Add a runed door to Crazy Yiuf's hut


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Post Sunday, 19th June 2016, 18:14

Add a runed door to Crazy Yiuf's hut

It's a super recognizable vault with a scary monster inside that auto-explore just loves to dive headfirst into.
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Post Sunday, 19th June 2016, 18:25

Re: Add a runed door to Crazy Yiuf's hut

Is he really that dangerous? After all, most uniques don't have runed doors, and Yiuf isn't the worst of the lot.
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Post Sunday, 19th June 2016, 18:30

Re: Add a runed door to Crazy Yiuf's hut

He's an early game monster with a guaranteed chaos weapon. Plus, it's a question of his vault being especially spoilery and especially easy to autoexplore into.

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Post Sunday, 19th June 2016, 19:19

Re: Add a runed door to Crazy Yiuf's hut

It's not that Yiuf is dangerous necessarily, but because you're not allowed to melee him (chaos) you have to spend like a full minute backtracking to the closest staircase after autoexplore sends you into his vault, unless you think dying or abyss are acceptable alternatives. I mean, I do just go melee him sometimes when autoexplore puts me like 2 spaces away from Yiuf since it's less annoying than backtracking to the stairs so I'd rather just die, but that's not something crawl is trying to encourage.

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Post Sunday, 19th June 2016, 19:53

Re: Add a runed door to Crazy Yiuf's hut

It's a hut anyway, huts can have doors

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Post Sunday, 19th June 2016, 20:17

Re: Add a runed door to Crazy Yiuf's hut

I never melee Yuif because if I do, how do I take him back to the real world when I have the Orb???

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Post Sunday, 19th June 2016, 22:47

Re: Add a runed door to Crazy Yiuf's hut

But it's fun if he hears your loud noise and comes looking.

What the game needs is a special tile that stops autoexplore.
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Post Monday, 20th June 2016, 00:30

Re: Add a runed door to Crazy Yiuf's hut

Isn't just any goblin with a weapon of distortion much worse (if they still exist)? Anyway, there could be a "detect vault" function in autoexplore. The first time you see a tile belonging to a vault, exploration stops and a message appears: You notice a change in architecture. I don't see it as a necessity, but maybe it's better than just having a marker on Yiuf.
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Post Monday, 20th June 2016, 00:30

Re: Add a runed door to Crazy Yiuf's hut

Rast wrote:But it's fun if he hears your loud noise and comes looking.

What the game needs is a special tile that stops autoexplore.

But then you can't use autoexplore anymore because it will keep trying to go back to Yiuf's hut.

You need autoexplore to ignore the area.

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Post Monday, 20th June 2016, 00:37

Re: Add a runed door to Crazy Yiuf's hut

Hurkyl wrote:
Rast wrote:What the game needs is a special tile that stops autoexplore.

But then you can't use autoexplore anymore because it will keep trying to go back to Yiuf's hut.

You need autoexplore to ignore the area.

If an exclusion is acceptable then that would work. There's already exclusions placed automatically in places like cloud spawns. One could be placed at the entrance to the hut, though it would probably require some ugly code.
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Post Monday, 20th June 2016, 00:43

Re: Add a runed door to Crazy Yiuf's hut

That wouldn't make sense for new players though. "Why is this cool path excluded?" At least runed door vaguely means "danger here".

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Post Monday, 20th June 2016, 00:49

Re: Add a runed door to Crazy Yiuf's hut

Shtopit wrote:Isn't just any goblin with a weapon of distortion much worse (if they still exist)?

The various vaults that place chaos weapon monsters (if they still exist) are also autoexplore traps, yes.

A random goblin with a disto weapon is not comparable; the player cannot know said goblin is there until the character sees it, whereas with Yiuf's vault the player does know Yiuf is there before the character sees Yiuf.

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Post Wednesday, 22nd June 2016, 13:43

Re: Add a runed door to Crazy Yiuf's hut

autoexplore puts player into dangerous position: more at 11
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Post Wednesday, 22nd June 2016, 15:54

Re: Add a runed door to Crazy Yiuf's hut

adozu wrote:autoexplore puts player into dangerous position: more at 11


The problem isn't that auto-explore puts me in a dangerous position, but that I can see that it's about to put me in a dangerous position and need to stop it before it does.
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Post Wednesday, 22nd June 2016, 21:50

Re: Add a runed door to Crazy Yiuf's hut

I'm mildly surprised that this suggestion is controversial. This is exactly what runed doors are for. Additionally, it makes sense that Yiuf's hut would have a door, because it is his house, and houses usually have doors.

It would also be useful to have at least one common early-game vault that introduced the concept of runed doors (gimmick vault, probably dangerous) to beginners so they know what they're for when they run into them later. Yiuf's hut is as good a candidate as any.

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Post Thursday, 23rd June 2016, 18:16

Re: Add a runed door to Crazy Yiuf's hut

edit: never mind, why do I bother posting here
Last edited by hermbot on Thursday, 23rd June 2016, 19:24, edited 1 time in total.

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Post Thursday, 23rd June 2016, 19:20

Re: Add a runed door to Crazy Yiuf's hut

just what crawl needs, a fedhas buff and an interface feature that doesn't work for undead or kobolds

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Post Thursday, 23rd June 2016, 22:25

Re: Add a runed door to Crazy Yiuf's hut


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Post Friday, 24th June 2016, 15:30

Re: Add a runed door to Crazy Yiuf's hut

Now add runed doors around d:2 sigmund wielding a +5 freezing scythe please.
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Post Saturday, 25th June 2016, 07:48

Re: Add a runed door to Crazy Yiuf's hut

But if you make a door then he can't breathe! So that crazy old Yiuf blasted the door away!

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