Mines Malingerer
Posts: 34
Joined: Saturday, 21st January 2017, 16:17
Remove clouds generated with bolts on the water
Problem: Spells, abilities, cards and wands can generate clouds on the water.
Steam clouds on the water:
- All fire magic spells except sticky flame, delayed fireball (this spell only gives "abilty" to launch fireballs) and ignite poison (in some cases);
- Wands of flame
- Wands of random effects;
- Lamp of fire;
- Firestarter;
- Makhleb's minor and major destruction;
- Xom's acts;
- Fire Magic miscast effect;
- Cloud card.
Freezing clouds on the water:
- Bolt of Cold;
- Xom's acts.
Steam clouds on the lava:
- Throw Frost, Bolt of Cold, Freezing Cloud and Glaciate;
- Ice Magic;
- Lamp of fire;
- Frostbite;
- Xom's acts;
- Cloud card.
And I didn't include "monsterous' sources of clouds.
Why it is a problem? It is totally spoilerous mechanics. No any description of spell, card or item include information about clouds on water or lava. The descriptions of terrain says also nothing about that:
- Shallow water: A pool of cloudy, waist-deep water. It makes movement and combat cumbersome for landlubbers - sometimes dangerous, but never directly fatal.
- Deep water: A pool of deep water. Only giant creatures can wade through this, and only those well-adapted to water can swim through it; for the rest, the only way through is to fly over.
- Lava: An intensely hot pool of molten rock, emitting clouds of sulphurous smoke.
Why should we avoid spoilerous mechanics? It is one of the Minor Design Goals of the whole game:
clarity (playability without need for spoilers)
https://github.com/crawl/crawl/blob/master/crawl-ref/docs/crawl_manual.rst#clarity
It is said, that the Crawl should be intuitive. So I think everybody understands that "Water + Fire = Puff" Everybody understands that "Water + Electricity = Danger", but the effect of "electrified" weapons on water was removed.
- For this message the author StupidBerserker has received thanks: 2
- duvessa, nago