stun visuals

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BasiC
Higher
Posts: 57
Joined: Thu Mar 01, 2012 6:09 pm

stun visuals

#1 Post by BasiC »

Need better visual indication of when an enemy is stunned.

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: stun visuals

#2 Post by Zonk »

dancing stars around their head? :D
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

BasiC
Higher
Posts: 57
Joined: Thu Mar 01, 2012 6:09 pm

Re: stun visuals

#3 Post by BasiC »

Doesnt matter,I just want to see something that will indicate they are stunned and when the stun wears off...

phantomglider
Archmage
Posts: 372
Joined: Fri Jan 20, 2012 12:13 am

Re: stun visuals

#4 Post by phantomglider »

If you 'l'ook at an enemy the popup box has a list of current effects and their remaining durations (if any). It wouldn't really be feasible to give an indicator of duration on the visual overview because there are dozens of status effects and you would need a different indicator for each one, which would be a graphical nightmare.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.

PureQuestion
Master Artificer
Posts: 726
Joined: Fri Feb 03, 2012 3:53 am

Re: stun visuals

#5 Post by PureQuestion »

There already are visual indicators of many status effects. Stun is common enough that the lack of one is out of place.

phantomglider
Archmage
Posts: 372
Joined: Fri Jan 20, 2012 12:13 am

Re: stun visuals

#6 Post by phantomglider »

I wasn't saying that stun shouldn't have a graphical representation, just that it shouldn't have a duration display unless you go look at the creature. And many of the most common status effects don't have an effect (stun, daze, confuse, blind, pin)
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.

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