Jeff Lait wrote:
> Erik Piper wrote:
[dealing with cockatrices]
> IIRC, polymorphing yourself will also clear the hardening counter.
Not that trying to take on something nasty while in the form of a rat
is all that much fun.
> For Barbarians the only sure fire thing is to keep acid potions around.
> If they are not yet ided, some despearate quaffing may save you. Your
> best bet would be to run away - which can be difficult when it seems
> the RNG only wants to create cockatrices. But, usually one has one of
> speed/jumpboots/teleport wand by this point.
Jumping! D'oh!
By the way (I *knew* I left out a question) is there anything besides
already-present speed that prevents hasting yourself with a wand from
working? A couple of times I zapped myself to no effect, it seems.
Perhaps I overlooked already being fast, but perhaps not?
And does it make a difference to a wand's operation when it's Evil? How
about a book's?
> > - Any thoughts on taking out a shinobi? (sp?) There's a named one on
> > level 4 or 5 in my current game, and all the named monsters I've killed
> > have had a bit of loot, so the evil side of me wants to know.
>
> No wonder you seem unable to follow Pax :>
He seems so similar in pickiness to Crawl's The Shining One (albeit
without TSO's lack of any real advantage) that I've never felt up to
the challenge.
> Shitomi's are not that
> deadly for their level (not nearly as bad as kiwis, for example) But,
> as the only friendly monster in the game, one would hope they'd be left
> alone.
MUAHAHAHAHAHAA
On the other hand, I do find shitomis in general (as opposed to the
mentioned walking pile of loot) to be extremely useful for the fact
that you can use them to open up a two-space distance from something.
That's really powerful.
> > - Has anybody figured out >< 0 |\/| yet who's willing to spill some of
> > the secret of how to please him?
>
> Well, I've figured >< 0 |V| out, but am not willing to spill the
> secrets :>
I was worried you'd say that. I guess I don't have to be worried any
more, at least.
> > - And Jeff, if you're reading this -- any chance of a "long rest"
> > command for (at least) the SDL version? Pretty please?
>
> First, I'm always suspicious of the need for such a command. My hope
> is to make a roguelike where one doesn't feel the need to engage in a
> long-rest. This tends to run into the "hide in a room to recover hit
> point" playstyle which I dislike playing.
Huh. I don't see what's so egregrious about it, but OK.
> That said, how would use see a long rest command working?
I've never seen any harm in the models I've seen in practice -- rest
until [numeric, hopefully configurable number of turns has elapsed |
Something Interesting Happens].
> Does it just do X rests in a row?
With no checking for interesting things? I'd be too scared to use such
a command, then -- unless I could truly create a safe area. Hmm...
boulder plus closed door?
> Rest until full HP?
Classically, that's just Something Interesting, which again, is fine
IMHO.
> I might just add a sleep
> command that gives yourself the sleep intrisnic for X turns (this has
> the nice side effect of already dealing with interruptions)
Whiny Roguelike Player Principle #1: if the developer hints that a
certain approach appeals to his laziness, shout "Yes! Yes!" even if
it's only "fairly close" to what you wanted.
Yes! Yes!
> > And at the risk
> > of raising your ire -- how about verb-noun alternatives? (Look! Ducks!)
> > A dozen total hours of play or so, and I'm still not used to noun-verb.
> > *blush*
>
> No need to worry about my ire. My noun-verb focus is designed for the
> handheld play. The right answer to the question of noun-verb or
> verb-noun is to support both. That said, i can't say I'll work on it
> any time soon. I'll put it on my list of SDL related clean ups.
Awesome!
One question that fell out of the original bag during delivery to my
fingers -- what's the meaning of the "MM >," or somesuch at the bottom
right of the screen?
e.