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mimics
- For this message the author galehar has received thanks:
- MyOtheHedgeFox
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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minmay wrote:The features they imitate are important enough that it's important to check them, and uncommon enough that it's practical to do so.
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njvack wrote:minmay wrote:The features they imitate are important enough that it's important to check them, and uncommon enough that it's practical to do so.
According to the mantis wiki page, it's no longer possible to check them -- up to and including letting a monster go through a door mimic. I'm guessing monsters will be able to equip mimic gear, which would reveal when you tried to move on to it, too? Theoretically, that'd let you have more than one mimc on a square -- but if you only make one of them reveal at a time, it's not a problem.
I'm not big on mimics in general, but I'm pretty hopeful about these changes.
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minmay wrote:galehar wrote:They are functionally almost identical to trapdoor spiders. Anything wrong with it?
Seems like a lot of wasted effort and code if a monster is almost identical to another monster.
dpeg wrote:Item mimics reduce loot.
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KoboldLord wrote:I'm also morbidly curious now as to how Shatter is abusable for 'stealth tricks'. It's about as stealthy as the Kool-Aid Man smashing through the walls and running through the room
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minmay wrote:Because stairs, hatches and doors are important. If monsters are chasing you, you will often want to go up or down stairs. If the stairs aren't actually stairs, then running to them is a very bad thing. However, usually the stairs you run to are already in explored territory. Which means that once you've cleared out any monsters near stairs, you should move onto the tile with the stairs, to ensure that they are actually stairs; this way, if you actually need to use the stairs later when running from monsters in some other part of the level, you know that they are stairs and that you can use them. The same goes for doors, of course, and to a much lesser extent for other less important features.
minmay wrote:A smaller problem: since mimics provide XP, you might want to move next to every statue/fountain/item to ensure you get that XP.
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galehar wrote:You do that for stairs anyway, since you probably also want to take them and check the other side.
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BlackSheep wrote:galehar wrote:You do that for stairs anyway, since you probably also want to take them and check the other side.
Players may walk up to stairs and hatches, but they don't throw things at them. Having feature mimics makes for early edition D&D-esque trap searching, where you don't step anywhere unless you've rolled something across it first.
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minmay wrote:Indeed, checking for mimics is something of a part of exploration now, except autoexplore doesn't handle it.
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minmay wrote:The point is that you check explored territory. Indeed, checking for mimics is something of a part of exploration now, except autoexplore doesn't handle it. Of course, most people don't bother with it, yeah.
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rchandra wrote:not having played the new mimics in trunk, I can only add a comment on the old ones:
It would be very good for autoexplore/travel to avoid known mimics and/or to be able to set a 3x3 exclusion instead of needing to exclude each adjacent square.
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galehar wrote:Removed depth restriction (a bit later, D:1 is restricted again).
...
So in latest trunk, they shouldn't be more common than they used to be.
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njvack wrote:Now that mimics spawn in the early game, you'll see a bunch more of them, won't you?
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MarvinPA wrote:The fact that they spawn absolutely everywhere throughout the entire game makes them pretty repetitive and unsurprising, so I'd also agree that there are too many of them (and have been for a while).
Blade wrote:It seems to me that the best way would be to have them be practically vault-exclusive.
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XuaXua wrote:I am encountering a ton of mimics in trunk (uhh, pre-trunk now: build ends in 1142) in the early game. At least 3 before lair every game.
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galehar wrote:XuaXua wrote:I am encountering a ton of mimics in trunk (uhh, pre-trunk now: build ends in 1142) in the early game. At least 3 before lair every game.
0.11-a0-1142-ge65fe5e is after the removal of depth restriction and before the reduction of stairs/door mimics.
Again, specifying the type of mimic which you find too common would be more helpful. Thanks.
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