Make teleport fails take no time
Moderator: Moderator
Make teleport fails take no time
Currently if a level is too small for the minimum distance for a teleport (~15 tiles) then it fails and takes a turn. I propose that it just fizzles and doesn't consume time or mana.
Re: Make teleport fails take no time
I like it. Would be nice if it would do something similar when trying to use short range teleportation in vaults.
Ghoul never existed, this never happened!
Re: Make teleport fails take no time
Having the talent return false and display a message about why it failed should do it.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Make teleport fails take no time
I would like this too.
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- Thalore
- Posts: 190
- Joined: Tue Jul 03, 2012 7:04 pm
Re: Make teleport fails take no time
Definitely.
Re: Make teleport fails take no time
Yes please.
Re: Make teleport fails take no time
M'old suggestion was to have it default to furthest distance possible if minimum distance can't be reached, so teleport runes would still be potentially useful in small areas. Still, not doing anything and taking no time (and, possibly, not triggering CD) would be an improvement regardless.
Re: Make teleport fails take no time
That's another good idea. However, I don't think it should be the farthest, but rather tend toward the farthest. Otherwise you could know exactly where you'd end up and I don't think that's the point of teleport. It would need to be weighted by the distance away from the player. I think that wouldn't be too big of a pain to code, but the no action alternative would be much simpler.Frumple wrote:M'old suggestion was to have it default to furthest distance possible if minimum distance can't be reached, so teleport runes would still be potentially useful in small areas. Still, not doing anything and taking no time (and, possibly, not triggering CD) would be an improvement regardless.