Is there a reason why it's not allowed? Having an escape option is pretty much required in every situation, especially on Roguelike difficulty. Other movement options (disengagement, movement infusion, etc) are allowed - why not phasing/teleporting?
The only reason I can think for disallowing it is to stop teleport-raiding, but personally I see this as a design fault of vaults that can be abused by it. Besides, it's not like there's any individual item that's so powerful as to be worth protecting in such an over-the-top manner.
Allow teleporting in vaults
Moderator: Moderator
Re: Allow teleporting in vaults
I figured its mostly to prevent NPCs from escaping.
Sorry about all the parentheses (sometimes I like to clarify things).
Re: Allow teleporting in vaults
Well, technically teleport-raiding can still be done(hell, I've done it myself A LOT), provided your phase/teleport has a range that lets you appear OUTSIDE the vault.
However I do agree that 'no teleport' is a bit annoying and often makes no sense(why should all/most vaults be 'enchanted'like this?)
Bricks may have a point on NPCs not escaping however...
However I do agree that 'no teleport' is a bit annoying and often makes no sense(why should all/most vaults be 'enchanted'like this?)
Bricks may have a point on NPCs not escaping however...
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Re: Allow teleporting in vaults
I believe the main reason to prevent teleportation into vaults is that they're explicitly higher level areas, which you're supposed to make the conscious choice to go into. The whole "These doors are sealed, are you sure you want to go in?" bit gets defeated if you can accidentally teleport into those squares. Especially when you might not know the vault is on the level, so as to know you shouldn't use teleport.
It'd kinda be bad if you teleport away from some guys at half health, only to find yourself staring down a pair of +30 leveled Greater Multi-hued Wyrms when you decided not to go into that vault earlier.
However, you can still use teleports to escape the vault completely. All the squares inside the vault are effectively marked as no teleport destination. However, as noted by Zonk, you can teleport from any square inside, as long as the destination is not to one of the vault designated squares. Its quite easy to walk in, fight a little, and then use a teleport spell or rune to get out. I find it quite nice knowing the character won't teleport anywhere inside the vault, even if its bigger than 15 squares on a side.
It'd kinda be bad if you teleport away from some guys at half health, only to find yourself staring down a pair of +30 leveled Greater Multi-hued Wyrms when you decided not to go into that vault earlier.
However, you can still use teleports to escape the vault completely. All the squares inside the vault are effectively marked as no teleport destination. However, as noted by Zonk, you can teleport from any square inside, as long as the destination is not to one of the vault designated squares. Its quite easy to walk in, fight a little, and then use a teleport spell or rune to get out. I find it quite nice knowing the character won't teleport anywhere inside the vault, even if its bigger than 15 squares on a side.
Re: Allow teleporting in vaults
Hirumakai brings up a good point.
What if vaults only let you teleport into other vault tiles from other vault tiles? In other words, if you're teleporting from a no teleport tile you can land on another teleport tile.
What if vaults only let you teleport into other vault tiles from other vault tiles? In other words, if you're teleporting from a no teleport tile you can land on another teleport tile.
Re: Allow teleporting in vaults
I kind of like it the way it is now. You can't teleport in by accident but you can teleport out when you need to. This has saved my butt often when lower level.
Re: Allow teleporting in vaults
Why not just remove the no-teleport zone when the seal has been broken?
That's logical and would address every problem involved in this.
That's logical and would address every problem involved in this.