YASD: the time hounds strike again

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  • bebo
    Adept
    • Jan 2009
    • 213

    YASD: the time hounds strike again

    Lately i generated a few dwarf paladins out of curiosity to see how the class played, and found that with the exception of the horrible stealth and the lack of early reliable detection the race/class combo is actually quite powerful (although i remain partial to high elf rogues )

    After quite a few early and very embarassing deaths, getting used to the new spells/mechanins etc (new for me that is), i was able to get to a decent point with my latest char - that is a couple of decent artifacts and all basic resistances covered. I also got very lucky and was able to find a RoS +11 !!!!!! lying in a lesser vault at dlvl 67 or something (i emptied two wands of tel_other to get the items in that vault - it was worth it )

    Alas the RNG decided that i was going too well too soon, and decided that after a hasty portal spell to get away from some ancient dragons summoned by a sorceress i think, to dump me in a room full of time hounds .... the rest is history as they say ....

    I remeber the huge thread about nerfing zephyr hounds that was active a few weeks ago; here's my view on things: the only thing that needs to be reduced is the huge number of hounds generated in a single pack - this will take care both of the annoyance factor of taking ages to clear them to get anywhere on the map, and reduce the letality of random teleport and going up/down stairs. Just my two cents.

    Finally, a feature request - change how !exp works : as it is now they are quite a frustrating find, having to wait to get to 200000xp to use them, and quite often dying before getting there (see the two in my home...)

    PS - there seem to be a few new problems with the quality autosquelch options, still have to clearly identify them though; also, there seems to be a new category of pseudo for rings and amulets, {splendid} - how is this rated vs good and excellent? I saw it regarding rings of teleport, which have both a bonus and a malus

    here's the dump:

    Code:
      [Angband 3.1.1 dev (r1359) Character Dump]
    
     Name   Kyron                                    Self  RB  CB  EB   Best
     Sex    Male         Age             37   Str:  18/30  +2  +3  +2 18/100  18/88
     Race   Dwarf        Height          52   INT:     12  -3  -3  +2      8
     Class  Paladin      Weight         134   WIS:  18/30  +2  +1  +6 18/120
     Title  Knight       Social  Well-liked   Dex:     16  -2  +0  +5  18/10     15
     HP     -106/336     Maximize         Y   CON:     16  +2  +2  +2  18/40
     SP     32/147                            CHR:     12  -3  +2  +0     11
    
    
     Level               30   Armor    [26,+73]     Saving Throw         76%
     Cur Exp         125858   Fight     (+6,+9)     Stealth           Superb
     Max Exp         130032   Melee   (+16,+20)     Fighting          Heroic
     Adv Exp         155000   Shoot   (+15,+29)     Shooting          Superb
     MaxDepth   3700' (L74)   Blows      2/turn     Disarming            40%
     Turns           312738   Shots      1/turn     Magic Device      Superb
     Gold             67614   Infra       50 ft     Perception       1 in 38
     Burden       250.2 lbs   Speed          10     Searching            19%
    
     You are the only child of a Dwarven Miner.  You are a well liked
     child.  You have dark brown eyes, wavy black hair, a two foot beard,
     and a dark complexion.
    
    
     Acid:+.....+++.... Confu:.............
     Elec:+.....+.+.... Sound:.............
     Fire:+.....+.+.... Shard:.............
     Cold:+.....+.+.... Nexus:.............
     Pois:..+.......... Nethr:.............
     Fear:......+...... Chaos:.............
     Lite:........+.... Disen:.............
     Dark:........+.... S.Dig:.............
    Blind:............+ Feath:+............
    
    PLite:.....+....... Aggrv:.............
    Regen:+............ Stea.:+.....++...+.
    Telep:............. Sear.:.............
    Invis:+............ Infra:............+
    FrAct:.........+... Tunn.:.............
    HLife:............. Speed:...+...+.....
    ImpHP:............. Blows:.............
    ImpSP:............. Shots:.............
     Fear:............. Might:.............
    
