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If there is a monster next to an entrance, and you leave to change character, when you come back, the monster will have moved away from that entrance. This doesn't happen in the caverns. It doesn't matter if you have access to that entrance or not.
This can be abused in some cases but more often than not, it's annoying since the character you changed to might not now be the optimal one to use so you waste time going back and changing again.
Slightly related "features": you can push flames around by going in another door. You cannot disrupt a summon on an entrance tile by going in that door - it just pushes the spawn point away.
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> *Originally posted by **[cobshape](/forums/979845/topics/1785319?page=1#12972387)**:*
> If there is a monster next to an entrance, and you leave to change character, when you come back, the monster will have moved away from that entrance. This doesn't happen in the caverns. It doesn't matter if you have access to that entrance or not.
We need to move monsters off of entrances (it happens in the caverns too). However, you make a good point that we are moving the monster even when you don't have access to that entrance, which isn't really necessary. We'll look into whether that's an easy fix.
>
> This can be abused in some cases but more often than not, it's annoying since the character you changed to might not now be the optimal one to use so you waste time going back and changing again.
We plan to make it so you can swap heroes in the room (as long as you in fact have a path to the dungeon entrance), which will address the problem you've brought up.
> Slightly related "features": you can push flames around by going in another door. You cannot disrupt a summon on an entrance tile by going in that door - it just pushes the spawn point away.
Thanks, I've added these to the list.
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> *Originally posted by **[RogueSword](/forums/979845/topics/1785319?page=1#12972878)**:*
> We plan to make it so you can swap heroes in the room (as long as you in fact have a path to the dungeon entrance), which will address the problem you've brought up.
Why enable changing heroes in the room? Does this mean that I may have an wounded elf in the middle of the room surrounded by monsters and suddenly switch to a fresh dwarf as long as there's one clear tile path to the room entrance and that entrance has clear path to the surface? That would be unrealistic. However I fully second having the hero switch available on all dungeon levels, not just the cavern. So make the hero switch work only on room entrances, that would not change the current rules and would cut off the unnecessary travel to the cavern level and back.
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> *Originally posted by **[RogueSword](/forums/979845/topics/1785319?page=1#12972878)**:*
> > *Originally posted by **[cobshape](/forums/979845/topics/1785319?page=1#12972387)**:*
> > If there is a monster next to an entrance, and you leave to change character, when you come back, the monster will have moved away from that entrance. This doesn't happen in the caverns. It doesn't matter if you have access to that entrance or not.
>
> We need to move monsters off of entrances (it happens in the caverns too).
Why, really?
1) Does that mean that stuff is moved away from entrances the moment we leave a room? And that the visuals are just not updated until we sneak back in or change dungeon levels or characters? And if not, what's so special about changing characters (or dungeon levels) to require unblocked entrances?
2) Also, why not make blocked entrances a feature? For example:
- If there is a fire on an entrance we can't enter, or rather when we enter then a time lapse has happened, i.e., fires have gone out. (So no sneaking between entrances anymore whithout losing fire walls. It would also avoid the current weird behaviour that a fire automatically moves away - even over a line of monsters - when we sneak out and back into a fire blocked entrance.)
- If there is a monster on an entrance, then either A) we simply can't enter there or B) the monster is moved upon entry but we instantly lose sneak mode and/or a life point. Some rooms could even have monsters on entrances by default.
> We plan to make it so you can swap heroes in the room (as long as you in fact have a path to the dungeon entrance), which will address the problem you've brought up.
Will this keep some of the current side effects like extinguished flames (makes sense due to inherent "time lapse" when heroes leave/enter the dungeon) or leaving worms. (That the worm leaves when we leave a room has always felt a bit weird, but on the other hand it'd also be weird if it stays in the room but stops fighting monsters until the hero re-enters the room later.)
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