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Two nice features that would help running using the mouse

Posted: Wed Feb 02, 2011 11:27 pm
by PowerWyrm
- stop before stepping on a known trap: currently, if the calculated path includes known traps, you simply walk on them and suffer damage
- don't disturb when a non-moving monster appears in LOS

Re: Two nice features that would help running using the mous

Posted: Thu Feb 03, 2011 6:48 am
by itastelikelove
- don't change the way paths are chosen when an enemy is in LOS.

(I'm only about 95% behind the one about non-moving enemies...can we make it so we ignore them only if they don't have ranged attacks? Even if U'nprono'unceab'le the Skeletal Mold is the only one (and I've never had that much trouble with it), that could still lead to unpleasant surprises.)

Re: Two nice features that would help running using the mous

Posted: Thu Feb 03, 2011 9:20 am
by Grey
itastelikelove wrote:- don't change the way paths are chosen when an enemy is in LOS.
Yes, please! Though I've been saying for months that should be the case :( This is especially annoying on the world map when you have high infravision and can see through mountains :/

Re: Two nice features that would help running using the mous

Posted: Fri Feb 04, 2011 11:13 am
by darkgod
- don't change the way paths are chosen when an enemy is in LOS.
What do you mean ?

Re: Two nice features that would help running using the mous

Posted: Fri Feb 04, 2011 1:07 pm
by darkgod
Next release:
- mouse run will go around traps
- running on an item will stop once, not twice
- running on an item will stop only the first time

Re: Two nice features that would help running using the mous

Posted: Fri Feb 04, 2011 1:52 pm
by Grey
darkgod wrote:
- don't change the way paths are chosen when an enemy is in LOS.
What do you mean ?
He means how when an enemy is in LOS the mouse click will not auto-path and will walk in a specific direction instead. This isn't as bad a problem now that bumping doesn't consume a turn (hurrah!) but it's still annoying when immobiles are around, and I find it exceptionaly frustrating on the world map.

To fix the world map issue, I'd suggest giving all characters a set visual radius on the map, independant of light sources and infravision. This makes more sense for a start.

Re: Two nice features that would help running using the mous

Posted: Tue Feb 15, 2011 4:14 pm
by escargot
In the maze running with the mouse can get a bit buggy when there are traps in the way. If you press on a known path, away from your LoS, let's say the stairs up, but there's a trap in between you'll get an "invalid running path" and won't move at all and there are situations where you'll move a couple of tiles away from the direction you pointed.
I suppose that the trap avoiding mechanism gets confused when there's no possible way around a trap, so in that cases the game should make you run until you face directly into the trap and stop (or try disarming it if you have the skill).