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author | Shmuale Mark <shm.mark@gmail.com> | 2014-03-08 19:50:33 -0500 |
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committer | Shmuale Mark <shm.mark@gmail.com> | 2014-03-08 20:42:05 -0500 |
commit | 15be66f726488cb2783819566f7efceab7069a2e (patch) | |
tree | 190b9ea8e40b5905c5aa54e7b9194b6cda6176c3 /crawl-ref/source/misc.cc | |
parent | 428849b03052c4253dbc0b0a2ced2c1bbc12745d (diff) | |
download | crawl-ref-15be66f726488cb2783819566f7efceab7069a2e.tar.gz crawl-ref-15be66f726488cb2783819566f7efceab7069a2e.zip |
Make all abyss teleports shift the Abyss (minmay).
Partly this is to (somewhat) make the Abyss a little easier. Teleports
still take longer than orbrun teleports to kick in on average, and
in general letting the player know what an action will do is a good
thing.
But the main reason is that, due to maprot, same-area abyss teleports
are a pretty awful interface screw. You are prevented from remembering
what monsters were around (this was quite annoying when being marked
was more common in the abyss), and though you can see for one second
what direction you came from, immediately after the screen refreshes
and you can't anymore.
Possibly this could lead to improving/removing altogether maprot.
Diffstat (limited to 'crawl-ref/source/misc.cc')
-rw-r--r-- | crawl-ref/source/misc.cc | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/misc.cc b/crawl-ref/source/misc.cc index ebf88c5d8e..8f92bc02c9 100644 --- a/crawl-ref/source/misc.cc +++ b/crawl-ref/source/misc.cc @@ -1959,7 +1959,7 @@ void timeout_terrain_changes(int duration, bool force) void bring_to_safety() { if (player_in_branch(BRANCH_ABYSS)) - return abyss_teleport(true); + return abyss_teleport(); if (crawl_state.game_is_zotdef() && !orb_position().origin()) { |