Better recognition of dungeon features after mapping


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Post Tuesday, 4th July 2017, 06:21

Better recognition of dungeon features after mapping

Yesterday I was greeted by a Wizard lab announcement when entering Depths 5. Excitedly, a mapped the level and was informed that 9 shops/portals had been identified, none of which happened to be in my LOS. The map presented itself to me as follows:
Spoiler: show
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               #####.##..##....##

(I cleaned up this map a little bit, removing steam/fog and all items, and showing the shops/portals as they presented themselves to me after mapping)

Having nine identically looking things on the map, each of which could be the lab, was rather frustrating. Of course entering the level I first had to overcome some considerable opposition, heal up upstairs, and go down again. I discarded the portal in the west as an obvious entrance to pandemonium, and first headed north-east, because I considered that most promising (in hindsight, that clearly looks like an entrance to hell, which it was). I proceeded south-east. Needless to say, I ran into more opposition, had to burn three scrolls of blinking in a row to get my sorry butt to the eastern staircase, and healed up again. It was clear that I had lost the race for the portal. BTW, it was the western portal I discarded on sight.

All this to say it might be a good idea to show portals somewhat differently from each other when mapping a level. Or to at least have shops coming with a different symbol, as they do when you actually see them. Using a scroll of magic mapping to find a portal and then finding out you know as much as before makes me feel cheated.
Maɟaŋ

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Post Tuesday, 4th July 2017, 07:10

Re: Better recognition of dungeon features after mapping

Seconded. When players run into this situation they can just look at the vault definition files to figure out which "shop/portal" is in a portal vault, so it's just a punishment for players who are unwilling to do that / don't know how to.

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Post Tuesday, 4th July 2017, 07:18

Re: Better recognition of dungeon features after mapping

Another idea: make it so that reading a second scroll of magic mapping will identify the portals. So if you really want more information, you must burn another consumable.

Anyway, since the portal messages indicate how far the portal is (very distant >30; distant >15; nearby >7), it would be awesome if the possible locations for the portal would be somehow displayed so that you wouldn't have to manually mark the spots where you hear the messages and calculate the possible locations. I don't know how hard that would be to implement (obviously this information should be updated as you explore the level).

e: re: reading des files, all portal vaults should have versions with different portals/shops in them, so that reading the des file would not give that information :)
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Post Tuesday, 4th July 2017, 07:21

Re: Better recognition of dungeon features after mapping

chequers wrote:Seconded. When players run into this situation they can just look at the vault definition files to figure out which "shop/portal" is in a portal vault, so it's just a punishment for players who are unwilling to do that / don't know how to.


It is a good reason to hide/obscure/randomize vault definition files IMHO. I mean I would like when there are 9 "portals" and you don't know where to run, it is decision-making (run to cluster, for example or just consider using different stairs) and fun (excitement + disappointment) IMHO.
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Post Tuesday, 4th July 2017, 07:25

Re: Better recognition of dungeon features after mapping

You can't hide the vault definition files in an open source game.

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Post Tuesday, 4th July 2017, 07:27

Re: Better recognition of dungeon features after mapping

Ok, randomize it then. As far as I know it is done for rune position by some rune vaults. Shops might be somewhere in a 5x5 area, for example. Or just put Lab instead of shop if you want to be cruel and there are more than 4 shops on the level :)
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Post Tuesday, 4th July 2017, 07:39

Re: Better recognition of dungeon features after mapping

Sprucery wrote:Another idea: make it so that reading a second scroll of magic mapping will identify the portals. So if you really want more information, you must burn another consumable.

I like that idea. Thanks!
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Post Tuesday, 4th July 2017, 09:27

Re: Better recognition of dungeon features after mapping

iirc X > lets you cycle through portals that you can enter, and skips shops. doesn't help much on levels with other portals, but otherwise it's convenient. i would prefer a better long term fix but it's something in the meantime.

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Post Tuesday, 4th July 2017, 10:11

Re: Better recognition of dungeon features after mapping

emikaela wrote:iirc X > lets you cycle through portals that you can enter, and skips shops. doesn't help much on levels with other portals, but otherwise it's convenient. i would prefer a better long term fix but it's something in the meantime.

Does that also work when you have not actually seen the features yet, except on the map?
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Post Tuesday, 4th July 2017, 10:44

Re: Better recognition of dungeon features after mapping

emikaela wrote:iirc X > lets you cycle through portals that you can enter, and skips shops. doesn't help much on levels with other portals, but otherwise it's convenient. i would prefer a better long term fix but it's something in the meantime.


This is a bug/feature exploit IMHO and should be fixed.
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Post Friday, 7th July 2017, 15:39

Re: Better recognition of dungeon features after mapping

emikaela wrote:iirc X > lets you cycle through portals that you can enter, and skips shops. doesn't help much on levels with other portals, but otherwise it's convenient. i would prefer a better long term fix but it's something in the meantime.

Yeah this should be fixed IMO. Either give shops their own, distinct ascii character or make ">" cycle through unknown portal/shops.

Re: .des files, I think it would be easy enough to take all of the generated portals and shops and randomly shuffle them at the end of map generation. This might make for some weird shit where like, a food shop is surrounded by ice monsters and the ice cave portal is by itself, but I think that's cool regardless.

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Post Friday, 7th July 2017, 16:43

Re: Better recognition of dungeon features after mapping

emikaela wrote:iirc X > lets you cycle through portals that you can enter, and skips shops. doesn't help much on levels with other portals, but otherwise it's convenient. i would prefer a better long term fix but it's something in the meantime.


That's a great tip. I've never noticed this.
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Post Friday, 7th July 2017, 19:01

Re: Better recognition of dungeon features after mapping

Let Me hijack this thread with a relevant bug report.
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