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Post by commodorejohn on May 16, 2012 18:49:56 GMT -5
I went into the ruins northeast of Fidac and made my way down to the bottom floor. My plan was to take out a handful of the enemies and then teleport away before the rest could get at me...only it turns out teleportation is arbitrarily Not Allowed on that level, so I died. I can't really see a good reason for this - roguelikes are about finding your own solutions for the challenges you're dealt with what you have on hand, but this particular approach isn't kosher? It's not like it would even have been a game-breaker, just given me a chance of getting out alive...
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Post by Variaz on May 22, 2012 20:11:23 GMT -5
Teleportation is not allowed in quests. Well, random teleportation anyway. That's to prevent teleporting in rooms that could be locked, and that needs a special key or something to enter. You can, however, use tragetted "teleports", such as Jump and the like.
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Post by epicman on May 23, 2012 8:56:55 GMT -5
I see why something is needed to prevent such jumps (otherwise the Sewer Quylthulg could be bypassed with a couple of phase door scrolls, etc). But it is kind of jarring when your standard strategy is shoot and phase away when the enemy gets close that phase suddenly no longer works.
Maybe instead of blocking random teleports you somehow restrict them to only working on visible grids?
You could even add a "NO_TELEPORT" flag to grids that treats the grid as a wall for purposes of random teleportation (i.e. it would not be a valid landing spot). Grids blocked by locked doors could then be marked as such. You could even remove the flags when a room is unlocked/accessed.
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