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Old June 22, 2009, 13:11   #1
ClaytonAguiar
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Little (and quick-fix) 3.1.0 issues

Hi,

1) I'm carrying Phial of Galadriel (id'ed, of course), but the character sheet (C -> h) shows no "+" in the PLite row.

2) If you attack a group of asleep monsters (a pack of trolls, for example), I think (at least) one of these things should happen:
- If the fight takes more than one (player) turn, some of the asleep monsters should wake up due to the "sound" of the battle. The first round (no matter how many attacks) would act like a "throat-cutting" attack.
- When afraid, the game logic tries to find an empty square as the destination to the monster. This creates a "silent" flee. I think it would be interesting to add a chance of fleeing "toward" the pack. It would be a dead-end (because most monsters can't "push" other monsters), but the neighbors would wake up.

3) Add a MRU-list to the Windows port. Or let the game "remember" the last character name, to ask "Do you want to resume the XXXXX game?" on startup.

4) Add an option to abort the character creation at any time, returning to the startup screen, or to the previous screen (the gender screen would go back to the startup screen). It's particularly useful to Windows players who click File->New accidentally, instead of File -> Open. This would also add a chance to the player restart the character creation (changing gender, race or class) without the need to complete the process.

5) When a monster awakes in the middle of a pack of asleep monsters, it stays "quiet", and none of their neighbors wake up. It would be ok to "passive" monsters, but not to chasing ones.

Last edited by ClaytonAguiar; June 22, 2009 at 13:33.
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Old June 22, 2009, 13:40   #2
Mondkalb
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The PLite "+" shows only up for light bonuses from other sources, like rings, headwear and so on, never from your main light source.
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Old June 22, 2009, 13:59   #3
ClaytonAguiar
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Quote:
Originally Posted by Mondkalb View Post
The PLite "+" shows only up for light bonuses from other sources, like rings, headwear and so on, never from your main light source.
Ok, I understand that. But there is a column for light source, there is a row for permanent light, and the Phial of Galadriel is a permanent light (along with Arkenstone of Thrain and Star of Elendil, for example).

Anyone just reading the table would think the phial is not a permanent light. Perhaps, for the "light source" column, this standard behaviour should change. It's much more obvious. Don't you think so?

If PLite doesn't mean "Permanent Light", then the row name should change to "Extra Light" or "Additional Light". But doing so, information would be lost (Phial, Star and Arkenstone don't need fuel).
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Old June 22, 2009, 16:13   #4
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Quote:
Originally Posted by ClaytonAguiar View Post
2) If you attack a group of asleep monsters (a pack of trolls, for example), I think (at least) one of these things should happen:
- If the fight takes more than one (player) turn, some of the asleep monsters should wake up due to the "sound" of the battle. The first round (no matter how many attacks) would act like a "throat-cutting" attack.
Assuming V behaves like O variants, then battle does generate noise which increases the chance of asleep monsters waking. In O variants, Rogues and Assassins also have the innate ability to attack quietly.
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Old June 22, 2009, 19:48   #5
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Quote:
Originally Posted by ClaytonAguiar View Post
Ok, I understand that. But there is a column for light source, there is a row for permanent light, and the Phial of Galadriel is a permanent light (along with Arkenstone of Thrain and Star of Elendil, for example).

Anyone just reading the table would think the phial is not a permanent light. Perhaps, for the "light source" column, this standard behaviour should change. It's much more obvious. Don't you think so?

If PLite doesn't mean "Permanent Light", then the row name should change to "Extra Light" or "Additional Light". But doing so, information would be lost (Phial, Star and Arkenstone don't need fuel).
You misunderstand, albeit understandably. The flag for "Permanent Light" (PLITE) is not the same as the flag for not requiring fuel (NFUEL). The PLITE row in the character screen is for the former, not the latter. It means that the item gives off +1 light radius (which is added to the base radius of your light source). It has nothing to do with whether or not your light source requires fuel.

Mondkalb's statement that light sources don't get the PLITE flag is not correct. Ego torches and lanterns "of Brightness" have the PLITE flag, and have a light radius one greater than normal (3 instead of 2) - though there is a bug which means that the flag doesn't show up on the char screen (see ticket #852 on the rephial trac). Randart light sources can also get the flag, and end up with radius 4 instead of 3.

PLITE flags on different items stack, up to a max light radius of 5 (normal lantern with three such items, or artifact light source/brightness lantern with two).
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Old June 22, 2009, 22:25   #6
ClaytonAguiar
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Magnate and Mondkalb,

thank you for the clarification. I got it. I still think using (NFUEL | PLITE) is more useful than just PLITE for the light source column of this table. Or, perhaps, different symbols, like the attribute table, which uses numbers, "s" (for sustained attributes) and colors.

What about the other suggestions?
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Old June 23, 2009, 00:03   #7
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Quote:
Originally Posted by ClaytonAguiar View Post
Magnate and Mondkalb,

thank you for the clarification. I got it. I still think using (NFUEL | PLITE) is more useful than just PLITE for the light source column of this table. Or, perhaps, different symbols, like the attribute table, which uses numbers, "s" (for sustained attributes) and colors.

What about the other suggestions?
The artifacts should just have the PLITE flag. Make them radius 2 plus one more for PLITE, and all is fine.
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Old June 23, 2009, 02:43   #8
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Quote:
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Assuming V behaves like O variants, then battle does generate noise which increases the chance of asleep monsters waking. In O variants, Rogues and Assassins also have the innate ability to attack quietly.
I do believe that I have touched upon this before. Sleeping monster have a tendency NOT to wake up, even as you slaughter their buddies. I'd assume that 'noise' generated from combat is based solely on the players stealth and entirely ignores all noise generated by the 'tin can' you happen to be fighting. I agree with this so far as assassination type, single-round kills go, but I feel it persists well beyond that. I also assume that spells effects and missiles produce no additional 'noise' and therefore have no waking effect. These, of course, are only assumptions based on personal experience. I've been wrong before.
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