monster/trap Visibility
Moderator: Moderator
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- Low Yeek
- Posts: 5
- Joined: Wed May 19, 2010 12:25 pm
monster/trap Visibility
Until you get around to giving traps and monsters an image, how about giving the symbols an outline? I can't see the traps in the forest at all, or the green worm masses. An option to drop the background color would work too. When a monster is atop an item, shrink the item's image and put it in the corner, rather than mashing the symbols together.
Re: monster/trap Visibility
As a secondary question, was it intentional that green worm masses and Huorns) (and other monsters with similar colors) are about invisible in the Trollshaws? I figured it was, but it certainly has gotten me killed a few times, and I don't think I like it. It makes one peer at one's screen or go into the game to change the colors and neither particularly fun. Also, would a green worm mass really be that hard to see? I know huorns can creep up unnoticed, but worms?
Re: monster/trap Visibility
Yes I want to do that, it is however suprisingly hard to do with sdf_ttf :<
But I will
But I will

[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

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- Wyrmic
- Posts: 216
- Joined: Tue Mar 31, 2009 7:45 pm
- Location: New Mexico
Re: monster/trap Visibility
Try using "Shift-t" to enable tactical mode. All enemies are outlined in a red box. It doesn't help with the traps but those green worms aren't so dangerous when you can see them coming.
Re: monster/trap Visibility
It took me a while to notice that shift-t thing; imo, it should probably be on by default. If it helps any, most critters are easier to see in pure ascii mode (barring the # critters colored the same as the walls and the occasional pure-black monster), from what I noticed.