For an action that takes somewhere around 600-700 "turns," It is certainly strange that you don't get warnings on approaching monsters, noises or _taking damage._
Especially noticeable since I usually pick locks when I don't want to make noise smashing windows because there are Zs around which I don't want to fight.
It could also use the repeat interface from repair actions. Generally you want to pick the lock until you succeed or have no more tools.
For an action that takes somewhere around 600-700 "turns,"
Those are called "moves". Turns are a different thing.
How would repeated use affect the use of damaged lockpicks? Does lockpick durability factor into the picking chance? If not I guess it wouldn't matter, but if it does I would probably like to always use the highest durability pick.
Those are called "moves". Turns are a different thing.
Ah, I see. I'm used to Angband's "turns" all being called turns (of different varieties).
Does lockpick durability factor into the picking chance?
No, it just makes them break when it reaches 5.
I'm used to Angband's "turns" all being called turns (of different varieties).
From what I recall, Angband's turns are closer to actual turns. I don't remember anything slower than me double-moving me in Poscheng, at least.
In DDA and I think also IVAN, two fast monsters can double-move (or more) each other every turn. Say, if a 500 speed monster is chasing you and you want to get the first strike, you need to be 5 tiles from it when waiting for it, even if your speed is 1000.
If someone is planning to make lockpicking repeatable/interruptible, may I also suggest doing the same for prying with a crowbar? Smashing objects should perhaps also repeat until normal interruptions or a tool is damaged unless there is a reason why it does not. Smashing corpses already "finishes the job" with a single keypress.
Ah, I see why they are called moves then.
PosChengband is probably a bad example since its energy randomization mechanics can allow slower monsters to double turn you quite frequently. Regular Angband though, this will almost never happen outside of edge cases.
This reminds me, I'm pro-move randomization, the, "stand 5 squares away so
you can get a free hit in" type thing is nuts.
This reminds me, I'm pro-move randomization
Even a small amount of variation would break tedious strategies like that
Yes, just 5% - 10% or so would render these kinds of move counting tactics
unworkable.
If movement randomization is introduced, perhaps the maximal degree of randomization should probably scale inversely with monster speeds (so very fast monsters do not seem hugely variable to a normal speed player, but still have enough randomization to abate these techs).
Pinging @Night-Pryanik since they're working on making washing clothes a long action in #21089
Oh, I want to try to implement this, just want to be sure that my approach for making something a long action is right.
Closing as per lack of discussion.
Most helpful comment
It could also use the repeat interface from repair actions. Generally you want to pick the lock until you succeed or have no more tools.
Those are called "moves". Turns are a different thing.