The adventures of Experiment the crash test dummy

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  • wobbly
    replied
    So I thought I'd look at the warrior but 1st I made phase door x10 more expensive, moved it into the BM, added 10 depths to everything with teleport. So that seemed a bit scum so I'm starting with 2. Plus the rogues still all drop them. Then I just made !clw super rare & started with 10. I'd take it out but it serves a purpose early so, well this'll be interesting anyway:

    Code:
      [Angband 4.1.3 Character Dump]
    
     Name   Basher       Age             12          Self  RB  CB  EB   Best
     Race   Half-Orc     Height        5'5"   STR:     17  +2  +3  +0  18/40
     Class  Warrior      Weight     9st 9lb   INT:     10  -1  -2  +0      7
     Title  Rookie       Turns used:          WIS:     10  +0  -2  +0      8
     HP     20/20        Game             1   DEX:     17  +0  +2  +0  18/10
     SP     0/0          Standard         0   CON:     14  +1  +2  +0     17
                         Resting          0
    
     Level                  1    Armor        [8,+2]    Saving Throw     17%
     Cur Exp                0                           Stealth          Bad
     Max Exp                0    Melee        1d4,+3    Disarm - phys.   26%
     Adv Exp               11    To-hit        28,+4    Disarm - magic   18%
                                 Blows      3.8/turn    Magic Devices     15
     Gold                   0                           Searching         8%
     Burden           17.9 lb    Shoot to-dam     +0    Infravision    30 ft
     Overweight     -150.0 lb    To-hit        18,+4    Speed         Normal
     Max Depth           Town    Shots        0/turn
    
     Your father was an Orc, but it is unacknowledged. You are the adopted
     child of a Serf.  You are a credit to the family.  You have blue-gray
     eyes, straight auburn hair, and an average complexion.
    
    
    rAcid:............. Nexus:.............
    rElec:............. Nethr:.............
    rFire:............. Chaos:.............
    rCold:............. Disen:.............
    rPois:............. pFear:.............
    rLite:............. pBlnd:.............
    rDark:............+ pConf:.............
    Sound:............. pStun:.............
    Shard:............. HLife:.............
    
    Regen:............. Stea.:.............
      ESP:............. Sear.:.............
    Invis:............. Infra:............+
    FrAct:............. Tunn.:.............
    Feath:............. Speed:.............
    S.Dig:............. Blows:.............
    ImpHP:............. Shots:.............
     Fear:............. Might:.............
    Aggrv:............. Light:.............
    
    
      [Character Equipment]
    
    a) a Dagger (1d4) (+0,+0)
         An inheritance from your family
         
         Combat info:
         3.8 blows/round.
         With +0 STR and +1 DEX you would get 4.1 blows
         Average damage/round: 21.1.
         
    f) a Wooden Torch (5000 turns)
         An inheritance from your family
         
         Radius 1 light.
         
    g) Soft Leather Armour [8,+0]
         An inheritance from your family
         
    
    
    
    
      [Character Inventory]
    
    a) a Ration of Food
    b) 10 Potions of Cure Light Wounds {@q1}
    c) a Potion of Berserk Strength
    d) 2 Scrolls of Phase Door {@r4}
    e) a Scroll of Word of Recall
    
    
    
    
      [Character Quiver]
    
    
    
    [Player history]
          Turn   Depth  Note
             0      0'  Began the quest to destroy Morgoth.

    Leave a comment:


  • wobbly
    replied
    First trip almost uneventful. I like the staff but it needs toning down. It's a nice little retreat & blast item. I'll try 2d3 & 8 turns. Almost uneventful, on the way back to town, random grey mushroom in a corridor. Back,Back,Back, surely I move the right way eventually? Think I went down to about 10 hps on a lvl 7 mage.

    Leave a comment:


  • wobbly
    replied
    Thanks. I appreciate it.

    Saved myself a heap of fiddling & pulled the shift everything lever. Half weights again. Standard blows table. Adjusted_str reworked to be linear to the old 20 pt(which didn't move), which puts this mage right on the 1.1 blow mark. The priest below it has the same weight multiplier (2) as the mage. I think I'll play this 1 a bit, looks reasonable, at least early

    Edit:Hmm, interesting the magic missile on the staff just displays in-game, but not on the dump. Anyway it's a 2d4 magic missile with a 5 turn recharge.
    Edit 2:Hey nice, the half-troll priest just reaches 1.1 with a mace, none of the others. Rogue/Ranger don't move below 18/01 str (1/2x2), warrior & paladin are the equivalent of a 20% weight drop in weapons.
    Edit3:Our little magestaff is too good, never accounted for +33% device bonus. Oh well it'll keep our tester alive longer

