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ID Category Severity Reproducibility Date Submitted Last Update
0003161 [DCSS] Implementables tweak N/A 2011-01-06 14:52 2011-01-07 15:37
Reporter Mu View Status public  
Assigned To Mu
Priority normal Resolution done  
Status resolved   Product Branch 0.8 ancient branch
Summary 0003161: Ambient noise system
Description Commit 6c38fdbc4fef03a2c23361653c21937d18bffbed introduced two changes: it assigned branches an ambient noise level, and it assigned branches a stealth modifier.

The ambient noise level is currently problematic in the branches where it is significantly negative (when ambient noise has a negative value, the loudness value of noises on that level is increased): crypt and tomb. Players entering crypt levels will typically awaken every monster on the level rather quickly, and these monsters will all beeline for the player's location. Crypt is currently a frantic fight against an entire level's worth of enemies, followed by autoexploring around an empty floor. This is particularly bad in the branch end maps.

I don't believe any tweaking of the ambient noise levels will address this satisfactorily. The big problem is that walls do not currently insulate against noise. As such, any increase in loudness over the default will simply increase the radius from which enemies start making their way towards you, regardless of terrain, obstacles or even sections of the map being disconnected.

Once walls (and doors) can effectively block noise propagation, then the ambient noise system will probably work a lot better. It would also help if monsters were not quite so adept at pinpointing your location based on distant noises.

As such, I think the ambient noise system should be removed for the time being. The stealth modifier could be left in, however, as it only affects enemies that are in LOS. This would maintain the increased difficulty for stabbers, without drawing enemies from the distant corners of the map. A few people on ##crawl-dev seemed to agree with this.

Alternatively someone could try getting walls to block noise propagation and so on, which I assume would be some work. :)

As a minor point, I'm not sure why it's necessary to have both a stealth modifier and ambient noise. One or the other would surely suffice.
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(0010290)
Mu (developer)
2011-01-07 15:29
edited on: 2011-01-07 15:36

Well greensnark went ahead and produced a whole new noise propagation system which takes walls and obstacles into account and floods sound from source down corridors very nicely. :) I'll close this item now, but if people still find crypt/tomb to be broken they can make a new one.

(0010291)
Mu (developer)
2011-01-07 15:37

commit 95cc9338a77e5c4182e0f6e807801c6bcd438847, New noise propagation system.

- Issue History
Date Modified Username Field Change
2011-01-06 14:52 Mu New Issue
2011-01-07 15:29 Mu Note Added: 0010290
2011-01-07 15:36 Mu Note Edited: 0010290
2011-01-07 15:37 Mu Note Added: 0010291
2011-01-07 15:37 Mu Status new => resolved
2011-01-07 15:37 Mu Fixed in Branch => 0.8 development branch
2011-01-07 15:37 Mu Resolution open => done
2011-01-07 15:37 Mu Assigned To => Mu


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