Map completion note

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poffpoff
Posts: 3
Joined: Fri Apr 17, 2015 9:37 pm

Map completion note

#1 Post by poffpoff »

I am no modder, so this is just a humble idea for an update or mod.

When in big dungeon maps, you may find the exit quite fast. But people like me still wants to kill everything and gather all items.
Therefore it would be great if there was a small symbol under the map for when there are still monsters resp. treasures to be found.
Especially when playing classes like "cursed" you don't want to run around wasting rage just to check every last corner of the difficult
forest map just to find nothing at all.

I'm sorry if this thread is posted in the wrong section! I just felt the need.

Micbran
Sher'Tul
Posts: 1154
Joined: Sun Jun 15, 2014 12:19 am
Location: Yeehaw, pardner

Re: Map completion note

#2 Post by Micbran »

Auto-explore will (usually) find everything. Why not use that?
A little bit of a starters guide written by yours truly here.

poffpoff
Posts: 3
Joined: Fri Apr 17, 2015 9:37 pm

Re: Map completion note

#3 Post by poffpoff »

It's a possibility, but as I understand, it clears the map of "dark areas" and picks up everything, which means that even if the area is clear, it will still waste precious rage.

I haven't been playing this game nearly as much as many else (~24h playtime), and it's possible I have just missed something, already cleverly implemented. It is also possible that this idea probably only benefits classes with "battlemomentum" kind of energy (i.e. "rage"), and that a small "/AREA CLEAR/" sign removes a bit suspense or, roleplay sense from the game. Even though I don't find much suspense or pleasure in trying to clear an area I already believe is cleared..

twas Brillig
Wyrmic
Posts: 279
Joined: Sun Nov 30, 2014 9:06 pm

Re: Map completion note

#4 Post by twas Brillig »

Honestly, I'd appreciate this just for Sandworm and those few times when autoexplore misses a chest. Aside from that, the most common benefit would be letting you know parts of a map generate unconnected from the main area. My big issue is that it's sort of an immersion-breaking buff. I'd say a better solution would be to make hate-management less tedious, or otherwise make the question of whether you should keep hunting through a map an interesting choice instead of an annoying one.

Aside from that: It can potentially save time for other classes, since autoexplore will occasionally take a long time to reveal all parts of maze-like maps. Weirder maps like alt-maze occasionally cause problems when autoexplore rams you into the holes, etc. Underwater maps can be a pain, for all that there are only three or so in the entire game.

Nagyhal
Wyrmic
Posts: 282
Joined: Tue Feb 15, 2011 12:01 am

Re: Map completion note

#5 Post by Nagyhal »

You could actually make a map completion marker / remaining item count / remaining monster count an in-built part of the Afflicted classes.

Tie it in with the whole "Hate" theme somehow - "You can sense the presence of ( a great many / many / some / a few ) loathsome beings that persist here"

twas Brillig
Wyrmic
Posts: 279
Joined: Sun Nov 30, 2014 9:06 pm

Re: Map completion note

#6 Post by twas Brillig »

Nagyhal wrote:You could actually make a map completion marker / remaining item count / remaining monster count an in-built part of the Afflicted classes.

Tie it in with the whole "Hate" theme somehow - "You can sense the presence of ( a great many / many / some / a few ) loathsome beings that persist here"
You could even include a "...and (one / two / a few) powerful beings..." substring about rares/uniques/bosses. Maybe use whatever language the log uses when a rare, etc. dies offscreen but you get XP anyway.

Weirdly, Cursed Aura could also justify this for items.

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