    Code:
     [Angband 4.1.3 Character Dump]
    
     Name   Mage         Age             16          Self  RB  CB  EB   Best
     Race   Human        Height        6'4"   STR:     16  +0  -3  +0     13
     Class  Mage         Weight    16st 4lb   INT:     16  +0  +3  +0  18/10
     Title  Novice       Turns used:          WIS:     10  +0  +0  +0     10
     HP     10/10        Game             1   DEX:     17  +0  +0  +0     17
     SP     2/2          Standard         0   CON:     10  +0  -2  +0      8
                         Resting          0
    
     Level                  1    Armor        [0,+1]    Saving Throw     31%
     Cur Exp                0                           Stealth         Poor
     Max Exp                0    Melee        1d4,+0    Disarm - phys.   33%
     Adv Exp               13    To-hit        11,+2    Disarm - magic   39%
                                 Blows      1.1/turn    Magic Devices     40
     Gold                 337                           Searching        11%
     Burden            9.5 lb    Shoot to-dam     +0    Infravision     0 ft
     Overweight      -80.4 lb    To-hit         7,+2    Speed         Normal
     Max Depth           Town    Shots        0/turn
    
     You are one of several children of a Townsman.  You are a credit to
     the family.  You have brown eyes, curly auburn hair, and a very dark
     complexion.
    
    
    rAcid:............. Nexus:.............
    rElec:............. Nethr:.............
    rFire:............. Chaos:.............
    rCold:............. Disen:.............
    rPois:............. pFear:.............
    rLite:............. pBlnd:.............
    rDark:............. pConf:.............
    Sound:............. pStun:.............
    Shard:............. HLife:.............
    
    Regen:............. Stea.:.............
      ESP:............. Sear.:.............
    Invis:............. Infra:.............
    FrAct:............. Tunn.:.............
    Feath:............. Speed:.............
    S.Dig:............. Blows:.............
    ImpHP:............. Shots:.............
     Fear:............. Might:.............
    Aggrv:............. Light:.............
    
    
      [Character Equipment]
    
    a) a Magestaff (1d4) (+0,+0) {A1 !! {3lbs}}
         An inheritance from your family
         
         Combat info:
         1.1 blows/round.
         With +6 STR and +0 DEX you would get 1.3 blows
         With +0 STR and +3 DEX you would get 1.3 blows
         Average damage/round: 2.9.
         
    f) a Wooden Torch (5000 turns)
         An inheritance from your family
         
         Radius 1 light.
         
    
    
    
    
      [Character Inventory]
    
    a) a Book of Magic Spells [Magic for Beginners]
    b) a Ration of Food
    c) a Scroll of Word of Recall
    
    
    
    
      [Character Quiver]
    
    
    
    [Player history]
          Turn   Depth  Note
             0      0'  Began the quest to destroy Morgoth.
    
    
      [Options]
    
      [User interface]
    
    Use the roguelike command keyset             : no  (rogue_like_commands)
    Use sound                                    : no  (use_sound)
    Show damage player deals to monsters         : no  (show_damage)
    Use old target by default                    : no  (use_old_target)
    Always pickup items                          : no  (pickup_always)
    Always pickup items matching inventory       : yes (pickup_inven)
    Show flavors in object descriptions          : no  (show_flavors)
    Highlight target with cursor                 : yes (show_target)
    Highlight player with cursor between turns   : no  (highlight_player)
    Disturb whenever viewable monster moves      : yes (disturb_near)
    Show walls as solid blocks                   : no  (solid_walls)
    Show walls with shaded background            : no  (hybrid_walls)
    Color: Illuminate torchlight in yellow       : no  (view_yellow_light)
    Color: Shimmer multi-colored things          : no  (animate_flicker)
    Center map continuously                      : no  (center_player)
    Color: Show unique monsters in purple        : no  (purple_uniques)
    Automatically clear '-more-' prompts         : no  (auto_more)
    Color: Player color indicates % hit points   : yes (hp_changes_color)
    Allow mouse clicks to move the player        : yes (mouse_movement)
    Notify on object recharge                    : no  (notify_recharge)
    Show effective speed as multiplier           : no  (effective_speed)
    
      [Birth]
    
