I wish you could order them bigger. I guess I could download the file and have them printed myself at a larger scale. Would be so awesome to have a shelf of these
Ok I just released a software update. Mostly just updating the packages that the forum is using but with a couple of changes in the custom code too. Hopefully didn't break anything
Everybody will have to log back in due to a security update from one of the packages
Post here or email capristo@[this site] if you have any issues, especially with registration or login
Or just get a ring or helmet of teleportation, then get teleport control. That's how I do it.
The benefit of Dark Star's method is for moving extremely heavy stuff. With a ring or helmet you have to walk around (which you might not be able to if it's too heavy) or sit around (risky if you get attacked) and wait for it to randomly trigger
I don't think involuntary random encounters would really work well with the style of the game
red_kangaroo wrote
That's actually the easy part. All the dungeons and towns are generated during worldgen, they're just hidden until you reveal them somehow. So we can simply check if there is any dungeon on the worldmap tile before generating a wilderness location.
So what do we do if they try to descend on wilderness that they just haven't revealed yet? I guess that also depends on whether we want to save each wilderness area so that they can return to it. If so then that "wander around some musty ruins" idea would probably make most sense. If we just dispose the wilderness areas then it doesn't really matter
Also agree that ‘s’earching for booby trapped doors makes the most sense
I would like to see a way to disarm regular traps too, so I don’t think a disarm key makes sense. Currently all you can really do is kick them or set off an earthquake
I can’t think of any existing command that would make sense so it might have to be a new command. It should have a chance of setting the trap off based on your dexterity.