[Crawl] Some thoughts on enhancements to the Darshan Patch

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Archived from groups: rec.games.roguelike.misc (More info?)

Hi all, and especially Darshan,

I was delighted to note, while reading through a conversation about a month
old, that Darshan does not yet consider his Patch a done deal, and is
considering a new release eventually. So I'd like to offer some thoughts.

- Travel stops when a monster is detected at the edge of the PC's FOV.
Sometimes, however, it stops in such a way that when control reverts to the
player, the monster is not necessarily... still? yet? in the FOV. If it's the
former, it's merely disorienting. If it's the latter, it's also a bit of a
cheat in the player's favor. Of course stash tracking sort of is too, and I
don't mind that, but I do mind having travel stop and not knowing why
(especially since it could be yet another of those annoying amulet icons with
the same color as the floor that were probably considered a "feature" when
they were added... but that's another matter 🙂).

Anyway... if there is anything that could be done about this, that would be
nice.

- A nice cheater option to change those damn floor-colored amulets to neon
pink or something 😛

- An expanding of the commented-out travel-stopping lines to include not only
ghoul-related lines, but also lines relevant to a non-Ghoul who has an amulet
of the Gourmand, would be heralded by lazy people like me. 🙂

- An option to auto-ignore (as if the user had pressed Ctrl-E) piles bigger
than X items. The idea being that such a pile is almost certainly a junkpile.

- An option to likewise automatically consider all piles containing certain
item types, and/or any cursed items, to be junkpiles.

(As you can probably tell, I have a hard time remembering to mark my
junkpiles as such.)

- An option to squelch flavor text in the stash record, and ideally in the
main dump too.

- The ability to abort interlevel travel using Esc even in the numerical
level choosing step.

- [Dream] Do you really want to stab the foo? (Anyone who's ever followed the
Shining One will know what I mean.)

- [Dream] A big toy hammer that will jump out of the monitor and knock me
unconscious just before I cast Sticks to Snakes on my favorite spear 🙂
 
Archived from groups: rec.games.roguelike.misc (More info?)

"Erik Piper" <efrniokr@sdky.cz> wrote:

> Hi all, and especially Darshan,

Hiya.

> - Travel stops when a monster is detected at the edge of the PC's
> FOV. Sometimes, however, it stops in such a way that when control
> reverts to the player, the monster is not necessarily... still?
> yet? in the FOV.

Yes, this should also be a problem with shift running. It's never
worried me enough to go and study the problem.

> but I do mind having travel stop and not knowing why

I've toyed with the idea of highlighting (for one turn) the
item/monster that caused expore/travel to stop.

> Anyway... if there is anything that could be done about this,
> that would be nice.

I'll look into it. I'm not promising anything, though. 🙂

> - A nice cheater option to change those damn floor-colored
> amulets to neon pink or something 😛

Hmm, is it difficult to pick out amulets from floor squares?

> - An expanding of the commented-out travel-stopping lines to
> include not only ghoul-related lines, but also lines relevant to a
> non-Ghoul who has an amulet of the Gourmand, would be heralded by
> lazy people like me. 🙂

Easily done.

> - An option to auto-ignore (as if the user had pressed Ctrl-E)
> piles bigger than X items. The idea being that such a pile is
> almost certainly a junkpile.

> - An option to likewise automatically consider all piles
> containing certain item types, and/or any cursed items, to be
> junkpiles.

These are quite easy to do, but are you sure you need them?

> (As you can probably tell, I have a hard time remembering to mark
> my junkpiles as such.)

I never flag my junkpiles at all. I just do a text search in my
..lst file to find what I want, so the junk doesn't catch my eye.

> - An option to squelch flavor text in the stash record, and
> ideally in the main dump too.

Can you give me an example of what you consider flavor text?

> - The ability to abort interlevel travel using Esc even in the
> numerical level choosing step.

This one's on my list too.

> - [Dream] Do you really want to stab the foo? (Anyone who's ever
> followed the Shining One will know what I mean.)

I imagine the number of followers of the Shining One is still in
the single digits. 🙂

> - [Dream] A big toy hammer that will jump out of the monitor and
> knock me unconscious just before I cast Sticks to Snakes on my
> favorite spear 🙂

I'd like one that'll knock me unconscious before I start quaffing
potions of degeneration with a Str 3 spriggan.