    Generate a new, random artifact set          : no  (birth_randarts)
    Generate connected stairs                    : yes (birth_connect_stairs)
    Force player descent (never make up stairs)  : no  (birth_force_descend)
    Word of Recall has no effect                 : no  (birth_no_recall)
    Restrict creation of artifacts               : no  (birth_no_artifacts)
    Stack objects on the floor                   : yes (birth_stacking)
    Lose artifacts when leaving level            : no  (birth_lose_arts)
    Show level feelings                          : yes (birth_feelings)
    Increase gold drops but disable selling      : yes (birth_no_selling)
    Start with a kit of useful gear              : yes (birth_start_kit)
    Monsters learn from their mistakes           : no  (birth_ai_learn)
    Know all runes on birth                      : no  (birth_know_runes)
    Know all flavors on birth                    : no  (birth_know_flavors)
    Persistent levels (experimental)             : no  (birth_levels_persist)
    Code:
     [Angband 4.1.3 Character Dump]
    
     Name   Test         Age             36          Self  RB  CB  EB   Best
     Race   Dwarf        Height        3'9"   STR:     11  +2  -1  +0     12
     Class  Priest       Weight    12st 1lb   INT:     14  -3  -3  +0      8
     Title  Believer     Turns used:          WIS:     12  +2  +3  +0     17
     HP     13/13        Game             1   DEX:     15  -2  -1  +0     12
     SP     2/2          Standard         0   CON:      9  +2  +1  +0     12
                         Resting          0
    
     Level                  1    Armor        [0,+0]    Saving Throw     44%
     Cur Exp                0                           Stealth          Bad
     Max Exp                0    Melee        2d4,+0    Disarm - phys.   29%
     Adv Exp               14    To-hit        21,+0    Disarm - magic   29%
                                 Blows      1.0/turn    Magic Devices     41
     Gold                  79                           Searching        13%
     Burden           19.3 lb    Shoot to-dam     +0    Infravision    50 ft
     Overweight      -64.6 lb    To-hit        12,+0    Speed         Normal
     Max Depth           Town    Shots        0/turn
    
     You are the only child of a Dwarven King.  You are a credit to the
     family.  You have dark brown eyes, straight black hair, a two foot
     beard, and a dark complexion.
    
    
    rAcid:............. Nexus:.............
    rElec:............. Nethr:.............
    rFire:............. Chaos:.............
    rCold:............. Disen:.............
    rPois:............. pFear:.............
    rLite:............. pBlnd:............+
    rDark:............. pConf:.............
    Sound:............. pStun:.............
    Shard:............. HLife:.............
    
    Regen:............. Stea.:.............
      ESP:............. Sear.:.............
    Invis:............. Infra:............+
    FrAct:............. Tunn.:............+
    Feath:............. Speed:.............
    S.Dig:............. Blows:.............
    ImpHP:............. Shots:.............
     Fear:............. Might:.............
    Aggrv:............. Light:.............
    
    
      [Character Equipment]
    
    a) a Mace (2d4) (+0,+0) {5lbs}
         An inheritance from your family
         
         Combat info:
         1.0 blow/round.
         With +7 STR and +0 DEX you would attack a bit faster
         With +10 STR and +0 DEX you would get 1.1 blows
         With +0 STR and +5 DEX you would attack a bit faster
         With +7 STR and +5 DEX you would get 1.1 blows
         With +0 STR and +8 DEX you would get 1.1 blows
         Average damage/round: 5.
         
    f) a Wooden Torch (5000 turns)
         An inheritance from your family
         
         Radius 1 light.
         
    
    
    
    
      [Character Inventory]
    
    a) a Holy Book of Prayers [Beginners Handbook]
    b) 3 Rations of Food
    c) 2 Potions of Cure Serious Wounds
    d) a Scroll of Word of Recall
    e) 2 Wooden Torches (5000 turns)
         An inheritance from your family
         
         Radius 1 light.
         
    
    
    
    
      [Character Quiver]
    
    
    
    [Player history]
          Turn   Depth  Note
             0      0'  Began the quest to destroy Morgoth.
    
