[git] Hightened Senses bug

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grmblfzzz
Thalore
Posts: 133
Joined: Fri Nov 25, 2011 7:53 pm

[git] Hightened Senses bug

#1 Post by grmblfzzz »

Hightened Senses appears to set your infravision at it's radius instead of adding to your infravision radius. Specifically, once you get it, your infravision radius will always be what the talent sets it to, ignoring +infravision radius items.

Hachem_Muche
Uruivellas
Posts: 744
Joined: Thu Nov 18, 2010 6:42 pm

Re: [git] Hightened Senses bug

#2 Post by Hachem_Muche »

This is working as intended. The game only uses the highest of your Heightened Senses and Infravision ranges. The character sheet and tooltips could be more clear though:

Code: Select all

diff --git a/game/modules/tome/class/interface/TooltipsData.lua b/game/modules/tome/class/interface/TooltipsData.lua
index ba0768a..2ebc2da 100644
--- a/game/modules/tome/class/interface/TooltipsData.lua
+++ b/game/modules/tome/class/interface/TooltipsData.lua
@@ -381,8 +381,8 @@ The maximum distance your lite can light up. Anything further cannot be seen by
 TOOLTIP_VISION_SIGHT = [[#GOLD#Sight range#LAST#
 How far you can see. This only works within your lite radius, or in lit areas.
 ]]
-TOOLTIP_VISION_INFRA = [[#GOLD#Infravision#LAST#
-A secondary sight that allows you to see even in the dark, but only creatures can be seen this way.
+TOOLTIP_VISION_INFRA = [[#GOLD#Heightened Senses#LAST#
+Special vision (including infravision) that works even in the dark, but only creatures can be seen this way.  Only the best ability is used.
 ]]
 TOOLTIP_VISION_STEALTH = [[#GOLD#Stealth#LAST#
 To use stealth one must possess the 'Stealth' talent.
diff --git a/game/modules/tome/dialogs/CharacterSheet.lua b/game/modules/tome/dialogs/CharacterSheet.lua
index f7c9b19..2442024 100644
--- a/game/modules/tome/dialogs/CharacterSheet.lua
+++ b/game/modules/tome/dialogs/CharacterSheet.lua
@@ -419,7 +419,7 @@ function _M:drawDialog(kind, actor_to_compare)
 		end
 		text = compare_fields(player, actor_to_compare, function(actor) return (actor:attr("infravision") or actor:attr("heightened_senses")) and math.max((actor.heightened_senses or 0), (actor.infravision or 0)) end, "%d", "%+.0f")
 		if text then
-			self:mouseTooltip(self.TOOLTIP_VISION_INFRA,  s:drawColorStringBlended(self.font, ("Infravision    : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
+			self:mouseTooltip(self.TOOLTIP_VISION_INFRA,  s:drawColorStringBlended(self.font, ("Heighten Senses: #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
 		end
 		text = compare_fields(player, actor_to_compare, function(who) return who:attr("stealth") and who.stealth + (who:attr("inc_stealth") or 0) end, "%.1f", "%+.1f")
 		if text then
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

cttw
Archmage
Posts: 394
Joined: Sat Oct 22, 2011 10:31 am

Re: [git] Hightened Senses bug

#3 Post by cttw »

This distinction should really be dropped.

supermini
Uruivellas
Posts: 800
Joined: Tue May 15, 2012 11:44 pm

Re: [git] Hightened Senses bug

#4 Post by supermini »

cttw wrote:This distinction should really be dropped.
Wouldn't it make it trivial to get to 10 infravision if it stacked?
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers

cttw
Archmage
Posts: 394
Joined: Sat Oct 22, 2011 10:31 am

Re: [git] Hightened Senses bug

#5 Post by cttw »

Adjust the bonuses so that it's fair then. Maybe have heightened senses start at +2 or +3.

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: [git] Hightened Senses bug

#6 Post by SageAcrin »

Infravision basically has no Lite equivalent, besides Heightened Senses.