    
      [Last Messages]
    
    > You're not as strong as you used to be...
    > Low hitpoint warning!
    > *** LOW HITPOINT WARNING! ***
    > The Time hound breathes time.
    > The Time hound resists.
    > The Hill giant grunts with pain.
    > The Time hound resists.
    > You're not as agile as you used to be...
    > *** LOW HITPOINT WARNING! ***
    > The Time hound breathes time.
    > The Time hound resists.
    > The Hill giant cries out in pain.
    > The Time hound resists.
    > You feel life has clocked back.
    > You die.
    
    Killed by a Time hound.
    
      [Character Equipment]
    
    a) The Cutlass 'Gondricam' (1d8) (+10,+11) (+3)
         +3 dexterity, stealth.
         Provides resistance to acid, lightning, fire, cold.
         Cannot be harmed by acid, electricity, fire, cold.
         Feather Falling.
         Speeds regeneration.
         Grants the ability to see invisible things.
         
         Combat info:
         2 blows/round.
         Average damage/round: 25.5.
         
    b) a Long Bow of Power (x3) (+9,+29)
    c) a Sapphire Ring of Resist Poison
         Provides resistance to poison.
         
    d) a Mithril Ring of Speed (+11)
         +11 speed.
         
    e) a Brass Amulet of Wisdom (+4)
         +4 wisdom.
         Sustains wisdom.
         
    f) a Lantern of Brightness (12377 turns)
         Cannot be harmed by fire.
         
         Radius 3 light.
    g) Augmented Chain Mail of Elvenkind (-2) [16,+17] (+3 stealth)
         +3 stealth.
         Provides resistance to acid, lightning, fire, cold, fear.
         Cannot be harmed by acid, electricity, fire, cold.
         
    h) The Cloak 'Holcolleth' [1,+4] (+2) {!!}
         +2 intelligence, wisdom, stealth, speed.
         Provides resistance to acid.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it puts to sleep the monsters around you.
         Takes 110 turns to recharge at your current speed.
         
    i) The Leather Shield of Celegorm [4,+20]
         Provides resistance to acid, lightning, fire, cold, light, dark.
         Cannot be harmed by acid, electricity, fire, cold.
         
    j) an Iron Crown of Might [0,+9] (+2)
         +2 strength, dexterity, constitution.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains strength, dexterity, constitution.
         Prevents paralysis.
         
    k) a Set of Caestus of Slaying (+5,+4) [2,+10]
    l) a Pair of Iron Shod Boots of Stealth [3,+12] (+3)
         +3 stealth.
         
    
    
      [Character Inventory]
    
    a) 3 Holy Books of Prayers [Beginners Handbook] {@m1@b1}
    b) 3 Holy Books of Prayers [Words of Wisdom] {@m2@b2}
    c) 3 Holy Books of Prayers [Chants and Blessings] {@m3@b3}
    d) 2 Holy Books of Prayers [Ethereal Openings] {@m5@b5}
         Cannot be harmed by acid, electricity, fire, cold.
         
    e) a Holy Book of Prayers [Godly Insights] {@m6@b6}
         Cannot be harmed by acid, electricity, fire, cold.
         
    f) 19 Orange Potions of Cure Critical Wounds
         
    g) 8 Scrolls titled "dego dis sum" of Phase Door
    h) 4 Scrolls titled "cus aliketro" of Word of Recall {!*}
    i) a Scroll titled "simei inseredo" of Recharging
    j) 2 Tungsten Rods of Treasure Location {@z1!!}
    k) 2 Ivory Rods of Teleport Other {!!}
    l) 3 Lead Wands of Teleport Other (13 charges)
         
    m) 2 Teak Staves of Mapping (3 charges)
         
    n) 4 Gnarled Staves of Teleportation (21 charges) {!*}
         
    o) a Hawthorn Staff of Speed (5 charges) {!*}
         
    p) an Alexandrite Ring of Damage (+0,+12)
    q) a Bronze Ring of Delving (+4) {!!}
         +4 tunneling.
         
