Re: [crawl-dev] A couple of fixes and a run patch
> Bug: In view.cc, monsters disturb the player's running. To keep theSpeaking of which, why is it that I can't have safe move not move me at
> player's first turn of running from being disturbed, the code tests if
all when there is a monster of any kind on the screen? It hurts the main
feature of crawl, that I can move quickly until I find a monster and then
start making decisions. In particular, as my stealth increases, I have to
move slower and slower to prevent getting too far into range of a monster
I didn't notice, even using safe move, which strikes me as being merely
annoying and slowing down my game play.
I'd like the run command to enable me to explore lightning pace without
penalty. This would be shift numpad only moves if I'm not in any
perceivable danger (visible monsters, would step onto a trap, or hit
something interesting). Is it really an important artifact of the game
that I am required to abandon fast movement as soon as my characters begin
to get into the more dangerous areas of the dungeon? This has been
something I've wondered about a lot of roguelikes.
We have tamed lightning and now use it to make sand think.
Jeff Bay (469) 867-0370 jlb0170@...