Merfolk auto-travel headaches


Ask fellow adventurers how to stay alive in the deep, dark, dangerous dungeon below, or share your own accumulated wisdom.

Snake Sneak

Posts: 124

Joined: Tuesday, 27th January 2015, 17:12

Post Tuesday, 26th September 2017, 14:36

Merfolk auto-travel headaches

When my merfolk touches any shallow or deep water tile, I get the message about my boots melding, which stops auto-travel.

It's really frustrating because autotravel stop settings should (in my opinion) kick in when some decision could/should be made. Engage monster or back away? Grab cool item or ignore it?
Visit shop/portal or don't? With merfolk stepping onto & off of water tiles, there's no decision to be made. I just want auto-travel to take me uninterrupted to that fully cleared level on Shoals where something is in a shop that I want to buy.

Is there an RC file setting I can apply to squelch this kind of autotravel stop scenario? Thanks in advance.

For this message the author dolemite99 has received thanks: 2
Airwolf, nago

Temple Termagant

Posts: 12

Joined: Sunday, 13th March 2016, 03:52

Post Tuesday, 26th September 2017, 15:30

Re: Merfolk auto-travel headaches

I think you're looking for runrest_ignore_message. I have runrest_ignore_message += *unmelds* in my rc, which I think is for that situation, but you can tailor the message for your purposes.

For this message the author zackoid has received thanks: 2
Airwolf, dolemite99

Snake Sneak

Posts: 124

Joined: Tuesday, 27th January 2015, 17:12

Post Tuesday, 26th September 2017, 17:43

Re: Merfolk auto-travel headaches

zackoid wrote:I think you're looking for runrest_ignore_message. I have runrest_ignore_message += *unmelds* in my rc, which I think is for that situation, but you can tailor the message for your purposes.


Thank you! I'll try that.

Shoals Surfer

Posts: 325

Joined: Tuesday, 13th October 2015, 06:02

Post Friday, 29th September 2017, 21:09

Re: Merfolk auto-travel headaches

It would be nice if there was an indepth tutorial on the rc file stickied on the forums. I have a real simple rc file myself because I prefer to just spam the o button a lot.

Tartarus Sorceror

Posts: 1739

Joined: Tuesday, 13th March 2012, 02:48

Post Saturday, 30th September 2017, 07:14

Re: Merfolk auto-travel headaches

FR: Get rid of merfolk boot melding, give merfolk a very slight penalty to compensate. Like 1 less starting dex.

For this message the author Rast has received thanks:
Airwolf

Abyss Ambulator

Posts: 1193

Joined: Friday, 16th January 2015, 20:20

Post Saturday, 30th September 2017, 20:35

Re: Merfolk auto-travel headaches

Or don't nerf them because the boosts in water really don't matter much.

Ziggurat Zagger

Posts: 8786

Joined: Sunday, 5th May 2013, 08:25

Post Sunday, 1st October 2017, 01:09

Re: Merfolk auto-travel headaches

Get rid of the boosts in water. There's no sensible defense for them. They can still swim without penalty, but don't meld boots and don't give an EV bonus and don't give a speed bonus.

For this message the author duvessa has received thanks: 2
Airwolf, VeryAngryFelid

Return to Dungeon Crawling Advice

Who is online

Users browsing this forum: No registered users and 13 guests

cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.