         When activated, it turns rock into mud.
         Takes 34 to 70 turns to recharge at your current speed.
         
    r) Mithril Plate Mail of Elvenkind (-3) [35,+21] (+1 stealth)
         +1 stealth.
         Provides resistance to acid, lightning, fire, cold, dark.
         Cannot be harmed by acid, electricity, fire, cold.
         
    s) a Zweihander of *Slay Demon* (3d6) (+11,+12) (+2)
         +2 intelligence.
         *Slays* demons.
         Provides resistance to fire.
         
         Combat info:
         1 blow/round.
         Average damage/round: 79.4 vs. demons, and 33.7 vs. others.
         
    t) a Blade of Chaos (6d5) (+6,+4)
         Provides resistance to chaos.
         
         Combat info:
         1 blow/round.
         Average damage/round: 32.6.
         
    u) The Flail 'Totila' (3d6) (+6,+9) (+2 stealth) {!!}
         +2 stealth.
         Slays evil creatures.
         Branded with flames.
         Provides resistance to fire, confusion.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it confuses a target monster.
         Takes 30 turns to recharge at your current speed.
         
         Combat info:
         2 blows/round.
         Average damage/round: 40.9 vs. evil creatures, 52 vs. creatures
         not resistant to fire, and 29.8 vs. others.
         
    v) 30 Arrows (1d4) (+0,+0) {@f1}
         Combat info:
         Hits targets up to 120 feet away.
         Average damage/round: 95.4.
         35% chance of breaking upon contact.
         
    w) 10 Seeker Arrows (4d4) (+5,+6)
         Combat info:
         Hits targets up to 120 feet away.
         Average damage/round: 137.7.
         35% chance of breaking upon contact.
         
    
    
      [Home Inventory]
    
    a) 2 Holy Books of Prayers [Exorcism and Dispelling] {@m4@b4}
    b) 3 White Mushrooms of Fast Recovery
         
    c) 2 Light Blue Mushrooms of Clear Mind
         
    d) 2 Blue Mushrooms of Stoneskin
         
    e) 2 Metallic Purple Potions of Experience {!*}
    f) 2 Red Speckled Potions of Healing {!*}
         
    g) a Violet Potion of Restore Mana {!*}
    h) an Indigo Potion of Restore Strength
    i) a Dark Blue Potion of Restore Wisdom
    j) a Hazy Potion of Restore Life Levels
    k) 4 Scrolls titled "simei inseredo" of Recharging
    l) 2 Teak Staves of Mapping (14 charges)
         
    m) a Granite Ring of Strength (+6)
         +6 strength.
         Sustains strength.
         
    n) a Ruby Ring of Bodykeeping
         Sustains strength, dexterity, constitution.
         
    o) an Emerald Ring of Soulkeeping
         Sustains strength, intelligence, wisdom.
         
    p) a Jade Ring of Ice [+13]
         Branded with frost.
         Provides resistance to cold.
         Cannot be harmed by cold.
         
         When activated, it grants cold resistance for d20+20 turns and cre
         ates a cold ball of damage 75.
         Takes 102 to 200 turns to recharge at your current speed.
         
    q) a Carnelian Ring of Lightning [+14]
         Branded with lightning.
         Provides resistance to lightning.
         Cannot be harmed by electricity.
         
         When activated, it grants electricity resistance for d20+20 turns 
         and creates a lightning ball of damage 85.
         Takes 102 to 200 turns to recharge at your current speed.
         
    r) an Alexandrite Ring of Damage (+0,+12)
    s) Bar Chain Mail (Dwarven) (-2) [18,+23] (+2)
         +2 strength, constitution, infravision.
         Cannot be harmed by acid, fire.
         Prevents paralysis.
         
    t) Metal Brigandine Armour of Resistance (-3) [20,+18]
         Provides resistance to acid, lightning, fire, cold.
         Cannot be harmed by acid, electricity, fire, cold.
         
    u) an Iron Crown of Serenity [0,+12]
         Provides resistance to fear, confusion, sound.
         
    v) The Iron Helm of Gorlim (+8,+8) [5,+10] (-5) {cursed}
         Heavily cursed.
         -5 intelligence, wisdom.
         -25% to searching.
         Provides resistance to fear.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.
         Grants the ability to see invisible things.
         Aggravates creatures nearby.
         
    w) a Broad Axe of Fury (2d6) (+21,+14) (+2)
         +2 strength, attack speed.
         Provides resistance to fear.
         Cannot be harmed by acid, fire.
         Aggravates creatures nearby.
         
