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Minor UI suggestion
Posted: Mon May 17, 2010 9:00 pm
by Frumple
Can it be made so that, instead of 'stop reason: hostile spotted,' you get 'stop reason: <Monster Name> spotted'? An' perhaps 'stop reason: <Monster Name> spotted offscreen'? It'd be helpful for those cases where the monster's symbol is the same as the walls/the blackness of space or something in the distance is interrupting rest/running.
Re: Minor UI suggestion
Posted: Thu May 20, 2010 8:50 pm
by bio_hazard
Another UI suggestion: when buying or selling in the shops and indicating quantities, have up/down arrows as well as a cancel button. I had some problems in my last game and inadvertently sold all of my potions when trying to buy an identify scroll. Escape doesn't seem to cancel in all cases, maybe when the cursor is active in the quantity window, but I'm not even sure if I can see the cursor.
Re: Minor UI suggestion
Posted: Thu May 20, 2010 9:32 pm
by Nerdanel
I accidentally tried to buy/sell something (I forget which) and I also found out that escaping didn't work. What did work, however, was setting the quantity to zero.
By the way, I think the quantity should default to 1 instead of the total number of stuff in the stack in order to avoid expensive mistakes.
Re: Minor UI suggestion
Posted: Fri May 21, 2010 1:52 am
by greycat
Nerdanel wrote:I accidentally tried to buy/sell something (I forget which) and I also found out that escaping didn't work. What did work, however, was setting the quantity to zero.
Yeah. That. Except it wasn't accidental in my case. I noticed it when, for some unknown reason, after buying something, the quantity prompt either stayed up, or appeared again. I'm willing to accept that it might have been some weird accidental thing on my end, like grazing the mouse button.
Anyway, I was going to report that, but I got a phone call, and things got crazy, so it sort of fell off the radar.
ESC doesn't work when shopping.
Re: Minor UI suggestion
Posted: Fri May 21, 2010 4:42 am
by Frumple
Any objection to making this a general thread for the tiny UI things? I think I can go back and edit the initial post to fix the thread name to something along those lines.
Anyway, taking on another request/idea, regarding save games. It'd be really nice if the save menu didn't just give "Exploring level x of y," but also race/class/level information. I've already got like a half dozen critters lounging around I've forgotten what was, heh...
Re: Minor UI suggestion
Posted: Fri May 21, 2010 10:21 am
by darkgod
Frumple wrote:Can it be made so that, instead of 'stop reason: hostile spotted,' you get 'stop reason: <Monster Name> spotted'? An' perhaps 'stop reason: <Monster Name> spotted offscreen'? It'd be helpful for those cases where the monster's symbol is the same as the walls/the blackness of space or something in the distance is interrupting rest/running.
Nice idea; implemented!
Re: Minor UI suggestion
Posted: Fri May 21, 2010 10:21 am
by darkgod
Frumple wrote:Any objection to making this a general thread for the tiny UI things? I think I can go back and edit the initial post to fix the thread name to something along those lines.
Anyway, taking on another request/idea, regarding save games. It'd be really nice if the save menu didn't just give "Exploring level x of y," but also race/class/level information. I've already got like a half dozen critters lounging around I've forgotten what was, heh...
Implemented
Re: Minor UI suggestion
Posted: Fri May 21, 2010 10:25 am
by darkgod
Nerdanel wrote:I accidentally tried to buy/sell something (I forget which) and I also found out that escaping didn't work. What did work, however, was setting the quantity to zero.
Implemented
Re: Minor UI suggestion
Posted: Fri May 21, 2010 4:44 pm
by Farquar
One more thing about shopping. If you type in a number it should clear out the default and only enter the number you type instead of adding it to the end of the default. Example: If there are 10 scrolls available and I want to buy 2, I should be able to hit '2' 'Enter' instead of 'backspace' 'backspace' '2' 'Enter'.
Re: Minor UI suggestion
Posted: Sat May 22, 2010 3:09 pm
by bio_hazard
A couple of suggestions for improved messages:
When Create Ammo fails due to not wielding a ranged weapon, provide a message indicating this. As is, it just says "uses ammo creation", but with no message for failing, and cooldown/stamina are not changed.
When overencumbered and one tries to move, provide message that says "Can not move- pack too heavy!" or something similar. It is pretty easy to push the encumbered message up the log if a new monster comes by or you just aren't paying attention, and there's no readily viewable "overloaded" flag on the main screen to tell you why you can't move.