new show_more_threat option


Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.

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Dungeon Master

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Post Thursday, 14th February 2013, 11:59

new show_more_threat option

People are often requesting how to have a more prompt when a unique or a dangerous monster comes into view.
There's a solution for uniques, but it's a bit ugly and init file needs to be maintained each time a new unique is added. How about a show_more_threat option? You set it to a monster threat level (harmless, easy, dangerous or extremely dangerous) and it triggers a more prompt whenever a monster with a threat level equal or higher than the option comes into view.
I'm not sure if a specific setting or different option for uniques is really worth it. They are usually extremely dangerous the first time you meet them, and if they are not, then maybe a more prompt isn't needed anyway.
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Eringya's Employee

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Post Thursday, 14th February 2013, 12:42

Re: new show_more_threat option

This is a much better solution than what I asked in that topic. Hope we get this functionality. :) Until then I'll just have to use the filter I've been using so far. I've updated it today. Here it is.
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hxy

Slime Squisher

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Post Thursday, 14th February 2013, 12:56

Re: new show_more_threat option

Sounds good. A fixed filter will not be able to scale with your level. Having something that stops you moving when a "red" threat comes into view will be good.
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Eringya's Employee

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Post Thursday, 14th February 2013, 13:32

Re: new show_more_threat option

Although there's some edge cases like boggarts, which you may wish to prioritise killing while you're engaging something else and they pop in your LOS but are not considered dangerous by the game on their own, same could go for kobold demonologists and all the other stuff that may be weak but can flood you with summons and whatnot while you were holding TAB.
MuCK;
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Dungeon Master

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Post Thursday, 14th February 2013, 15:13

Re: new show_more_threat option

well, you can still use show_more_message to trigger more prompts for specific monsters.
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Cocytus Succeeder

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Post Thursday, 14th February 2013, 15:31

Re: new show_more_threat option

I'd really like to have this option!
screw it I hate this character I'm gonna go melee Gastronok
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Ziggurat Zagger

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Post Thursday, 14th February 2013, 20:35

Re: new show_more_threat option

Need to add something for invisible; my current methods also stop the clock on Prince Ribbit and the super annoying multi attacks of the quasit.
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Dungeon Master

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Post Thursday, 14th February 2013, 23:57

Re: new show_more_threat option

invisible monsters aren't announced since they don't actually "come into view". Changing that might be tricky. What is the issue you have with Prince Ribbit and quasits?
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Dungeon Master

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Post Friday, 15th February 2013, 00:05

Re: new show_more_threat option

ok, I get it :)
Xuaxua: use ^it
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Ziggurat Zagger

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Post Friday, 15th February 2013, 01:29

Re: new show_more_threat option

The game already takes a special step of disabling autopickup when you notice something invisible. Would it be hard to make it force a more message too?
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Vestibule Violator

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Post Friday, 15th February 2013, 08:33

Re: new show_more_threat option

This is a great idea - it's clean and simple. I'll probably stop requesting case-sensitive filters as much.
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