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Old September 26, 2012, 13:27   #141
buzzkill
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Quote:
Originally Posted by ekolis View Post
I was hiding behind a table to shoot at a tunnel orc, and he never once tried to go around the table, so I could snipe away at him safely as long as I wanted. (He might have tried to jump on it and failed repeatedly; do monsters failing to jump on tables generate messages?
I don't think that the AI has been updated, so tables (and other soft obstacles) get treated exactly the same as open floor. I'd also guess that something as simple as "o%@" (given open space surrounding) would cause the orc to be delayed in reaching you.
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Old September 26, 2012, 17:07   #142
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I'm not sure if it's a bug or not but Forester's and Quality Weapons don't appear to count as ego items for purposes of sacrificing.
They're not ego items but simple "prefixes". You can have both in the same weapon, for example a Forester's Cleaver of Slay Person.

All ego items are going to be labelled as "Rare" in the future, which will help. They will not be called ego items anymore in the docs. For example, a Rare Long Sword of Slay Person.
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Old September 26, 2012, 17:11   #143
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Also, the XP-to-levelup bar is positively TINY now! It's even smaller than the monster-HP bar...
It annoys me too. I'll make it a bit bigger, equal to the monster-HP bar. I have to cut some characters from other status messages, they all have to fit into 80 characters now. XP-bar used to be visible only for people with wider displays.
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Old September 26, 2012, 17:12   #144
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Originally Posted by buzzkill View Post
I don't think that the AI has been updated, so tables (and other soft obstacles) get treated exactly the same as open floor. I'd also guess that something as simple as "o%@" (given open space surrounding) would cause the orc to be delayed in reaching you.
That's true. Use it to your advantage. I actually like the dumb AI -- it makes the terrain features more relevant.

Monsters that fail to jump generate no messages.

Does either of these features (dumb AI, no messages for failed monster jumps) bother anyone a lot?
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Old September 26, 2012, 17:17   #145
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edit2: one more thing about terrain - can we have the run command stop at interesting terrain like tables, please? Instead of trying repeatedly to jump on them!
Yes, good idea.
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Old September 26, 2012, 17:18   #146
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What you could do for the jumping thing is have an animation indicating the jump. Like, blink out the creature trying to jump, do a bolt animation to the target tile, and then make the creature reappear (either on the target tile, or back where they started if the jump fails). It wouldn't cost much time and would indicate what the creatures are doing with their turns, without creating lots of message spam.
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Old September 26, 2012, 17:18   #147
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One annoyance I've also seen in a few other variants: the !* inscription blocks even "harmless" commands, like inspecting the item!
OK, should be easy to change.
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Old September 26, 2012, 17:23   #148
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Some known bugs:
  • Detecting secret doors with magical means doesn't show them as doors but as special walls (colored #). It's possible to open and close them but the visual remains a #.
  • Earthquake is probably buggy, and also problematic because you can't dig through walls anymore. Not tested. Cast at your own risk.
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Old September 26, 2012, 17:25   #149
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Originally Posted by Derakon View Post
What you could do for the jumping thing is have an animation indicating the jump. Like, blink out the creature trying to jump, do a bolt animation to the target tile, and then make the creature reappear (either on the target tile, or back where they started if the jump fails). It wouldn't cost much time and would indicate what the creatures are doing with their turns, without creating lots of message spam.
Sounds like a good idea. We'll see whether I'm able to code that.
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Old September 26, 2012, 17:36   #150
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Derakon, your animation comment reminded me of Vicious Orcs, a 7-day roguelike. It has wonderful attack animations that totally eliminate message spam! If I had the skill, time, and energy, I'd steal that for Halls of Mist.
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