[DoomRL] DoomRL minor bugs and a suggestion

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

Just a few little bugs I've seen while playing DoomRL. Only one
serious bug, the rest are fairly minor or rare.

Major Bug: Boots are useless. Damage when stepping on acid/lava: one
per step, that I've seen. Damage when stepping in lava/acid with
steel, protective, or plasteel boots: one per step. (haven't tested
acid against plasteel, because I couldn't find any acid after I got
those.) Do boots protect against inventory damage? Prevent armor from
degrading in acid/lava?

Minor Bug: if you unequip an item while your inventory is full, the
item disappears entirely. (tested with boots only, so far.)

Trivial Bug: the messages about "Argh! Acid!" still display when
invulnerable.

Misspelling: things are "mortally" wounded. Two l's.


Suggestion: let DoomRL read default names (i.e., when you just hit
enter and the game throws ABCGi or John Romero at you) from a textfile,
so players can come up with their own favorite list.
 
Archived from groups: rec.games.roguelike.misc (More info?)

A few more suggestions:
*) Allow a Run Mode, rather than hitting "," every time you want to
run.
*) Always move at least one space when running.
*) The chained court is almost trivially easy, and the pesky zombies
sometimes try to run away. Maybe fighting against some hand-to-hand
monsters would make it more interesting.
*) Most cave levels without flying creatures (usually the early ones)
have so much acid/lava that most creatures have committed seppuku by
the time you get there. Either less acid/lava in caves, or a better
AI, would be nice.
*) As much as I hate to suggest it, allowing creatures to recognize
where they're being shot from (even if they only figure it out after
2-3 rounds of attacks) would make Cateye a little more balanced. I've
picked off a number of things from out of range, sometimes firing for
several turns while the creature random-walked or sat still.
 
Archived from groups: rec.games.roguelike.misc (More info?)

Grrr. I always think of more when I'm done posting. Last one, I
swear:
*) Human grunts and sargeants blend in with the walls too well. They
can lurk in doorways and next to pillars (or wall remnants)
stealthily---right until they shoot you. Maybe brown/tan would work
better?
 
Archived from groups: rec.games.roguelike.misc (More info?)

theycalledmemad@gmail.com wrote:
> Just a few little bugs I've seen while playing DoomRL. Only one
> serious bug, the rest are fairly minor or rare.
>
> Major Bug: Boots are useless. Damage when stepping on acid/lava: one
> per step, that I've seen. Damage when stepping in lava/acid with
> steel, protective, or plasteel boots: one per step. (haven't tested
> acid against plasteel, because I couldn't find any acid after I got
> those.) Do boots protect against inventory damage? Prevent armor from
> degrading in acid/lava?

Err... I can't agree with that. Try walking around Lava barefoot.

> Minor Bug: if you unequip an item while your inventory is full, the
> item disappears entirely. (tested with boots only, so far.)

Impossible!

> Trivial Bug: the messages about "Argh! Acid!" still display when
> invulnerable.

Kheh ;-).

> Misspelling: things are "mortally" wounded. Two l's.

Ok.

> Suggestion: let DoomRL read default names (i.e., when you just hit
> enter and the game throws ABCGi or John Romero at you) from a textfile,
> so players can come up with their own favorite list.

Hmm. Maybe I'll add "Additional Defaults" option in doomrl.ini.
--
At your service,
Kornel Kisielewicz (charonATmagma-net.pl) [http://chaos.magma-net.pl]
"It's much easier to make an army of dumb good people than to
make one single smart good guy..." -- DarkGod
 
Archived from groups: rec.games.roguelike.misc (More info?)

theycalledmemad@gmail.com wrote:
> A few more suggestions:
> *) Allow a Run Mode, rather than hitting "," every time you want to
> run.

Toggled?

> *) Always move at least one space when running.

I'll have a look.

> *) The chained court is almost trivially easy, and the pesky zombies
> sometimes try to run away. Maybe fighting against some hand-to-hand
> monsters would make it more interesting.

It's intended to be a bloodbath.

> *) Most cave levels without flying creatures (usually the early ones)
> have so much acid/lava that most creatures have committed seppuku by
> the time you get there. Either less acid/lava in caves, or a better
> AI, would be nice.

Better AI. Somewhere in the near future.

> *) As much as I hate to suggest it, allowing creatures to recognize
> where they're being shot from (even if they only figure it out after
> 2-3 rounds of attacks) would make Cateye a little more balanced. I've
> picked off a number of things from out of range, sometimes firing for
> several turns while the creature random-walked or sat still.

Better AI.
--
At your service,
Kornel Kisielewicz (charonATmagma-net.pl) [http://chaos.magma-net.pl]
"Kornel just won't release the code because his compiler is a jealous
mistress and doesn't want any of Kornel's code ever being touched by
another woman. 😉" -- Twisted One
 
Archived from groups: rec.games.roguelike.misc (More info?)

theycalledmemad@gmail.com wrote:
> Grrr. I always think of more when I'm done posting. Last one, I
> swear:
> *) Human grunts and sargeants blend in with the walls too well. They
> can lurk in doorways and next to pillars (or wall remnants)
> stealthily---right until they shoot you. Maybe brown/tan would work
> better?

I see that as a feature ;-D
--
At your service,
Kornel Kisielewicz (charonATmagma-net.pl) [http://chaos.magma-net.pl]
"Kornel just won't release the code because his compiler is a jealous
mistress and doesn't want any of Kornel's code ever being touched by
another woman. 😉" -- Twisted One