Weird pathing in towns/other discovered places

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

Weird pathing in towns/other discovered places

#1 Post by bricks »

I've seen this for so long that I almost forgot it was a bug. It's definitely been around since I started playing (b26, maybe?). Pathing in discovered locations, especially towns, is really messed up. Even though the game should know exactly where I need to go, it can take multiple clicks to reach my target.

The Ring of Blood is one place where this is very obvious. Try clicking on the opposite side of the Ring, and you'll see.
Sorry about all the parentheses (sometimes I like to clarify things).

Rectifier
Archmage
Posts: 386
Joined: Mon Aug 29, 2011 8:06 am

Re: Weird pathing in towns/other discovered places

#2 Post by Rectifier »

I'd say a temporary solution is to use the numpad if you have one, it makes your life a lot easier in roguelikes.

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

Re: Weird pathing in towns/other discovered places

#3 Post by bricks »

I use arrow keys for 99% of movement, but it's nice to be able to click to go somewhere that I shouldn't have to think about.
Sorry about all the parentheses (sometimes I like to clarify things).

Gliktch
Thalore
Posts: 146
Joined: Mon Sep 05, 2011 10:07 am

Re: Weird pathing in towns/other discovered places

#4 Post by Gliktch »

Options are usually good...

What about giving the player extra options in the Gameplay menu which allow you to choose whether or not to stop a mousemove or shiftmove on "changed terrain on x side", and maybe a "maximum step with shift/clickmove" (default could be 8 or 10, or 0 for no max) - I do like very much the ToME ability to autopath down a windy corridor instead of stopping at every turn, but on the other hand it would be nicer in some ways to know that when I move with click or shift that it's not going to charge halfway across the level :P A third toggle option could be to ignore this value when clicking on the minimap (since there I'm almost always wanting to completely traverse the level to get to an exit).

Thoughts? :)

Edit: To clarify that first part... I mean to say that I only want to stop automoving if an object or hostile monster is spotted, and I don't want shiftmove to become useless in levels like the Hidden Compound 1/2, but rather for the pathfinding to do its best to move in the general direction I specify, including skirting around columns and such, until it's moved the x turns where x is set in the options.

Edit2: On a similar note, a fourth option that I would use if it existed, is to always stop on objects (currently the game saunters past them if you've already stepped on it once) since I rarely leave anything that isn't nailed down :P Okay I'll shush now and wait for feedback lol :lol:

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