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Ability to remove own clouds

PostPosted: Sunday, 15th December 2013, 03:05
by Sandman25
Problem: Conjure Flame and especially Freezing Clouds can last quite a long time and often player is waiting for them to disappear before proceeding (the most obvious example is final vault on Elven Halls 3). Neither '5' nor repeat command with '.' is optimal. Pressing '.' and analyzing situation every turn is optimal but time consuming and boring.

Proposed solution:
Add ability to remove clouds in LoS which were created by player. It could take 1 MP for Conjure Flame and 2 MP for Freezing Cloud.

Re: Proposal: Ability to remove own clouds

PostPosted: Sunday, 15th December 2013, 04:58
by Tiktacy
How about instead of making it innate, you give a currently boring unrandart this as an evocable ability.

Re: Proposal: Ability to remove own clouds

PostPosted: Sunday, 15th December 2013, 05:19
by nicolae
There's an as-yet-unimplemented-but-the-devs-want-it nerf to clouds such that they decay faster out of LOS, which would solve this problem, among others.

Re: Proposal: Ability to remove own clouds

PostPosted: Sunday, 15th December 2013, 05:31
by Sandman25
nicolae wrote:There's an as-yet-unimplemented-but-the-devs-want-it nerf to clouds such that they decay faster out of LOS, which would solve this problem, among others.


I dismiss the proposal then.

Re: Proposal: Ability to remove own clouds

PostPosted: Sunday, 15th December 2013, 05:34
by pubby
Neither '5' nor repeat command with '.' is optimal.

Paying 2 MP and 1 turn isn't optimal either.

Re: Proposal: Ability to remove own clouds

PostPosted: Sunday, 15th December 2013, 05:46
by Sandman25
pubby wrote:
Neither '5' nor repeat command with '.' is optimal.

Paying 2 MP and 1 turn isn't optimal either.


I was trying to suggest some disadvantage as the ability clearly saves food otherwise.

PS. The suggestion was inspired by my current character who is Ds of Sif Muna with magic regeneration mutation, sublimation of blood, CBoE, Staff of Wucad Mu and amulet of gourmand :)

Re: Proposal: Ability to remove own clouds

PostPosted: Sunday, 15th December 2013, 06:20
by pratamawirya
Sandman25 wrote:
pubby wrote:
Neither '5' nor repeat command with '.' is optimal.

Paying 2 MP and 1 turn isn't optimal either.


I was trying to suggest some disadvantage as the ability clearly saves food otherwise.

What? How long do the clouds usually last, anyway?

Re: Proposal: Ability to remove own clouds

PostPosted: Sunday, 15th December 2013, 06:28
by Sandman25
pratamawirya wrote:What? How long do the clouds usually last, anyway?


3d(Power/4)

http://crawl.chaosforge.org/Freezing_cloud

That's 3d50 at max spell power, 75 turns on average.

Re: Proposal: Ability to remove own clouds

PostPosted: Sunday, 15th December 2013, 17:13
by brendan
Done.

Sort of. It isn't merged. One of galehar's patches prevents clouds from placing outside of LOS. His other causes player clouds to dissipate faster when you can't see them.
My patch causes harmful clouds to decay faster (double time) if their source can't see them or is dead. This treats player clouds and monster clouds symmetrically. If you want a flavorful explanation, I could mutter something about a magical nexus.

https://crawl.develz.org/mantis/view.php?id=5548

Re: Proposal: Ability to remove own clouds

PostPosted: Sunday, 15th December 2013, 17:24
by XuaXua
This makes me want to have someone else propose a Sponge-like plant creature player race that can absorb clouds, gain special abilities while retaining a cloud, and re-emit them (losing said abilities/resistances, but creating a cloud).

Re: Proposal: Ability to remove own clouds

PostPosted: Monday, 16th December 2013, 10:23
by onton
XuaXua wrote:This makes me want to have someone else propose a Sponge-like plant creature player race that can absorb clouds, gain special abilities while retaining a cloud, and re-emit them (losing said abilities/resistances, but creating a cloud).


make them wear square pants instead of body armour

Re: Ability to remove own clouds

PostPosted: Monday, 16th December 2013, 11:25
by galehar
Another idea to address the issue is to change how autoexplore deals with temporary clouds. Instead of considering them blocking and trying to path around, it waits for them to expire. Especially nice if there's loot under the cloud.