Any reason why blood spatter and Halo wasn't enabled on the same tile? Looks just fine with it.
diff against trunk r10167
Personally, I feel that there's such a thing as too much information in a tile. The blood is completely irrelevant but combined with the halo it somehow seems more important than it is and detracts from the actual monster. I'll try playing some TSOites and see if I get used to it.
You can actually sometimes tell where a trap is because there is splatter from a monster around it. Halo obscures it.
Of course, applying this patch wouldn't help the console version, and autoexplore will happily run into the trap.
If I sound negative I don't mean to - this is a very cool emergent feature from the blood spatter and maybe should be leveraged a bit somehow. :) First things that come to mind is to show the spattered floor tile red even when halo'ed; and for the autoexplore to report unseen blood spatter (since it's unlikely to be caused by you - you'd have been around to see it generate).
> You can actually sometimes tell where a trap is because there
> is splatter from a monster around it. Halo obscures it.
But that's only a problem if a monster is standing on the grid in which case you're likely to either have seen the monster activate the trap or are far away for the monster to move of the trap before you reach it, so you'll see the blood stain before you step there. This is a non-problem, if you ask me.
> for the autoexplore to report unseen blood spatter (since it's
> unlikely to be caused by you - you'd have been around to
> see it generate).
I disagree. Detecting a trap by becoming suspicious about blood/corpse/darts lying around and searching next to it makes the player feel smart, whereas prompting/warning dumbs down the situation.
Yes, it makes sense to show blood through the halo but for me it does border on information overload.
Another example: In trunk there's the character selection menus now displays the character dolls. The original idea was to also show the floor type or feature the character is standing on, but I tried that out and removed it again because the background detracts from the player doll.
Blood alone as background is fine as is the halo, but both in combination double the subjective importance of the background. I can't really explain it but I got the impression that the resulting reddish background circle with the halo outline draws the eye more than the foreground tile of the actual monster. Then again, maybe that's a property of the halo tile itself and could be improved...
I just found it a bit inconsistent when the halo removed blood from the tile temporarily.
Because the blood doesn't disappear if they walk over it without one, and the players halo doesn't remove blood.
But I can see your point with too much information, when a rat walks over a bloody tile it looks like he's a corpse.
jpeg: Good point with the too much information.
Also good point on the traps, as it usually leaves a corpse or ammunition around, and autoexplore will stop at that. But I have come across hidden blade traps that have nothing but blood spatter around them (which is wicked cool), and autoexplore will gladly run into them (which is less cool). The corpse generation is not guaranteed (right?), or it can waste away (the skeleton too) before player sees it. (I assume blood spatter doesn't fade away with time).
Fringe case, I admit. In general, autoexplore stopping at unseen blood seems cool to me though - the rationale of stopping being "something has happened here!" It might be a good candidate for the idea of travel-stopping symbol, for vault making. (FR#2792379, statues stop autoexplore)
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