Reducing conflicts between auto-explore and complex traps

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bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Reducing conflicts between auto-explore and complex traps

#1 Post by bricks »

I feel like these just aren't working together. Some are OK, like the fire-burst trap, since it gives you a little time to get into a safe position. However, the beam trap and the poison cloud trap both conflict heavily with auto-explore. The beam trap seems especially problematic because 1) it doesn't animate well, looking more like a spinning turret than a persistent beam, 2) auto-explore doesn't know to avoid the beam, and 3) things moving in circles on a grid-based, turn-based game is really odd. Here are a few ideas:

A low- and high-level version of the spinning beam trap. Damage + silence/stun/nevermove is extreme at low levels.

Limited durations, where applicable, and limited charges. Should be true for all traps, IMO.

While the poison cloud trap does have charges, the way in which it hits you from range causes it to break auto-explore multiple times, without offering any real danger or tactics. I'm not so sure what to do about this one, but it could be two parts; first, you step on the trap 'poisonous mushroom', which destroys the trap and spreads 'poisonous spore' traps throughout the room randomly. Stepping on a 'poisonous spore' would then release a small ball of poison damage and destroy the spore. Similar to the current implementation, but a little more logical and more compatible with auto-explore.

Change some of the complex traps to stationary actors, as opposed to map objects. Then you could actually destroy the trap. Give them stealth, only activate when the player comes in close range, and allow the trap-disarm skill to instantly deactivate (kill) the trap-actors.
Sorry about all the parentheses (sometimes I like to clarify things).

Canderel
Sher'Tul
Posts: 1252
Joined: Mon Nov 24, 2003 2:31 pm
Location: South Africa

Re: Reducing conflicts between auto-explore and complex trap

#2 Post by Canderel »

I concur, especially tye spinning beam trap is really frustratingly deadly at low levels.

Another tweak to autoexplore i'd like to suggest is that it should stop when a party member takes damage. I tried to find it in the code, for about 3m but i couldn't find it. I'll check again soon.

tiger_eye
Perspiring Physicist
Posts: 889
Joined: Thu Feb 17, 2011 5:20 am

Re: Reducing conflicts between auto-explore and complex trap

#3 Post by tiger_eye »

Canderel wrote:Another tweak to autoexplore i'd like to suggest is that it should stop when a party member takes damage. I tried to find it in the code, for about 3m but i couldn't find it. I'll check again soon.
Probably the best place to add this would be in "Actor.lua" in "onTakeHit". Check if the actor is a party member of the player and if the player can see the actor being hit, then call 'game.player:runStop("party member (%id_of_member) taken damage")', and the same thing in "on_set_temporary_effect".
darkgod wrote:OMFG tiger eye you are my hero!

wobbly
Archmage
Posts: 400
Joined: Tue Jul 03, 2012 8:35 am

Re: Reducing conflicts between auto-explore and complex trap

#4 Post by wobbly »

Trying to avoid the radius of blighted soil like it does traps & water would also be nice.

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