    
      [Options]
    
      [User interface]
    
    Use the roguelike command keyset             : no  (rogue_like_commands)
    Use sound                                    : no  (use_sound)
    Show damage player deals to monsters         : no  (show_damage)
    Use old target by default                    : no  (use_old_target)
    Always pickup items                          : no  (pickup_always)
    Always pickup items matching inventory       : yes (pickup_inven)
    Show flavors in object descriptions          : no  (show_flavors)
    Highlight target with cursor                 : yes (show_target)
    Highlight player with cursor between turns   : no  (highlight_player)
    Disturb whenever viewable monster moves      : yes (disturb_near)
    Show walls as solid blocks                   : no  (solid_walls)
    Show walls with shaded background            : no  (hybrid_walls)
    Color: Illuminate torchlight in yellow       : no  (view_yellow_light)
    Color: Shimmer multi-colored things          : no  (animate_flicker)
    Center map continuously                      : no  (center_player)
    Color: Show unique monsters in purple        : no  (purple_uniques)
    Automatically clear '-more-' prompts         : no  (auto_more)
    Color: Player color indicates % hit points   : yes (hp_changes_color)
    Allow mouse clicks to move the player        : yes (mouse_movement)
    Notify on object recharge                    : no  (notify_recharge)
    Show effective speed as multiplier           : no  (effective_speed)
    
      [Birth]
    
    Generate a new, random artifact set          : no  (birth_randarts)
    Generate connected stairs                    : yes (birth_connect_stairs)
    Force player descent (never make up stairs)  : no  (birth_force_descend)
    Word of Recall has no effect                 : no  (birth_no_recall)
    Restrict creation of artifacts               : no  (birth_no_artifacts)
    Stack objects on the floor                   : yes (birth_stacking)
    Lose artifacts when leaving level            : no  (birth_lose_arts)
    Show level feelings                          : yes (birth_feelings)
    Increase gold drops but disable selling      : yes (birth_no_selling)
    Start with a kit of useful gear              : yes (birth_start_kit)
    Monsters learn from their mistakes           : no  (birth_ai_learn)
    Know all runes on birth                      : no  (birth_know_runes)
    Know all flavors on birth                    : no  (birth_know_flavors)
    Persistent levels (experimental)             : no  (birth_levels_persist)
    Last edited by wobbly; July 25, 2018, 22:28.

    Leave a comment:


  • Gwarl
    replied
    Just want to say I support the obsession with the blows table.

    I have long been of the opinion that blows/round is off-base in V, and that there are mechanics at work that harmonise in strange and invisible ways, but are obscured by years of modifications.

    There was definitely some serious work put into angband in years past. There was some serious work put into things like the door jamming system (using iron spikes) and the pseudo-ID system, it comes as no surprise to me that the blows table would be even more carefully fashioned.

    I imagine there were equations and graph paper involved in the design thereof.

    Leave a comment:


  • wobbly
    replied
    Originally posted by Derakon
    I always use point-buy because I have no interest in deliberately hobbling myself in the early game, which is what using the standard roller would do.
    You see this bit is quite clearly a circle. Of course no-one plays a part of the game that's broken. Why has it never been fixed? Well, because no-one plays it of course! Fair enough really, but I have use for it & I'm doubtful fixing it to the playable stage is hard, the game quite literally is setup to punish you for it, changing it so it doesn't isn't that tricky (changing it so it's balanced for normal rather then challenge play is harder).

    I prefer points based system, but would play a standard roller from time to time. In fact do, or at least try to occassionally. Some days I want to play angband but not really sure what. There's a standard roller sitting there that'll get the RNG to give me a set of advantages & challenges just like it does in the rest of the game. I look at it & go "I'd love to play that but it's broken. The game will be horrible". Anyway will look at it.

    Regarding the blows table, I'm not surprised it confuses so many people. Half the reason I'm obsessed by it at the moment is you don't lift a car bonnet & expect to see a jet engine. The thing reeks so hard of serious engineering that I suspect it's been lifted from there in the first place. I'm doubtful it'd have trouble dealing with mages & warriors, the thing looks capable of handling physical state changes, let alone a computer game.
    Last edited by wobbly; July 24, 2018, 20:15.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Originally posted by Derakon
    When I play the game, I want to play as a particular class. I then choose race and stat allocation to refine how I want to play that class. For example, I might say "I want to play a priest", then I'd say "okay, do I want to be tough? Wise? Fragile? Fast-leveling?" and pick e.g. half-troll, dwarf, gnome, human accordingly. I always use point-buy because I have no interest in deliberately hobbling myself in the early game, which is what using the standard roller would do.

    I'd be quite curious to know how many players want to choose things in the order I laid out above (class > race > stats), vs. how many go in the order you suggested (race > stats > class). My completely unsupported theory is, of course, that my approach is more popular.
    I agree, your approach is more popular, BUT is that because the other is not available? Thinking about it a bit more, I'd amend my order of operations in that the roll could come first. I keep going back and forth on it.

