Marbit wrote:Would that prevent players from teleporting/blinking/dispersal within the vault ?
Kobolds will use dispersal darts to move you to other islands. There is a small ( but real) possibility to land in an incorrect island and starve to death.
At level of the dungeon 8-15 players should have some means of escaping (scroll of teleport/blink, wand of teleport/digg/desintegration, levitation potion, distortion weapon).
Is the vault badly designed? would the line that mumra sugested solve the problem? Perhaps I should provide the player with a teleport scroll at the entrance of the vault instead of the confusion potion.
"would the line that mumra sugested solve the problem?" - yes, that's why I suggested it
Providing a teleport scroll isn't enough - like I said, the player could arrive on one of those islands by
taking a shaft/hatch from a completely different level. They might not even have seen your vault prior to this happening.
no_rtele_into won't stop controlled teleports (that would be no_ctele_into, rtele stands for "random teleport"). It won't stop you random-teleporting out. It won't stop you teleporting or dispersing the
monsters ...
But I'm not 100% sure what effect this flag has on dispersal darts or random blinks. My suggestion is to actually load this vault into the game and test it, the only way I could tell you would be by doing that myself and I'd rather let you do it
"At level of the dungeon 8-15 players should have some means of escaping" - yes,
should, but it's certainly not guaranteed that they will, and definitely not at level 8. And a wand or scroll of teleportation could easily just land you right back on another one of those islands. The only stage in the game when it's safe to assume the player
might have these tools is in the extended endgame e.g. Pan / Hells, they are certainly likely to have some non-consumable form of Flight by then at least, but even then it's generally considered bad form to create this kind of trap.
Edit: Not to mention, any arguments for or against are
completely ignoring what I said - the game will literally not allow this vault to exist unless it has no_rtele_into. It's not down to design choice, it's hard-wired into the vault placement routines, sorry.
Edit 2: Apologies, I realise I might have misunderstood the gist of your comments, but anyway yeah you should test this, if darts of dispersal can land you on no_rtele_into grids then that could actually be classified as a bug ...
Edit 3: Another acceptable option is to provide escape hatches or trapdoors on disconnected islands so that player does have an exit route albeit a dangerous one. Ok, enough edits now