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ID | Category | Severity | Reproducibility | Date Submitted | Last Update | ||
0004182 | [DCSS] Implementables | minor | have not tried | 2011-06-28 01:38 | 2013-03-21 22:36 | ||
Reporter | dpeg | View Status | public | ||||
Assigned To | |||||||
Priority | normal | Resolution | done | Local or Remote | Both | ||
Status | closed | Operating System | All | ||||
Projection | none | Console or Tiles | Both | ||||
ETA | none | Fixed in Branch | 0.12 ancient branch | Product Branch | 0.10 ancient branch | ||
Product Version | |||||||
Summary | 0004182: cTele nerfs | ||||||
Description |
See https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:effect:teleport_control [^] The plan: 1. Hostile teleports are defined as monster spells, trap, teleportitis and ring (for ring see below). All hostile teleports have a delay (1d3 for monster/ring, 1d(5-mutlevel) for the mutation, instant for trap). Hostile teleports with delay>0 are announced by “Tele” in a colour different from player teleport (lightred instead of blue, say). You can cancel announced hostile teleports as usual, by teleporting on your own. Whenever you experience a hostile teleport, print a message a la "You can cancel this teleport by a teleport of your own." You cannot control hostile teleports (hence the colour scheme). Additional hostile teleports (trap, another cast) immediately teleport, i.e. zero delay. 2.cTele from ring/randart are invoked (via ability menu). Failure like berserk ability (50-2*Evoc) would do for a start. cTele mutation is removed. Increase level of the cTele spell to 5 or even 6. 3. High power portal cards teleport are not instant, but have a very short delay. 4. Teleportation traps come in two types: permanent ones (to be used for vaults) and finite ones (for random placement). (Teleportation traps can be scummed via luring monsters. Ideally, maps can also place finite teleportation traps.) 5. The ring of teleportation becomes passive only (does not provide the ability to teleport anymore). Its random teleports are hostile. |
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