    1. Choose point-based or standard (random) roll method.

    2. Choose race (has to be before class choice, because of stat effects) [@ is born.]

    3. Roll [@ has innate talents and abilities]

    4. Choose class [@ chooses profession]

    5. For point-based only, allow "buying/selling" of stats.

    For point-based selection, your approach makes sense. My argument is wholly about the usefulness of the standard roller. We have random artifacts to add interest and variety to the game. The standard roller could also add interest and variety. As it stands right now, I think the standard roller is useless. Even if point-based remains the most popular (as it should), the standard roller could be made a viable method.

    As for deliberately hobbling yourself, you can only do that with point-based. With the current standard roller you are likely to "randomly" hobble any @ you want to play, so likely in-fact, that it may seem deliberate (hence it being useless). If you could choose your class based on the stats you rolled, then it would actually be deliberate if you chose a class not suitable to the stats.
    Last edited by Ingwe Ingweron; July 24, 2018, 16:07.

    Leave a comment:


  • Derakon
    replied
    Originally posted by Ingwe Ingweron
    I advocated for choosing the class AFTER the standard roll. Shouldn't we choose our vocation based on our innate talents and abilities (in this case race and stats)? Choosing to be a mage, then discovering @ is as dumb as a brick, a priest that is a fool, a warrior that is a wimp, etc., because the stat roll occurs after class choice seems ridiculous to me. I didn't find the answer that most people just use the "point-based" system (the program even states that it is "recommended") very satisfying. I think recommended only because the standard roller is BROKEN due to it's order of operation and noone wants to bother fixing it. Thus, the joy, spontaneity, and variability of randomly, but sensibly, choosing a class is denied.
    When I play the game, I want to play as a particular class. I then choose race and stat allocation to refine how I want to play that class. For example, I might say "I want to play a priest", then I'd say "okay, do I want to be tough? Wise? Fragile? Fast-leveling?" and pick e.g. half-troll, dwarf, gnome, human accordingly. I always use point-buy because I have no interest in deliberately hobbling myself in the early game, which is what using the standard roller would do.

    I'd be quite curious to know how many players want to choose things in the order I laid out above (class > race > stats), vs. how many go in the order you suggested (race > stats > class). My completely unsupported theory is, of course, that my approach is more popular.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Originally posted by wobbly
    Ah ok that explains it. So there's a minimum dex for weight and random dwarf priest can fall under it for mace? Seems not good to me. It not just the standard roller, which should work: always been part of the game, serves like a random choice some games have. It's also a limit on how big a variation you can have in races etc.
    I advocated for choosing the class AFTER the standard roll. Shouldn't we choose our vocation based on our innate talents and abilities (in this case race and stats)? Choosing to be a mage, then discovering @ is as dumb as a brick, a priest that is a fool, a warrior that is a wimp, etc., because the stat roll occurs after class choice seems ridiculous to me. I didn't find the answer that most people just use the "point-based" system (the program even states that it is "recommended") very satisfying. I think recommended only because the standard roller is BROKEN due to it's order of operation and noone wants to bother fixing it. Thus, the joy, spontaneity, and variability of randomly, but sensibly, choosing a class is denied.

    Leave a comment:


  • wobbly
    replied
    Ah ok that explains it. So there's a minimum dex for weight and random dwarf priest can fall under it for mace? Seems not good to me. It not just the standard roller, which should work: always been part of the game, serves like a random choice some games have. It's also a limit on how big a variation you can have in races etc.

    So currently what does that bad range serve? Stat drain? Maybe some cursed stuff? I'll go through the lot of them including weight. Not sure what I'll do with them in the end. Maybe throw it into a coffee break angband, I probably need to know how most of the vanilla stuff works.

    Leave a comment:


  • PowerWyrm
    replied
    It's just that you have 8 DEX

    Leave a comment:


  • wobbly
    replied
    Ok Rolyn the standard roller is my new dummy. Looks like reasonable stats except straight away the game punishes you because maces aren't a sane weight or apparently you're not meant to play the game this way. Ok somethings not right, looks like it's incompatible with 4.1.3 or I mucked something.

