ToME: the Tales of Maj'Eyal

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 Post subject: Low Health Pop-Up Option
PostPosted: Tue Jun 09, 2015 6:11 am 
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Joined: Tue Jun 09, 2015 6:03 am
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As the title implies, it would be nice to have an option to turn on/off a pop-up message requiring the player to click "ok" before any more inputs can be received. This would be useful for players who are doing "bump attacks" mindlessly and laying on their direction keys without paying attention to extreme threats nearby. Too many times I die because I am bump attacking into mobs and then suddenly die to a ranged spell from a nearby rare/unique/boss that I didn't notice in time. The little pop-up when the player's hp gets below a threshold (maybe make it be adjustable by the player) would be a great way to wake the player up so they can address the severe threat appropriately to avoid another silly death.


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PostPosted: Thu Jun 11, 2015 5:23 pm 
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Cornac

Joined: Sun Apr 26, 2015 11:03 am
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This would save my life so many times.


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PostPosted: Mon Jul 06, 2015 6:57 am 
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Halfling

Joined: Wed Aug 13, 2014 4:05 pm
Posts: 88
I'd like that as well, it would saved characters several times. My last deaths that this would have prevented:
  • in the sandworm lair, waiting for some worm do dig a tunnel. And suddenly it is some other enemy (in my case, not the queen)
  • as a Stone Warden, waiting for your vines to do their work

Yes, just playing carefully would have prevented these, but playing careful all the time just makes the game so much slower.


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PostPosted: Mon Jul 06, 2015 10:46 am 
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Uruivellas

Joined: Fri May 24, 2013 4:27 pm
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Being judgmental about where to be careful is a core skill in roguelikes, I'd argue. If we automate that, what is there left?


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PostPosted: Mon Jul 06, 2015 11:06 am 
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Wyrmic

Joined: Tue Apr 10, 2012 5:33 pm
Posts: 206
0player wrote:
Being judgmental about where to be careful is a core skill in roguelikes, I'd argue. If we automate that, what is there left?

Roguelikes should be about tactical planning. And I prefer my death being result of bad tactics, not lack of attention.


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PostPosted: Mon Jul 06, 2015 1:05 pm 
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Loremaster

Joined: Thu Sep 23, 2010 10:18 pm
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Location: London, England
0player wrote:
Being judgmental about where to be careful is a core skill in roguelikes, I'd argue. If we automate that, what is there left?

If we only had features based on individuals' definitions of what's core to roguelikes then a lot of the game would get thrown out. As an option this does no harm to the game, and can be positive for a particular set of players.

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PostPosted: Mon Jul 06, 2015 3:29 pm 
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Uruivellas

Joined: Sun Feb 03, 2013 12:29 am
Posts: 703
Location: Turtlemire
0player wrote:
Being judgmental about where to be careful is a core skill in roguelikes, I'd argue. If we automate that, what is there left?


A comment about whats already in the game;

With shaders enabled, your screen will get red once you reach low health.
Without shaders, you don't get ANY indication.

So even if you would be against a hard-lock, a soft-lock or a better indicator that works without shaders would be great in my eyes.

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PostPosted: Mon Jul 06, 2015 4:00 pm 
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Sher'Tul

Joined: Sun Jun 15, 2014 12:19 am
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Sometimes the shaders don't kick in immediately either.

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PostPosted: Tue Jul 07, 2015 3:58 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5778
More automation leads to more inattentiveness.

Its tricky to solve without just moving the cause of death to somewhere else.

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PostPosted: Tue Jul 07, 2015 9:12 pm 
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Sher'Tul Godslayer

Joined: Sat Apr 26, 2003 7:38 pm
Posts: 1970
Location: GMT-8:00
Low health warnings that required space to dismiss were an option in ToME 2. If it wasn't too much automation then it's not too much automation now.

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PostPosted: Wed Jul 08, 2015 3:01 am 
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Spiderkin

Joined: Wed Aug 22, 2012 4:41 pm
Posts: 481
Atarlost wrote:
Low health warnings that required space to dismiss were an option in ToME 2. If it wasn't too much automation then it's not too much automation now.

That sounds like a decent option. A few years ago I suggested blocking player input for a 1-3 seconds when health drops below a threshold but pressing a particular button sounds great as well. These may also be combined: input is blocked for a few seconds or until you hit space.


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PostPosted: Sun Jul 12, 2015 12:15 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
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Location: A shallow water area south of Bree
Hmm... [sound F/X: coding] Is this what you had in mind?

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PostPosted: Wed Aug 10, 2016 8:22 pm 
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Zizzo wrote:
Hmm... [sound F/X: coding] Is this what you had in mind?


Yes, this is perfect!

Totally forgot about this thread, haven't played tome in a while. XD

Great Work!


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PostPosted: Thu Aug 11, 2016 6:27 am 
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Halfling

Joined: Mon Apr 18, 2016 9:46 pm
Posts: 100
Amazing AddOn, just what i was looking for thanks!

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