Mines Malingerer
Posts: 38
Joined: Tuesday, 14th October 2014, 09:24
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Mines Malingerer
Posts: 38
Joined: Tuesday, 14th October 2014, 09:24
Barkeep
Posts: 3890
Joined: Wednesday, 14th August 2013, 23:25
Location: USA
Abyss Ambulator
Posts: 1205
Joined: Friday, 8th November 2013, 17:02
Ziggurat Zagger
Posts: 4055
Joined: Tuesday, 10th January 2012, 19:49
and into wrote:I think a more compelling argument would simply be to remove the prompt.
Vaults Vanquisher
Posts: 431
Joined: Saturday, 9th November 2013, 14:34
Abyss Ambulator
Posts: 1205
Joined: Friday, 8th November 2013, 17:02
Dungeon Master
Posts: 634
Joined: Sunday, 22nd September 2013, 14:46
crate wrote:and into wrote:I think a more compelling argument would simply be to remove the prompt.
This is basically making Z the default (which, by the way, I definitely agree with).
Crypt Cleanser
Posts: 746
Joined: Thursday, 5th December 2013, 04:01
Jarlyk wrote:Perhaps I'm misremembering, but I seem to recall that 'z' will also give you the prompt if the only enemies you can see are immune to the spell you're trying to cast. This strikes me as a helpful feature while you're learning the details of the various monsters, though it's a bit indirect. Hmm, thinking of it, that might be an interesting idea for tiles: some sort of graphical indicator for monsters in the line of fire that would be immune to the spell. Or maybe it already does have this and I just never noticed? I'll have to take a look and see how hard that would be. I do know that the 'zap' code is a bit involved, as there are a lot of tricky corner cases (some literally involving corners.)
Barkeep
Posts: 3890
Joined: Wednesday, 14th August 2013, 23:25
Location: USA
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