    Code:
     [Angband 4.1.3 Character Dump]
    
     Name   Rolyn        Age             42          Self  RB  CB  EB   Best
     Race   Dwarf        Height        4'6"   STR:     14  +2  -1  +0     15
     Class  Priest       Weight    8st 13lb   INT:     13  -3  -3  +0      7
     Title  Acolyte      Turns used:          WIS:     15  +2  +3  +0  18/20
     HP     55/55        Game         40186   DEX:     11  -2  -1  +0      8
     SP     9/12         Standard      4030   CON:     15  +2  +1  +0     18
                         Resting         25
    
     Level                  7    Armor        [4,+0]    Saving Throw     52%
     Cur Exp              231                           Stealth          Bad
     Max Exp              231    Melee        2d4,+0    Disarm - phys.   35%
     Adv Exp              280    To-hit        25,+0    Disarm - magic   34%
                                 Blows      1.0/turn    Magic Devices     46
     Gold                 441                           Searching        21%
     Burden           73.0 lb    Shoot to-dam     +0    Infravision    50 ft
     Overweight      -28.9 lb    To-hit        16,+0    Speed         Normal
     Max Depth      400' (L8)    Shots        1/turn
    
     You are a dwarf priest standard roller. You roll
    
    
    
    
    rAcid:............. Nexus:.............
    rElec:............. Nethr:.............
    rFire:............. Chaos:.............
    rCold:............. Disen:.............
    rPois:............. pFear:.............
    rLite:............. pBlnd:............+
    rDark:............. pConf:.............
    Sound:............. pStun:.............
    Shard:............. HLife:.............
    
    Regen:............. Stea.:.............
      ESP:............. Sear.:.............
    Invis:............. Infra:............+
    FrAct:............. Tunn.:............+
    Feath:............. Speed:.............
    S.Dig:............. Blows:.............
    ImpHP:............. Shots:.............
     Fear:............. Might:.............
    Aggrv:............. Light:.............
    
    
      [Character Equipment]
    
    a) a Mace (2d4) (+0,+0)
         An inheritance from your family
         
         Combat info:
         You are too weak to use this weapon.
         1.0 blow/round.
         With +17 STR and +0 DEX you would get 1.1 blows
         With +6 STR and +7 DEX you would get 1.1 blows
         Average damage/round: 3.
         
    b) a Sling (x2) (+0,+0)
         Found lying on the floor at 100 feet (level 2)
         
    f) a Wooden Torch (820 turns)
         An inheritance from your family
         
         Radius 1 light.
         
    g) a Robe [2,+0]
         Dropped by a small kobold at 200 feet (level 4)
         
    j) a Hard Leather Cap [2,+0]
         Dropped by an acolyte at 250 feet (level 5)
         
    
    
    
    
      [Character Inventory]
    
    a) 4 Holy Books of Prayers [Beginners Handbook] {@m1}
    b) a Holy Book of Prayers [Words of Wisdom] {@m2}
    c) 11 Rations of Food
    d) a Flask of oil
    e) 3 Potions of Cure Light Wounds {@q1}
    f) a Potion of Boldness
    g) a Potion of Infravision
    h) 2 Potions of Slime Mold Juice
    i) 3 Scrolls of Phase Door
    j) a Scroll of Treasure Detection
    k) a Scroll of Detect Invisible
    l) 3 Scrolls of Blessing
    m) a Scroll of Monster Confusion
    n) a Wand of Confuse Monster (4 charges)
    o) 3 Wooden Torches (5000 turns)
         Radius 1 light.
         
    p) a Dagger (1d4) (+0,+0)
         Found lying on the floor at 150 feet (level 3)
         
         Combat info:
         1.0 blow/round.
         With +9 STR and +0 DEX you would get 1.1 blows
         With +0 STR and +7 DEX you would get 1.1 blows
         Average damage/round: 0.
         
    q) a Whip (1d3) (+0,+0)
         Bought from a store
         
         Combat info:
         1.0 blow/round.
         With +9 STR and +0 DEX you would get 1.1 blows
         With +0 STR and +7 DEX you would get 1.1 blows
         Average damage/round: 0.
         
    
    
    
    
      [Character Quiver]
    
    0) 27 Arrows (1d4) (+0,+0)
    1) 20 Arrows (1d4) (+5,+5)
    
    
    [Player history]
          Turn   Depth  Note
             0      0'  Began the quest to destroy Morgoth.
             4      0'  -- Note: you are too weak to use this weapon
           485     50'  Reached level 2
          1605     50'  Reached level 3
          1930    150'  Reached level 4
          2670    100'  Reached level 5
          3612    200'  Reached level 6
          3747    250'  Reached level 7
    
    
      [Options]
    
      [User interface]
    
