Cannot explore some areas. Which ones?


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

Vestibule Violator

Posts: 1601

Joined: Sunday, 14th July 2013, 16:36

Post Sunday, 8th November 2015, 06:32

Cannot explore some areas. Which ones?

When autoexplore only partially explores a level because some areas cannot be explored, it can sometimtes be frustrating for those who like to fully explore levels to determine just where autoexplore is having trouble. There should be some way to have these locations indicated.

For this message the author Hurkyl has received thanks: 3
MainiacJoe, Rast, Sprucery

Temple Termagant

Posts: 6

Joined: Monday, 19th October 2015, 06:36

Post Sunday, 8th November 2015, 09:15

Re: Cannot explore some areas. Which ones?

Is called Scroll of magic mapping.
User avatar

Ziggurat Zagger

Posts: 4478

Joined: Wednesday, 23rd October 2013, 07:56

Post Sunday, 8th November 2015, 13:12

Re: Cannot explore some areas. Which ones?

Sokengo wrote:Is called Scroll of magic mapping.

You don't want to waste a scroll of magic mapping just to find out that a single square is behind some plants in some corner.
DCSS: 97:...MfCj}SpNeBaEEGrFE{HaAKTrCK}DsFESpHu{FoArNaBe}
FeEE{HOIEMiAE}GrGlHuWrGnWrNaAKBaFi{MiDeMfDe}{DrAKTrAMGhEnGnWz}
{PaBeDjFi}OgAKPaCAGnCjOgCKMfAEAtCKSpCjDEEE{HOSu
Bloat: 17: RaRoPrPh{GuStGnCa}{ArEtZoNb}KiPaAnDrBXDBQOApDaMeAGBiOCNKAsFnFlUs{RoBoNeWi

Spider Stomper

Posts: 205

Joined: Saturday, 20th September 2014, 07:40

Post Sunday, 8th November 2015, 14:10

Re: Cannot explore some areas. Which ones?

Scroll of magic mapping has nothing to do with the problem the OP is suggesting, since you can already infer what areas you couldn't explore with already revealed tiles.

I think re-purposing exclusion markings for showing where you failed to explore would be pretty convenient and simple enough.

Dungeon Master

Posts: 1613

Joined: Thursday, 16th December 2010, 21:54

Post Sunday, 8th November 2015, 18:36

Re: Cannot explore some areas. Which ones?

Hurkyl wrote:When autoexplore only partially explores a level because some areas cannot be explored, it can sometimtes be frustrating for those who like to fully explore levels to determine just where autoexplore is having trouble. There should be some way to have these locations indicated.

There is (but it's undocumented and console-only, like all the best configuration options). You can redefine the explore_horizon feature to highlight squares at the edge of where you've explored. For example, to make them a green '.', add this to your config:
  Code:
feature += explore horizon {.,,green}

The options guide has more detail on the syntax for feature redefinition (it's sort of tricky to decipher, but probably clearer than any explanation attempt I'd make).

Tomb Titivator

Posts: 909

Joined: Thursday, 3rd January 2013, 20:32

Post Sunday, 8th November 2015, 20:44

Re: Cannot explore some areas. Which ones?

What would it take to apply that to the minimap in Tiles?
Wins (Does not include my GrEE^Veh 15-runer...stupid experimental branch)

Vestibule Violator

Posts: 1601

Joined: Sunday, 14th July 2013, 16:36

Post Monday, 9th November 2015, 02:07

Re: Cannot explore some areas. Which ones?

A relevant point is that there are at least two ways you can get this message:

  • You can't see a tile that the explore algorithm wants to look at
  • You can't get to an item the explore algorithm wants to visit

I imagine the horizon thing would help somewhat with the first, but not the second.

Ziggurat Zagger

Posts: 6454

Joined: Tuesday, 30th October 2012, 19:06

Post Monday, 9th November 2015, 02:20

Re: Cannot explore some areas. Which ones?

Hurkyl wrote:A relevant point is that there are at least two ways you can get this message:

  • You can't see a tile that the explore algorithm wants to look at
  • You can't get to an item the explore algorithm wants to visit

I imagine the horizon thing would help somewhat with the first, but not the second.

Actually the messages for the two circumstances are slightly different.
Spoiler: show
This high quality signature has been hidden for your protection. To unlock it's secret, send 3 easy payments of $9.99 to me, by way of your nearest theta band or ley line. Complete your transmission by midnight tonight for a special free gift!

Ziggurat Zagger

Posts: 8786

Joined: Sunday, 5th May 2013, 08:25

Post Monday, 9th November 2015, 02:42

Re: Cannot explore some areas. Which ones?

just remove plants from lair, seriously

Crypt Cleanser

Posts: 746

Joined: Thursday, 5th December 2013, 04:01

Post Tuesday, 10th November 2015, 17:37

Re: Cannot explore some areas. Which ones?

duvessa wrote:just remove plants from lair, seriously


How difficult would it be to make it so plants never actually block off any areas in Lair? (There could still be vaults, but most vaults where plans block off something are annoying and should be changed too anyway.)

There's still areas where water/lava/clouds block something, although Lair plans are certainly the most annoying case.

For this message the author Quazifuji has received thanks:
Rast

Return to Game Design Discussion

Who is online

Users browsing this forum: No registered users and 62 guests

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.