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#1 |
Rookie
Join Date: Jun 2008
Posts: 2
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Any variant have "auto explore"
I'm fairly new to Angband, but coming from having played a bit of crawl recently. Do any of the variants support crawl-style ctrl-0 autoexplore or moving the nearest stars from the overview map (X >). I find myself missing these conveniences quite a bit.
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#2 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 58
Posts: 9,560
Donated: $60
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I think the closest thing in *bands is mouse exploration, where you click where you want to go and the game will try to find you a path there (it's just like running, except with a destination instead of a starting direction). This was introduced in UnAngband, and is also possible in Vanilla and FA. I haven't played enough crawl to compare, but I understand from previous discussions that it's a, um, less impressive feature than auto-explore.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#3 |
Knight
Join Date: Dec 2007
Location: Poland, Katowice
Age: 31
Posts: 589
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I don't like auto-explore (I played DC).
At the moment there's nothing that makes the game "automated", except the near infinite ways to create shortcuts. But if someone really wants to have Auto-Explore; it can be stolen from the borg, I guess. |
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#4 | |
Rookie
Join Date: Jun 2008
Posts: 2
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Quote:
The other functionality of going to the nearest stair is also just a convenience to speed up play. Thanks to both of you for the information though. At least I know I'm not missing anything obvious. |
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#5 | |
Knight
Join Date: Apr 2007
Posts: 590
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Quote:
The *bands do not implement the "Bugblatter Beast of Traal" principle, as their line-of-sight and projectability algorithms are much simpler than any Crawl's. As such, porting auto-explore to a *band, while simultaneously fixing it and making it take proper account of asymmetric projectability, is a daunting task. Also, the easy way to port Crawl autoexplore to a *band would automatically make monsters use cover properly when moving; this would noticeably change the required strategy and tactics for that variant. |
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#6 |
Knight
Join Date: Dec 2007
Location: Poland, Katowice
Age: 31
Posts: 589
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I know what it does, I said I played crawl.
But that's still automizing the game. |
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#7 | |
Veteran
Join Date: Apr 2007
Posts: 1,951
Donated: $40
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Quote:
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#8 | |
Prophet
Join Date: Mar 2008
Posts: 2,799
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Quote:
By the time you see a monster, it may be too late. Choosing when to use detection, be it spells scrolls staves or rods, is a major element of the game. Rooms have attributes that you learn to recognize. Some places are more dangerous than others. Some are pretty much guaranteed to have traps. If the level is trivial enough that some version of auto-explore would be safe, you should go deeper until it is not. |
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#9 |
Knight
Join Date: Apr 2007
Posts: 726
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Good points. Not to mention aggro.
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#10 | |
Knight
Join Date: Apr 2007
Posts: 576
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Quote:
EDIT: Not that it would necessarily be worthwhile to implement something complex like autoexplore just for that, but I thought I'd mention it. Last edited by Djabanete; June 5, 2008 at 18:50. |
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