    Use the roguelike command keyset             : no  (rogue_like_commands)
    Use sound                                    : no  (use_sound)
    Show damage player deals to monsters         : no  (show_damage)
    Use old target by default                    : no  (use_old_target)
    Always pickup items                          : no  (pickup_always)
    Always pickup items matching inventory       : yes (pickup_inven)
    Show flavors in object descriptions          : no  (show_flavors)
    Highlight target with cursor                 : yes (show_target)
    Highlight player with cursor between turns   : no  (highlight_player)
    Disturb whenever viewable monster moves      : yes (disturb_near)
    Show walls as solid blocks                   : no  (solid_walls)
    Show walls with shaded background            : no  (hybrid_walls)
    Color: Illuminate torchlight in yellow       : no  (view_yellow_light)
    Color: Shimmer multi-colored things          : no  (animate_flicker)
    Center map continuously                      : no  (center_player)
    Color: Show unique monsters in purple        : no  (purple_uniques)
    Automatically clear '-more-' prompts         : no  (auto_more)
    Color: Player color indicates % hit points   : yes (hp_changes_color)
    Allow mouse clicks to move the player        : yes (mouse_movement)
    Notify on object recharge                    : no  (notify_recharge)
    Show effective speed as multiplier           : no  (effective_speed)
    
      [Birth]
    
    Generate a new, random artifact set          : no  (birth_randarts)
    Generate connected stairs                    : yes (birth_connect_stairs)
    Force player descent (never make up stairs)  : no  (birth_force_descend)
    Word of Recall has no effect                 : no  (birth_no_recall)
    Restrict creation of artifacts               : no  (birth_no_artifacts)
    Stack objects on the floor                   : yes (birth_stacking)
    Lose artifacts when leaving level            : no  (birth_lose_arts)
    Show level feelings                          : yes (birth_feelings)
    Increase gold drops but disable selling      : yes (birth_no_selling)
    Start with a kit of useful gear              : yes (birth_start_kit)
    Monsters learn from their mistakes           : no  (birth_ai_learn)
    Know all runes on birth                      : no  (birth_know_runes)
    Know all flavors on birth                    : no  (birth_know_flavors)
    Persistent levels (experimental)             : no  (birth_levels_persist)
    Last edited by wobbly; July 23, 2018, 18:43.

    Leave a comment:


  • wobbly
    replied
    So you can bend the corners a little more right up to where it flexs, I don't know what the flex is for so I don't want to touch it. Note I haven't tried to see what this does:

    Code:
    static const int blows_table[12][12] =
    {
    	/* P */
       /* D:   0,   1,   2,   3,   4,   5,   6,   7,   8,   9,   10,  11+ */
       /* DEX: 3,   10,  17,  /20, /40, /60, /80, /100,/120,/150,/180,/200 */
    
    	/* 0  */
    	{  100, 90, 85,  80,  70,  60,  55,  42,  35,  30,  25,  23 },
    
    	/* 1  */
    	{  90,  85,  70,  60,  50,  50,  42,  35,  30,  25,  23,  21 },
    
    	/* 2  */
    	{  85,  70,  60,  50,  50,  42,  35,  30,  26,  23,  21,  20 },
    
    	/* 3  */
    	{  80,  60,  50,  42,  42,  36,  32,  28,  25,  22,  20,  19 },
    
    	/* 4  */
    	{  75,  50,  50,  42,  36,  33,  28,  25,  23,  21,  19,  18 },
    
    	/* 5  */
    	{  65,  50,  42,  36,  33,  30,  27,  24,  22,  21,  19,  17 },
    
    	/* 6  */
    	{  55,  42,  36,  33,  30,  27,  25,  23,  21,  20,  18,  17 },
    
    	/* 7  */
    	{  42,  40,  33,  30,  28,  26,  24,  22,  20,  19,  18,  17 },
    
    	/* 8  */
    	{  40,  33,  30,  28,  26,  24,  22,  21,  20,  19,  17,  16 },
    
    	/* 9  */
    	{  35,  32,  29,  26,  24,  22,  21,  20,  19,  18,  17,  16 },
    
    	/* 10 */
    	{  34,  30,  27,  25,  23,  22,  21,  20,  19,  18,  17,  16 },
    
    	/* 11+ */
    	{  33,  29,  26,  24,  22,  21,  20,  19,  18,  17,  16,  15 },
       /* DEX: 3,   10,  17,  /20, /40, /60, /80, /100,/120,/150,/180,/200 */
    };
    The 1st line you have to be really careful with because that '0' pt is the hobbit mage above no matter what weapon weight. It's also a half troll warrior with a heavy enough weapon.
    Last edited by wobbly; July 23, 2018, 17:42.

