Hey Dungeoneers,

I’m hopefully going to have more vault quest stuff to show off next weekend, but for now here’s a quality of life change that folks have been asking for for a while. Instead of immediately fading, danger indicators will now persist until the thing they are warning you about actually happens! This persists over save/load as well!

To be honestly I’m sort of iffy on the game’s red danger indicators in general, which is why I took so long to make this tweak. They were a sort of phoned-in addition I made while busy with all of the enemy/boss changes in v0.8. They feel very visually noisy and ‘videogamey’ and I’d like to look into replacing them with more purposeful visuals for each hazard/attack at some point. However, there’s no doubt that they’re an important part of gameplay clarity for now, and having them persist is important for players who want to take their time or who just happened to be distracted for a moment.

  • 00-Evan
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    9 days ago

    Seeing the player can’t act on the turns when danger indicators appear while paralyzed anyway I don’t think this is an issue. The other ones are user-prompted, and I suspect making the player skip over each turn would make those effects very tedious.

    • videogamer1003
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      8 days ago

      My gripe with paralysis and similar turn-skipping effects is only related to danger indicators as they existed before this patch, both being frustrating real-time events in a turn-based game. My suggestion is not to force the player to skip each turn individually, but to give the player the choice to opt in if the situation calls for it i.e. involves something unpredictable like enemy AI.

      • 00-Evan
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        7 days ago

        So how would the player opt-in to such a system without it either pausing things every time they lose control or just being a toggle in the settings? If it’s an opt-in it creates the tedium is described above, if it’s a toggle then 95% of players won’t know it exists, and 5% will get to choose between auto-skipping or having to manually process turns every time.

        I am generally aware that paralysis effects (especially from lightning traps) are currently a pain-point for lots of players though, it’s something I’m considering making changes to generally.