Darshan
 
Archived from groups: rec.games.roguelike.misc (More info?)

bork bork bork Darshan Shaligram bork 2:22:59 AM bork 12/1/2004 bork bork:

> > - A nice cheater option to change those damn floor-colored
> > amulets to neon pink or something 😛
>
> Hmm, is it difficult to pick out amulets from floor squares?

Normally no. However, white amulets and amulets in very pale shades are. (At
least for someone who's spent a lifetime destroying their vision as
fanatically as I have.)

> > - An option to auto-ignore (as if the user had pressed Ctrl-E)
> > piles bigger than X items. The idea being that such a pile is
> > almost certainly a junkpile.
>
> > - An option to likewise automatically consider all piles
> > containing certain item types, and/or any cursed items, to be
> > junkpiles.
>
> These are quite easy to do, but are you sure you need them?

I felt kind of unsure about them even as I was typing them, but for a
different reason: they all kind of skirt around the problem and introduce
problems of their own. Maybe best would be to track the properties of the
items being dropped (e.g. cursed status) and to ask, once per square, if a
certain option is on, "Mark as junkpile?" So far I can't think of any ways
this could go terribly wrong.

> > (As you can probably tell, I have a hard time remembering to mark
> > my junkpiles as such.)
>
> I never flag my junkpiles at all. I just do a text search in my
> .lst file to find what I want, so the junk doesn't catch my eye.

I do the same, and most of the time it's just fine. However, it can be
annoying sometimes to determine what level an item is on if there's 3 pages'
worth of junkpiles on the level and it comes after these. Perhaps an
alternative solution would be to increase the visibility of the level
indicator, or even to (optionally) repeat it alongside each coordinate
indicator.

> > - An option to squelch flavor text in the stash record, and
> > ideally in the main dump too.
>
> Can you give me an example of what you consider flavor text?

Hmm... taking a quick look at my morgue, etc. (I'm at work, so I can't do
more), I see that until I research the CURRENT behavior a bit more, there's
no guarantee I won't be writing nonsense, as there seems to already be less
text displayed than I thought.

> > - [Dream] Do you really want to stab the foo? (Anyone who's ever
> > followed the Shining One will know what I mean.)
>
> I imagine the number of followers of the Shining One is still in
> the single digits. 🙂

<mpathg>WE'RE BEING OPPRESSED! LOOK! WE'RE BEING OPPRESSED!</mpathg>

> > - [Dream] A big toy hammer that will jump out of the monitor and
> > knock me unconscious just before I cast Sticks to Snakes on my
> > favorite spear 🙂
>
> I'd like one that'll knock me unconscious before I start quaffing
> potions of degeneration with a Str 3 spriggan.
>
> Darshan

....what I needed night before last is a prompt that said "Look buddy. You're
an ice/air conjurer who can summon. WHY IN THE HELL ARE YOU **RE-**ENTERING A
STAIRCASE WITH A MOB OF VAULT GUARDS WITH NO ENCHANTMENTS CAST ON YOU AND
WITH NO COMPANIONS?? Do you really want to commit suicide?? [YYYY/n]"

....but I guess artifical intelligence will never be crafty enough to account
for the full rainbow of human stupidity. 🙂

Erik
 
Archived from groups: rec.games.roguelike.misc (More info?)

In article <315kppF388c88U1@individual.net>,
Erik Piper <efrniokr@sdky.cz> wrote:
// bork bork bork Darshan Shaligram bork 2:22:59 AM bork 12/1/2004 bork bork:
//
// > > - A nice cheater option to change those damn floor-colored
// > > amulets to neon pink or something 😛
// >
// > Hmm, is it difficult to pick out amulets from floor squares?
//
// Normally no. However, white amulets and amulets in very pale shades are. (At
// least for someone who's spent a lifetime destroying their vision as
// fanatically as I have.)

I'll just point out that the floor also comes in different colours.
At some point you will have to deal with an item of any given colour on
a floor of the same colour. You're probably better off simply changing
the character for amulet.

Brent Ross