Teleports and Vaults

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ChasmGasm
Wayist
Posts: 20
Joined: Thu Jan 09, 2014 3:54 pm

Teleports and Vaults

#1 Post by ChasmGasm »

What if you were allowed to teleport to areas of a vault that you could see? It sucks being a temporal whatever and not being able to zip around all willy nilly. For now I just kite out as much stuff as possible, but on some vaults that's really un fun.

0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: Teleports and Vaults

#2 Post by 0player »

Not to mention trying to battle farportal guardian in the fortress (which is all no-teleport) and having no gap-closers when it bombards you with frost nukes. I don't know what I'd do there without Wanderer's Rest, as it was a bloated horror and had no real way to be kited.

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

Re: Teleports and Vaults

#3 Post by Zonk »

I think it might make sense if you can teleport when in a vault - but only to other vault squares.
Of course, that might make vaults MUCH harder since you're no longer guaranteed being able to escape....
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

Dracos
Archmage
Posts: 405
Joined: Sun Jul 13, 2014 4:09 pm

Re: Teleports and Vaults

#4 Post by Dracos »

I had a High Peak vault glitch last playthrough and close a 'secret' door behind me.

I would've been very sadface if teleport didn't work. While that's a bug being worked around, vaults are often complicated areas that block digging, unlike normal spaces. Providing a 'get the heck out' is really nice to have.
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.

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