#3893
Stairs should show any annotation of the level they lead to. Probably not by default, instead when using the nearlook and/or farlook command.
E.g. “There is a staircase down to level 2 (MUMAK BY THE STAIRS!!) here.”
Stairs should show any annotation of the level they lead to. Probably not by default, instead when using the nearlook and/or farlook command.
E.g. “There is a staircase down to level 2 (MUMAK BY THE STAIRS!!) here.”
Werecreatures should show up on farlook as either “human” or “giant rat”/”jackal”/”wolf”, instead of being plainly visible as a werecreature, until you see them transform, at which point farlook begins describing them as werecreatures.
Assuming the Wounds Patch (which allows Healers only to see the injury status of monsters from a distance) is implemented: Add a head mirror tool, which is worn in the eye slot, or possibly the helm slot. When equipped, non-Healers can see wounds on monsters like Healers can.
Assuming the fruit type of a tree has been made deterministic rather than random when kicked: farlooking a tree will describe what kind of tree it is, e.g. “apple tree”, “banana tree”. Fruit trees you have already kicked are described as “bare”, e.g. “bare apple tree”. Trees that never had any fruit, if implemented, are “maple tree” or “oak tree” or something.
Farlooking monsters tells you whether they are asleep, paralyzed, or fleeing.
“Painting” dungeon feature / furniture. Players can look at them to see what it’s a painting of, possibly identifying item types they didn’t already know about. Could be free-standing (\) or could be part of the struct rm flags of a wall (|, interactable by farlooking them while adjacent). Might be able to be haunted - can produce a ghost?
Farlook allows you to see a list of all items on a square as if each were the only item on that square. Items hidden under others are not obscured. Also works if there is a monster standing on the square; you can still see the items under it.