Worst Randart Ever...

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  • miyazaki
    Adept
    • Jan 2009
    • 227

    #31
    Originally posted by Magnate
    3.1.0 is the same as the code you're using. Development versions post-r1248 have the new code.

    Yes, I'm very interested indeed in which version Miyazaki was using. If he was using a dev version, I have a real problem, because that definitely shouldn't have happened, and I'd be grateful if he could post or send me his randart.log file.
    I'm playing 3.1.0 r-1358. The original character file may go back to one that died on version r1161 if that makes any difference.

    How do I find/make the randart.log file?

    About the cursed artifact: I never knew I could get one from a ?acquirement...

    Comment

    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      #32
      Originally posted by miyazaki
      I'm playing 3.1.0 r-1358. The original character file may go back to one that died on version r1161 if that makes any difference.
      The important thing is which version generated the randarts - i.e. which version were you playing when this character was created? If it was r1161 then it's the old code. If it was r1358 it was the new code.
      How do I find/make the randart.log file?
      On Windows it's in lib/user (I think). On most other platforms it's in ~/.angband/Angband
      About the cursed artifact: I never knew I could get one from a ?acquirement...
      Yes. All artifacts are considered GREAT items, suitable for ?acq - even the cursed ones. One could consider this a bug.
      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

      Comment

      • Pete Mack
        Prophet
        • Apr 2007
        • 6883

        #33
        Originally posted by Atarlost
        Is there some way to find out what the base artifact is? I can't think of anything nearly this lame that doesn't have an activation.
        Boots of Wormtongue, Crown of Beruthiel(!), Mormegil(!!), ....

        Comment

        • Magnate
          Angband Devteam member
          • May 2007
          • 5110

          #34
          Originally posted by Pete Mack
          Boots of Wormtongue, Crown of Beruthiel(!), Mormegil(!!), ....
          Wormtongue has an activation (phase door). The other two are cursed artifacts with overall negative power, so they could not have turned into a randart with positive power, however crappy.
          "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

          Comment

          • miyazaki
            Adept
            • Jan 2009
            • 227

            #35
            Originally posted by Magnate
            The important thing is which version generated the randarts - i.e. which version were you playing when this character was created? If it was r1161 then it's the old code. If it was r1358 it was the new code.
            On Windows it's in lib/user (I think). On most other platforms it's in ~/.angband/Angband
            Yes. All artifacts are considered GREAT items, suitable for ?acq - even the cursed ones. One could consider this a bug.
            I generated the randarts with r1358.

            The .log file is too big to upload here, so i will email you.

            Comment

            • Magnate
              Angband Devteam member
              • May 2007
              • 5110

              #36
              Originally posted by miyazaki
              I generated the randarts with r1358.

              The .log file is too big to upload here, so i will email you.
              It's plain text, so it compresses pretty well. Pls send to rantingman at the gmail dot com domain. Thanks
              "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

              Comment

              • Magnate
                Angband Devteam member
                • May 2007
                • 5110

                #37
                Originally posted by miyazaki
                Well, maybe not worst, but definitely the most boring. The thrill of seeing {special} died a limp death as I ID'ed this:

                Code:
                l) The War Hammer of Adorn (3d3) (+7,+5)
                     Cannot be harmed by acid, electricity, fire, cold.
                     
                     Combat info:
                     4 blows/round.
                     Average damage/round: 34.7
                It was Gorlim. Thanks for the log file - I had never noticed that Gorlim comes out with a positive power rating because of its plusses to hit/dam/AC. So it gets regenerated as a weak positive randart rather than a cursed one.

                This will be sorted out post-3.1.1 when I rework the distribution of negative abilities.
                "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                Comment

                • Zikke
                  Veteran
                  • Jun 2008
                  • 1069

                  #38
                  Originally posted by Magnate
                  It's plain text, so it compresses pretty well. Pls send to rantingman at the gmail dot com domain. Thanks
                  How do you generate this log file? I must have always missed the in-game option.
                  A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe
                  A/FA W H- D c-- !f PV+++ s? d P++ M+
                  C- S+ I- !So B ac++ GHB? SQ? !RQ V F:

                  Comment

                  • Magnate
                    Angband Devteam member
                    • May 2007
                    • 5110

                    #39
                    Originally posted by Zikke
                    How do you generate this log file? I must have always missed the in-game option.
                    If you're playing with the new randart code (r1248 and later) it's generated automatically. The question is finding it. It uses PRIVATE_USER_PATH, so on Linux it's in ~/.angband/Angband/ - I don't know what that means for other platforms.
                    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                    Comment

                    • zaimoni
                      Knight
                      • Apr 2007
                      • 590

                      #40
                      Originally posted by PowerDiver
                      Surely full plate has to make a bigger difference in attack speed than switching from a 3 lb weapon to a 5 lb weapon.

                      The regen penalty would be just a sort of equivalence to getting tired faster. Not an exact match, but the best correlation to an existing effect that occurred to me.
                      *Sigh*

                      Speed<>momentum<>angular momentum. Also, inertia<>angular inertia.

                      As long as the @ has the super web pack backpack that compensates away all of the obvious combined speed and DEX penalties for carrying a full plate armor over wearing it, dithering over speed/DEX/regen penalities for worn armor is fixing a non-existent problem.

                      Fix the backpack first, and then use the experience with fixing the backpack to tweak the armor.

                      DEX and to-hit penalties from an overloaded backpack should be from uncompensated angular inertia; compensation would be a combination of STR and body mass. That is, wearing armor should impose far less in the way of DEX and to-hit penalties than the same armor in the backpack. The current penalty is zero for DEX, minimal for to-hit. (This does not include the "gets in own way" to-hit penalty. But that is miniscule in the late game,.)

                      Speed penalties from an overloaded backpack -- more complicated. Facing changes take penalties from the DEX factors, but straight-line speed should be a matter of controllability (uncompensated inertia). Compensation should be straight STR, possibly with an allowance for automatic control of one's own body mass.

                      So (heavy variant lifting implied):
                      * keep the current weight/speed table to reflect speed loss from lack of controllability, as this is known-balanced
                      * make the super web pack backpack less super by not shielding @ from DEX/to-hit penalties that should be incurred
                      * wearing armor should impose far less DEX/to-hit penalties than having that armor in the backpack. Use the current to-hit penalties and DEX penalties for worn armor to ensure the DEX/to-hit penalties from the backpack are vaguely reasonable.

                      (As for regen rate? I always thought the speed penalties were in part to protect the regeneration rate. I could see trading regeneration rate for a slight speed boost [say halve regeneration for +1 speed, completely sacrifice regeneration for +2 speed] as a tactical option, but V doesn't use micromanaged tactics much.)
                      Zaiband: end the "I shouldn't have survived that" experience. V3.0.6 fork on Hg.
                      Zaiband 3.0.10 ETA Mar. 7 2011 (Yes, schedule slipped. Latest testing indicates not enough assert() calls to allow release.)
                      Z.C++: pre-alpha C/C++ compiler system (usable preprocessor). Also on Hg. Z.C++ 0.0.10 ETA December 31 2011

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