elemanzer

Results 31 comments of elemanzer

@Loobinex For the skeleton ability to eat, the following line in creature_states_gardn.c: ` return ((crstat->hunger_rate > 0) && (crstat->hunger_fill > 0));` If it's changed so that _either_ hunger_rate or hunger_fill...

Will definitely be doing this. But any reason not to do this by default? It's not particularly obtrusive and more info is always better, no?

It's also 1 unit/tile. Not sure the barracks is the same. Also iirc in the original game creatures would pace the barracks for a few minutes and then leave. Guess...

@walt253 From what I observed, there's one message for each creature that cannot access something. So when you lock all of your imps in the library it's a flood of...

@walt253 Took video. You can see that this would still be annoying if it was every 60s instead of 20s. The player ends up learning to ignore all notifications until...

@walt253 Considering all imps as a single entity could be an alternative if suppressing repeat messages isn't possible. Wouldn't address spam messages from actual creatures but that's considerably less frequent...

@walt253 How about a game run option that allows you to disable all text based warning messages? These are pretty much all useless to begin with since the mentor provides...

CREATURE_STATUS_SIZE is VERY close to perfect. But as you can see below things become obscured in close quarters at double size. Decoupling thought bubbles and petals would likely solve the...

@Loobinex ![clutter-bubble](https://github.com/user-attachments/assets/cc3b347f-1f58-4380-92ea-2d68608616aa) Yup. Still happens. Set creature status size to 32 and fill a small layer with skeletons. You won't be able to see flower petals of some creatures in...

@AdamPlenty Appears to happen to samurai with speed when they attack a secret door from the corner of a tile. They seem to readjust their position when arriving at the...