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Make teleport fails take no time
Posted: Sun May 26, 2013 5:23 am
by fuzzynord
Currently if a level is too small for the minimum distance for a teleport (~15 tiles) then it fails and takes a turn. I propose that it just fizzles and doesn't consume time or mana.
Re: Make teleport fails take no time
Posted: Sun May 26, 2013 9:38 am
by jotwebe
I like it. Would be nice if it would do something similar when trying to use short range teleportation in vaults.
Re: Make teleport fails take no time
Posted: Sun May 26, 2013 1:32 pm
by jenx
+1
Re: Make teleport fails take no time
Posted: Mon May 27, 2013 12:58 am
by HousePet
Having the talent return false and display a message about why it failed should do it.
Re: Make teleport fails take no time
Posted: Fri May 31, 2013 12:52 am
by String
I would like this too.
Re: Make teleport fails take no time
Posted: Fri May 31, 2013 11:34 pm
by Peppersauce
Definitely.
Re: Make teleport fails take no time
Posted: Sat Jun 01, 2013 1:21 am
by Amphouse
Yes please.
Re: Make teleport fails take no time
Posted: Mon Jun 03, 2013 2:02 pm
by jenx
And ditto for stone-walking (dwarves)
Re: Make teleport fails take no time
Posted: Mon Jun 03, 2013 3:53 pm
by achoice
+1
Re: Make teleport fails take no time
Posted: Mon Jun 03, 2013 7:04 pm
by Frumple
M'old suggestion was to have it default to furthest distance possible if minimum distance can't be reached, so teleport runes would still be potentially useful in small areas. Still, not doing anything and taking no time (and, possibly, not triggering CD) would be an improvement regardless.
Re: Make teleport fails take no time
Posted: Sat Jun 08, 2013 1:47 am
by fuzzynord
Frumple wrote:M'old suggestion was to have it default to furthest distance possible if minimum distance can't be reached, so teleport runes would still be potentially useful in small areas. Still, not doing anything and taking no time (and, possibly, not triggering CD) would be an improvement regardless.
That's another good idea. However, I don't think it should be the farthest, but rather tend toward the farthest. Otherwise you could know exactly where you'd end up and I don't think that's the point of teleport. It would need to be weighted by the distance away from the player. I think that wouldn't be too big of a pain to code, but the no action alternative would be much simpler.