Making it just provide 2+1*TL(rounded up, I'd say; Makes it more of an interesting gap for the Cunning classes, as it starts at 4 then, for them) to compensate for the ability to stack with Infra would be pretty much fine.

grmblfzzz
Thalore
Posts: 133
Joined: Fri Nov 25, 2011 7:53 pm

Re: [git] Hightened Senses bug

#7 Post by grmblfzzz »

I have no real problem with it not stacking... if it was labeled somewhere in game. This is the sort of thing that's just counter-intuitive and strikes people as a bug due to lack of tooltip clarity. I use the talent early game a lot on people who start with it before you get good light sources.

That being said... I always thought infravision was a cool concept that was kind of wasted in ToME. The problem here is that it's just a strictly inferior version of light, when there are so many possibilities of making it more interesting. There's lots of +infravision items, but you just completely stop caring about them once you get enough regular light radiurs. Some possibilities are:

1) You could have it generally have larger radius than light (by for instance having heightened senses stack with items), but the things you see with infravision just show up as red blobs or whatever outside of light range.

2) You could have stealthed/invis creatures in Infravision range be displayed/outlined somehow, not reducing the stealth penalties but just informing your guy where they are.

3) Maybe it could see a little infravisiony heat aura like 2 rad around enemies, so you could see if one was standing right around a corner or something.

3) You could combine with any of the above advantages an appropriately themed disadvantage like that it won't spot undead or whatever other creatures are just hanging around at ambient temperature! :)

Anyway, just some ideas to make it a different *kind* of vision, not just a strictly *worse* vision option :)

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: [git] Hightened Senses bug

#8 Post by SageAcrin »

Another thought; Give it a chance of allowing you to sense enemies in its radius, even if walls, etc. are in the way. Something like 3+TL*3% chance per turn.

That way, it's a form of universal scouting. :)

Hachem_Muche
Uruivellas
Posts: 744
Joined: Thu Nov 18, 2010 6:42 pm

Re: [git] Hightened Senses bug

#9 Post by Hachem_Muche »

I like the idea of distinguishing Heightened Senses from Infravision and SageAcrin's idea of using Heightened Senses as a universal scouting sense would certainly help at higher difficulties.

I'm not sure how to justify being able to see through walls as a learnable skill though (Some kind of pseudo-psionic skill, maybe?) Game-balance wise, you don't want a passive skill that negates stealth and invisibility. One way to avoid that would be to let you use the skill to amplify your stealth/invisibility detection. An idea to accomplish this is:

sense chance ~= 5% per talent level (limited < 100%)

chance to see invisible/stealthed = sense chance * detection/invisibility or stealth level

That way the skill has a non-trivial chance to detect hidden enemies but doesn't negate their skills completely. To further fuzz things for the player, you could show targets only on the minimap, so it's unclear exactly what tile they are in unless you actually detect them normally.

As for stacking infravision working with normal sight, an easy solution is to just stack it with normal sight radius. Anything within range of sight + infravision but outside of sight range uses infravision rules for detecting enemies. The +infravision from items, etc. would need to be nerfed a bit, but they would always be useful.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

grmblfzzz
Thalore
Posts: 133
Joined: Fri Nov 25, 2011 7:53 pm

Re: [git] Hightened Senses bug

#10 Post by grmblfzzz »

Well, this has really turned into an Ideas thread, but I feel compelled to continue responding! So, I enjoy the idea of a passive scouting portion, but it really couldn't be anything like track for balance reasons. What I do think would be cool/utile/appropriate was to have heightened senses heighten your scent as well as your vision! :)

Basically you could have it tell you what creatures are in some x radius without actually revealing them on the map or minimap. Just have it either get an active portion that will get you some list of the things you scent nearby, or just passively crop up occasionally in the combat-log. For example, something like: "You smell several Orcs nearby" or "You catch the stink of Undead to the Northeast".

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