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#1 |
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Veteran
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What do you want from the list of visible monsters?
I'm talking about the [ command (or the equivalent subwindow). At the moment, it tells you:
- the number of each visible monster type - uniques (shown in purple) - OoD monsters (shown in red) As of r1415 it lists them in descending order of depth. Earlier versions list in reverse order of monster number (which used to approximate to the same thing, but not since 2.9.6 or so). The rephial bug tracker (http://trac.rephial.org/ticket/848) has a few other suggestions: - how far away they are - whether they are awake - whether they are in LOS All these are useful info, but it gets harder to display it concisely. I'm thinking of something like: Code:
You see 9 monsters in LOS: W Barrow wight (x2, 1 awake) E Water spirit (awake) o Snaga (x6, 4 awake) You see 8 other monsters: W Barrow wight (x5, asleep) o Snaga (x2, 1 awake) m Yellow mold (asleep) Let me know what you think, and whether there are better ways of doing this and/or more important things to include. |
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#2 | |
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Knight
Join Date: Jan 2009
Posts: 657
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You see 9 monsters in LOS: W Barrow wight (x2, 1 awake, 20', 30') E Water spirit (awake, 14') o Snaga (x6, 4 awake, 10', 14', 2x20')
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Currently turning (Angband) Japanese. |
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#3 |
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Scout
Join Date: Apr 2009
Location: Washington, DC
Posts: 40
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Personally, I'd like a bit more information about where the monsters are-- either relative location, or quadrant, and broken down by groups.
e.g. instead of one entry for 32 snagas, two entries: 8 snagas (NE) 24 snagas (S), or possibly snagas: 8(NE), 24(S) This would be particularly helpful trying to avoid particularly nasty monsters-- currently if I see something in the list, I need to look all over the map to find it so I know where not to go. Might it be helpful to sort monsters by type first, then depth (so all the beasts in a jelly pit group together with the nastiest showing first)? |
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#4 |
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Swordsman
Join Date: Apr 2007
Posts: 368
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What about having options? Not the current option menus, but something that will behave more like the key to swap inven and equip windows.
You could have something that behaves like environment variables in *nix. Set something like '\' to enter command mode then have some syntax to set interface options on the fly. The more esoteric options wouldn't have to clutter the menus and you could swap options with a single keypress using a macro.
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One Ring to rule them all. One Ring to bind them.
One Ring to bring them all and in the darkness interrupt the movie. |
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#5 |
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Swordsman
Join Date: Jun 2008
Location: Columbia, MO. USA
Posts: 405
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My preferences:
Any lists or sub-lists should be ordered by monster depth descending. As for splitting the lists into line-of-sight/not, I think it's worth the cost in vertical space. You WILL have to deal with all LOS monsters, so it's good to call those out immediately. As for non-LOS monsters, you might have to deal with them if they're close, or avoid them if they're threatening, so you'll have to check those individually, but you'd have to do that anyway, so no big deal. As for the out-of-depth color indication, I guess it's nice if it's convenient, but I don't think it's all that useful. There are usually so many in-depth monsters I need to avoid, what determines if something is threatening isn't its depth, it's what kind of monster it is. What I mean to say is just because something is OoD, that doesn't make it any more threatening to me (ie everything is probably threatening all the time). Sleep status is important to me. Specifically, I want to know if all enemies in a certain group (ie all known snagas) are asleep. I don't treat mixed groups and all-awake groups very differently. If it's a mixed group, you basically have to manually check the status, since it could be one straggler in a different part of the dungeon is awake, or it could be a few sleepers from a single group have stirred. If a sleeping group has started to stir, that means I either need to get away or be ready to deal with it, which is basically how I treat alert groups. As for distance or location, I don't think there's a useful way to incorporate that into the monster list. Possibly you could just list the distance of the closest monster from each group, as a label on the right side of the window? It would also be handy to have in the 'l'ook command though, "You see an open floor, 50 feet away." So my ideal might be something like you describe, except use two colors for each of normal/OoD/unique to denote if all monsters in that group are asleep or not. You could use white+grey for normal, dark red+bright red for OoD, and I can't think of anything else for uniques, hmm. And then have the distance of the nearest enemy from each grouping on the right side of the window, so it doesn't interfere with the quantifiers. |
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#6 | ||||||
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Veteran
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So I think what I actually want to do is to divide the list into within and beyond detection range. That throws up a whole host of issues about monster memory - if the monster's detection range isn't in your monster memory, where should we display the monster? I'm now wondering whether the list should simply be ordered by distance instead of by depth ... Quote:
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#7 |
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Knight
Join Date: Jun 2008
Location: Los Angeles
Posts: 876
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I would prefer simple rather than complex. I don't want to look through a log file on my screen every step I take.
Color code the uniques and super OoD monsters. I'd like to be able to (ideally) write a list in-game of monsters to flag, which would be another color, based on user preference. Distance, quadrant, etc. doesn't matter to me, but it would be cool if they were marked with an "asleep" icon or grayed out or something.
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#8 | |
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Veteran
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#9 | ||||
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Swordsman
Join Date: Jun 2008
Location: Columbia, MO. USA
Posts: 405
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You can see 18 monsters: v Water vortex o Snaga (x16 asleep) h Smeagol You are aware of 189 monsters: d Mature blue dragon (asleep) Z Air hound (x178) h Gnome mage (x10, 3 sleeping) |
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#10 |
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Unangband maintainer
Join Date: Apr 2007
Location: Sydney, Australia
Age: 35
Posts: 747
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Would checking projectability help as well?
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