         Combat info:
         4 blows/round.
         Average damage/round: 33.
         
    x) a Quarterstaff of Westernesse (1d9) (+11,+12) (+2)
         +2 strength, dexterity, constitution.
         Slays orcs, trolls, giants.
         Prevents paralysis.
         Grants the ability to see invisible things.
         
         Combat info:
         2 blows/round.
         Average damage/round: 39 vs. orcs, 39 vs. trolls, 39 vs. giants, 
         and 28.3 vs. others.
         
    
    
      [Options]
    
    Maximize effect of race/class bonuses        : yes (adult_maximize)
    Randomize some of the artifacts (beta)       : no  (adult_randarts)
    Restrict the use of stairs/recall            : no  (adult_ironman)
    Restrict the use of stores/home              : no  (adult_no_stores)
    Restrict creation of artifacts               : no  (adult_no_artifacts)
    Don't stack objects on the floor             : no  (adult_no_stacking)
    Lose artifacts when leaving level            : no  (adult_no_preserve)
    Don't generate connected stairs              : no  (adult_no_stairs)
    Adult: Monsters chase current location       : yes (adult_ai_sound)
    Adult: Monsters chase recent locations       : yes (adult_ai_smell)
    Adult: Monsters act smarter in groups        : yes (adult_ai_packs)
    Adult: Monsters learn from their mistakes    : no  (adult_ai_learn)
    Adult: Monsters exploit players weaknesses   : no  (adult_ai_cheat)
    Adult: Monsters behave more intelligently (broken): no  (adult_ai_smart)
    Score: Peek into object creation             : no  (score_peek)
    Score: Peek into monster creation            : no  (score_hear)
    Score: Peek into dungeon creation            : no  (score_room)
    Score: Peek into something else              : no  (score_xtra)
    Score: Know complete monster info            : no  (score_know)
    Score: Allow player to avoid death           : no  (score_live)
    My first winner! http://angband.oook.cz/ladder-show.php?id=8681
    And my second! http://angband.oook.cz/ladder-show.php?id=8872
    And the third! http://angband.oook.cz/ladder-show.php?id=9452
    And the fourth! http://angband.oook.cz/ladder-show.php?id=10513
    And the fifth! http://angband.oook.cz/ladder-show.php?id=10631
    And the sixth! http://angband.oook.cz/ladder-show.php?id=10990
  • Magnate
    Angband Devteam member
    • May 2007
    • 5110

    #2
    Originally posted by bebo
    I remeber the huge thread about nerfing zephyr hounds that was active a few weeks ago; here's my view on things: the only thing that needs to be reduced is the huge number of hounds generated in a single pack - this will take care both of the annoyance factor of taking ages to clear them to get anywhere on the map, and reduce the letality of random teleport and going up/down stairs. Just my two cents.
    As the cheerleader of the "nerf the Zs" movement, I'd happily agree with your suggested compromise. Like, at least halve the current pack size.
    Finally, a feature request - change how !exp works : as it is now they are quite a frustrating find, having to wait to get to 200000xp to use them, and quite often dying before getting there (see the two in my home...)
    This has been done in trunk, and will be in 3.1.1
    PS - there seem to be a few new problems with the quality autosquelch options, still have to clearly identify them though; also, there seems to be a new category of pseudo for rings and amulets, {splendid} - how is this rated vs good and excellent? I saw it regarding rings of teleport, which have both a bonus and a malus
    Yeah I've seen this too. I think some reworking of pseudo will happen once ID-by-use is working properly.
    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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