YASD 3.2.0, maybe?

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  • Kaze
    Rookie
    • Jan 2011
    • 10

    YASD 3.2.0, maybe?

    I've been playing various versions of vanilla on and off for the past 10 years, and initially thought 3.2.0 was the easiest one I touched so far... but then suddenly:

    Code:
     [Angband 3.2.0 Character Dump]
    
     Name   Horolotko                                Self  RB  CB  EB   Best
     Sex    Female       Age             16   STR! 18/100  -1  -5  +6 18/100
     Race   Kobold       Height          36   INT! 18/100  -1  +3 +13 18/***
     Class  Mage         Weight          54   WIS! 18/100  +0  +0  +5 18/150
     Title  Warlock      Social       Liked   DEX! 18/100  +2  +1  +2 18/150
     HP     -14/687      Maximize         Y   CON! 18/100  +2  -2 +13 18/***
     SP     170/321                           CHR! 18/100  -2  +1  +2 18/110
    
     Level               40   Armor    [34,+96]     Saving Throw         78%
     Cur Exp        1545917   Fight   (+26,+15)     Stealth           Superb
     Max Exp        1545917   Melee   (+39,+32)     Fighting       Excellent
     Adv Exp        1812500   Shoot   (+49,+35)     Shooting       Excellent
     MaxDepth   3150' (L63)   Blows    4.0/turn     Disarming            91%
     Game Turns     2718922   Shots      1/turn     Magic Device         106
     Standard Turns  513022   Infra       70 ft     Perception        1 in 1
     Resting Turns   159668   Speed          26     Searching            66%
     Gold            274464   Burden  175.4 lbs
    
     You come from a litter of 5 pups. Your father was a fungus farmer, and
     your mother was a cook. You have brown eyes, a dark brown hide, and
     large, sharp teeth.
    
    
    rAcid:.+....+.+.... rConf:.......+.....
    rElec:......+.+.... Sound:.+.....+.....
    rFire:.+....+++.+.. Shard:+............
    rCold:.+....+.+.*.. Nexus:....+....+...
    rPois:....+.+..+..+ Nethr:+........+...
    rFear:.....+..+.... Chaos:.............
    rLite:............. Disen:.......++....
    rDark:......+.+.... S.Dig:......+.+....
    rBlnd:.+....+..+... Feath:.+....+......
    
    Light:.+........... Aggrv:.............
    Regen:..........+.. Stea.:....+........
      ESP:+............ Sear.:....+.+..+...
    Invis:......+...... Infra:....+.......+
    FrAct:......+...+.. Tunn.:.............
    HLife:............. Speed:..+++......+.
    ImpHP:............. Blows:.............
    ImpSP:............. Shots:.............
     Fear:............. Might:.+...........
    
    
      [Last Messages]
    
    > Uriel, Angel of Fire disappears!
    > Uriel, Angel of Fire grunts with pain.
    > Uriel, Angel of Fire casts a spell, burning your eyes!
    > You are unaffected!
    > Uriel, Angel of Fire grunts with pain.
    > You do not have enough mana to cast this spell.
    > Your feel your head clear.
    > You have 10 Potions of Restore Mana (j).
    > Uriel, Angel of Fire grunts with pain.
    > Uriel, Angel of Fire disappears!
    > Uriel, Angel of Fire casts a fire ball.
    > Uriel, Angel of Fire disappears!
    > Uriel, Angel of Fire grunts with pain.
    > Uriel, Angel of Fire casts a mana bolt.
    > You die.
    I have no idea at all what happened here. I'm somewhat certain she was at full health before the fireball.
  • Derakon
    Prophet
    • Dec 2009
    • 9022

    #2
    According to my somewhat out-of-date source, fireball does 1d(mlvl * 3.5) + 10 damage (for Uriel, max 223 before resists); mana bolt does 1d(mlvl * 3.5) + 50 damage (max 263 before resists). So yeah, that shouldn't be able to kill her if she was at full health before the fireball.

    I'm a bit surprised that monster spells are 1dN, by the way. That seems excessively spiky.

    Comment

    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      #3
      Originally posted by Derakon
      According to my somewhat out-of-date source, fireball does 1d(mlvl * 3.5) + 10 damage (for Uriel, max 223 before resists); mana bolt does 1d(mlvl * 3.5) + 50 damage (max 263 before resists). So yeah, that shouldn't be able to kill her if she was at full health before the fireball.

      I'm a bit surprised that monster spells are 1dN, by the way. That seems excessively spiky.
      Well, it makes a change from the flat breath damage, which is solely hp-based. But I quite like the idea of upping the minimum damage from balls and bolts.

      To the OP: what was all that stuff about Uriel disappearing and grunting with pain?
      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

      Comment

      • Kaze
        Rookie
        • Jan 2011
        • 10

        #4
        Originally posted by Magnate
        To the OP: what was all that stuff about Uriel disappearing and grunting with pain?
        Rift.

        I have to admit I was drinking while playing, which is definitely not a good thing with this game, but still I'm somewhat sure something odd happened somewhere. I have a pretty keen HP eye and mbf finger if stuff looks too hairy.

        Comment

        • Derakon
          Prophet
          • Dec 2009
          • 9022

          #5
          Originally posted by Magnate
          Well, it makes a change from the flat breath damage, which is solely hp-based. But I quite like the idea of upping the minimum damage from balls and bolts.
          Just changing it to 4dmlvl would smooth it out a lot. It'd also be an increase of ~15% in max damage.

          By the way, I said that Uriel's mana bolt did 263 damage before resists. Well, you can't resist mana attacks, so part of that sentence was unnecessary. Oh well.

          Given that you resisted fire (and assuming you didn't have Resistance up, which you should have done) you would have taken up to 337 damage on a really unlucky pair of rolls. With double fire resist your damage would have maxed at 287.

          Comment

          • Kaze
            Rookie
            • Jan 2011
            • 10

            #6
            Originally posted by Derakon
            you would have taken up to 337 damage on a really unlucky pair of rolls.
            I definitely should have had at least that many HP.

            Nonetheless, it's a good monster memory to start with.

            Comment

            • Tiburon Silverflame
              Swordsman
              • Feb 2010
              • 405

              #7
              The unpredictable nature of the 1d200 kind of roll, might be a good thing...but still...it's probably too swingy.

              But, the fire damage should probably be *much* higher. 1d(ML*3.5) means an average damage of less than 2 points per ML. (ML)d4 would do more. Given, say, ML = 60, we have 1d140, for an average of 70; 40d4 averages 100.

              Note that, at least initially, I'd limit this to the resistable attacks like fire. Increasing damage on a mana bolt would make some already very tough monsters downright insane.

              Comment

              • Timo Pietilä
                Prophet
                • Apr 2007
                • 4096

                #8
                Originally posted by Tiburon Silverflame
                The unpredictable nature of the 1d200 kind of roll, might be a good thing...but still...it's probably too swingy.

                But, the fire damage should probably be *much* higher. 1d(ML*3.5) means an average damage of less than 2 points per ML. (ML)d4 would do more. Given, say, ML = 60, we have 1d140, for an average of 70; 40d4 averages 100.

                Note that, at least initially, I'd limit this to the resistable attacks like fire. Increasing damage on a mana bolt would make some already very tough monsters downright insane.
                I have said this before: I think there should be "storm"-variant for most ball spells, which is way more dangerous than just ball. Manastorm and darkness storm are seriously dangerous spells (without resist at least).

                Comment

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