 7, I can shift-run over the green edge of a trap detection zone. Maybe that's a feature, though, but I doubt it. ![]() Thanks! |
![]() |
![]() |
![]() |
#2 | |
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 42
Posts: 1,516
![]() |
Quote:
The behavior I see (which I believe is correct) is that if I run and hit the green line I will stop. If I begin a run again I will run beyond the edge of the zone. I think that's the correct behavior. Is this what you see? Or are you seeing something else? |
|
![]() |
![]() |
![]() |
#3 |
Apprentice
Join Date: Apr 2007
Posts: 77
![]() |
Sorry for not being specific enough.
The behaviour that you describe is what happens: when running, I stop at the edge of the zone ("Dtrap" is displayed in yellow). Hitting shift+direction again leads me to leave the zone. Ok, so maybe that is not a bug, but the behaviour changed from 3.2. In that version, you cannot leave a zone by running: hitting shift-direction would simply do nothing (I double checked, to be sure ![]() |
![]() |
![]() |
![]() |
#4 |
Swordsman
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
![]() |
So, they have improved that functionality, good :-)
|
![]() |
![]() |
![]() |
#5 |
Apprentice
Join Date: Apr 2007
Posts: 77
![]() |
From my point of view, that is a regression as I tend to play (too) fast, and because of this, I often move into undetected areas. Oh, well.
![]() |
![]() |
![]() |
![]() |
#6 |
Angband Devteam member
|
Yeah, I argued against this change for the same reason as you - but I was convinced that if you are stopped once you should not be stopped again.
__________________
"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 |
![]() |
![]() |
![]() |
#7 |
Apprentice
Join Date: Apr 2007
Posts: 77
![]() |
That's the problem with software development: given a large enough userbase, no matter what you change, there will always be someone to disagree with you.
![]() |
![]() |
![]() |
![]() |
#8 | |
Prophet
Join Date: Mar 2008
Posts: 2,755
![]() |
Quote:
Runs stop for reasons that appear random. For example, a fast monster steps in and out of LOS without ever being displayed, and I am sure there are plenty more. There are lots of times when I look and still have no idea why the run ended. I want to keep hitting the run keys, and if I don't move then I know I have a decision to make. |
|
![]() |
![]() |
![]() |
#9 |
Swordsman
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
![]() |
Having to hit same key twice is something that really bugs me, so for me this is a good change. If anything needs fixing it would be to ensure that the run is not disturbed as easy as it is today. One thing that I feel should not disturb is treasure. If you want to dig, you go ahead and walk up to the treasure, I just want to run by it.
|
![]() |
![]() |
![]() |
#10 |
Prophet
Join Date: Dec 2009
Posts: 9,022
![]() |
I'm gonna side with PowerDiver here. I'll often keep hitting shift-move several times before realizing that the reason I'm not running is because I'm at the edge of detection. This change will mean that I'll accidentally leave the detected area much more easily, which in turn means I'll likely be hit by more traps. I'm not really seeing the corresponding benefit.
|
![]() |
![]() |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Display Modes | |
|
|
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
Bug report: shopkeeper greetings | Derakon | Development | 4 | June 19, 2011 18:43 |
Trap detection | Raxmei | Vanilla | 12 | June 16, 2011 17:10 |
Traps on the border of trap detection | Derakon | Development | 0 | March 27, 2011 01:21 |
Palantir of Westernesse trap detection | Nate | Vanilla | 6 | August 16, 2010 10:34 |
Man on the run....well High Elf on the run. | Fendell Orcbane | AAR | 10 | May 1, 2010 08:50 |