Walk mode: Stop at corners, please
issueid=1242 09-11-2012 05:47 PM
Junior Member
Number of reported issues by BFBeast666: 17
Walk mode: Stop at corners, please
This would keep VI people from getting lost

The 'w'alk mode in ADOM is one splendid little feature, helping to cover great distances and all. But one thing that makes it a little bothersome for blind players is the fact that once you use it in corridors, it keeps going, following the corridor even when said corridor twists and turns. For a sighted person, that's not a problem. You start at one point and end up once the stopping criteria (monster, door, item, new room etc.) are met, you see where the @ ends up. As a blind player, I have to rely on both the 'l'ook mode and my memory to figure out the dungeon layout, and once I have scoped out a layer of a dungeon, I of course would like to move about in a speedy fashion without getting lost. The 'w'alk mode zips through corners, which totally throws off my map memory.

So, to the RFE itself: It would be awesome if there would be a toggle that tells the 'w'alk mode to not change directions. Example:
when typing 'w4' for 'walk east' in the normal ADOM game, I would end up at position 1, since the walk mode would simply keep going until something 'interesting', like the pile of gold would appear. And in doing so, my character is not going east, but north. Ideally, I would like him to stop at position 2, where the corridor bends. So I know a direction change is up.

If you make it a toggle in the config file, the sighted ADOM players will feel no difference while us VI players have just one more option to tailor the game to our needs.

Thanks for taking your time and listening. It's a very minute and specialized thing, but it will make the game so much more playable for the VI community (and I don't need to ask around in the ADOM community to hack your .exes)
Issue Details
Issue Number 1242
Issue Type Feature
Project ADOM (Ancient Domains Of Mystery)
Category All
Status Implemented
Priority 1 - Highest
Suggested Version ADOM 1.2.0 pre 3
Implemented Version ADOM 1.2.0 pre 17
Milestone (none)
Votes for this feature 15
Votes against this feature 0
Assigned Users (none)
Tags (none)

09-12-2012 02:40 AM
Senior Member
I'd like to mention that "sighted" players may also like this mode. While it does slow you down a little bit, it also becomes a little more trustworthy, especially when first exploring that part of the level. So as a "sighted" person, I support this feature request.

09-12-2012 07:40 AM
Ancient Member
Since I'm sighted, I don't really know the details of how blind people experience the game... but I wonder if, on top of this, it would be useful to also add a message like "You walk 6 steps to the west." or "You walk 14 steps to the north."? It sounds useful to me, correct me if I'm wrong.

09-12-2012 11:22 AM
Junior Member
I support these ideas but if possible, make both of them optional. I think it's awesome to hear that blind people are also able to play ADOM, but for us others, there's not too much of added value in telling how many steps you take.

09-12-2012 11:37 AM
Junior Member
At least for me and my wife, a step counter would be more a detriment than a boon. Playstyles vary, so I can not speak for every VI player, but we do fine without it. The less text spam, the better.

09-12-2012 12:48 PM
Ancient Member
I upvoted this, because it can also prevent you from missing the secret door's spot when walking around a vault with the "spiral" design.

04-23-2013 01:16 PM
Junior Member
Upvoted! Nice little feature

10-04-2013 08:01 PM
jt jt is offline
Sorry for ignoring this feature for so long. A new configuration option "Stop_Walking_At_Corners" has been added.

10-22-2013 07:52 AM
Junior Member
With p17 out, me and my wife finally had a chance to test it and it works beautifully. This is highly appreciated. Many, many thanks!!

11-23-2013 09:00 AM
Ancient Member
Would it be a lot of hassle(for development) and inconvenient(for visually impaired users) if this feature made the PC stop one tile earlier at the start of the corner.

#.#                  #.#
#.##                 #.##
#.x.                 #x..
####                 ####
At x in the first image rather than where he currently stops at x in the second image. I mean when one normally walk along corridors without the 'w'alk command, you don't normally walk right into the corner, you rather walk to where the corner starts and then walk one tile diagonally. Thus saving one turn.

+ Reply