Level autocompletion - reduce tedium from easy areas
Posted: Sat Dec 08, 2012 6:10 pm
While skipping to the last level of the dungeon is a slight improvement, it is often wasted for people who want to explore previous levels for more loot. To counteract this, I suggest removing that feature and replacing it an automatic level completer for the easy areas. Heres how it works:
1. When a level is generated, check to see if the level qualifies. It qualifies if there is no escort and it isn't the final level (no boss), and its too easy (a place where the game would normally skip to the last level).
2. Autorest the player.
3. Map out every area. Ignore vaults and special events such as glowing chests. (Autoexplore should go to them if the player wants to get their rewards.
4. Automatically kill every monster (except for neutrals like the sandworms) in the revealed area, and put what they drop in the player's inventory to be transmorgified.
5. Put every item in the revealed area in the player's inventory.
6. Put the player on the downstairs square.
This will reduce the tedium from exploring easy areas by a lot, while still allowing those rewards to be collected
1. When a level is generated, check to see if the level qualifies. It qualifies if there is no escort and it isn't the final level (no boss), and its too easy (a place where the game would normally skip to the last level).
2. Autorest the player.
3. Map out every area. Ignore vaults and special events such as glowing chests. (Autoexplore should go to them if the player wants to get their rewards.
4. Automatically kill every monster (except for neutrals like the sandworms) in the revealed area, and put what they drop in the player's inventory to be transmorgified.
5. Put every item in the revealed area in the player's inventory.
6. Put the player on the downstairs square.
This will reduce the tedium from exploring easy areas by a lot, while still allowing those rewards to be collected