    Leave a comment:


  • wobbly
    replied
    Originally posted by PowerWyrm
    With this system, I guess you have to look up at the weapon description to see which stat, STR or DEX, will benefit the most when raised, make a pit stop at 750ft and scum for the corresponding potion (brawn vs nimbleness), hoping you don't get many decreases with the other stat.
    possibly but I suspect not. The curves tuck back towards the edges, it still moves fastest down the TL -> BR corners and starts turning back along the TR -> BL. At some pt str is going to be king through the way the damage bonus gets multiplied by the blows. Plus I never removed the old dagger pattern warriors have, I just bumped some combinations that used to be hell into survivability. You could be hit with the old nexus swap and still find something viable with the right weapon.

    Plus it has to flex back into the old system somewhere around 2.5 blows, just because the old table starts bending & you start hitting exponential strs. It gets harder to do radial curves with an already bent line.

    Edit: Oh yeah, didn't read that properly. Maybe. I still think the str bonuses start ruling above a point
    Last edited by wobbly; July 23, 2018, 11:10.

    Leave a comment:


  • PowerWyrm
    replied
    With this system, I guess you have to look up at the weapon description to see which stat, STR or DEX, will benefit the most when raised, make a pit stop at 750ft and scum for the corresponding potion (brawn vs nimbleness), hoping you don't get many decreases with the other stat.

    Leave a comment:


  • wobbly
    replied
    Code:
     [Angband 4.1.2 Character Dump]
    
     Name   Zap          Age             29          Self  RB  CB  EB   Best
     Race   Hobbit       Height       2'10"   STR:     16  -2  -3  +0     11
     Class  Mage         Weight    3st 10lb   INT:     16  +2  +3  +0  18/30
     Title  Novice       Turns used:          WIS:     10  +1  +0  +0     11
     HP     7/7          Game           131   DEX:     16  +3  +0  +0  18/10
     SP     2/2          Standard        13   CON:     12  +2  -2  +0     12
                         Resting          0
    
     Level                  1    Armor        [0,+2]    Saving Throw     49%
     Cur Exp                0                           Stealth    Very Good
     Max Exp                0    Melee        2d5,+0    Disarm - phys.   49%
     Adv Exp               14    To-hit         8,+3    Disarm - magic   55%
                                 Blows      1.1/turn    Magic Devices     58
     Gold                  65                           Searching        17%
     Burden           35.0 lb    Shoot to-dam     +0    Infravision    40 ft
     Overweight      -42.9 lb    To-hit        13,+3    Speed         Normal
     Max Depth           Town    Shots        0/turn
    
     You are one of several children of a Hobbit Tavern Owner.  You are a
     credit to the family.  You have brown eyes, straight black hair, and
     an average complexion.
    
    
    rAcid:............. Nexus:.............
    rElec:............. Nethr:.............
    rFire:............. Chaos:.............
    rCold:............. Disen:.............
    rPois:............. pFear:.............
    rLite:............. pBlnd:.............
    rDark:............. pConf:.............
    Sound:............. pStun:.............
    Shard:............. HLife:............+
    
    Regen:............. Stea.:.............
      ESP:............. Sear.:.............
    Invis:............. Infra:............+
    FrAct:............. Tunn.:.............
    Feath:............. Speed:.............
    S.Dig:............. Blows:.............
    ImpHP:............. Shots:.............
     Fear:............. Might:.............
    Aggrv:............. Light:.............
    
    
      [Character Equipment]
    
    a) a Long Sword (2d5) (+0,+0)
         Bought from a store
         
         Combat info:
         1.1 blows/round.
         With +12 STR and +0 DEX you would get 1.4 blows
         With +0 STR and +1 DEX you would get 1.2 blows
         Average damage/round: 7.2.
         
    f) a Wooden Torch (5000 turns)
         An inheritance from your family
         
         Radius 1 light.
         
    
    
    
    
      [Character Inventory]
    
    a) a Ration of Food
    b) an Awl-Pike (1d8) (+0,+0)
         Bought from a store
         
         Combat info:
         1.1 blows/round.
         With +13 STR and +0 DEX you would get 1.4 blows
         With +0 STR and +1 DEX you would get 1.2 blows
         Average damage/round: 5.4.
         
    c) a Whip (1d3) (+0,+0)
         Bought from a store
         
         Combat info:
         1.1 blows/round.
         With +7 STR and +0 DEX you would get 1.4 blows
         With +0 STR and +1 DEX you would get 1.2 blows
         Average damage/round: 2.3.
         
    
    
    
    
      [Character Quiver]
    
    
    
    [Player history]
          Turn   Depth  Note
             0      0'  Began the quest to destroy Morgoth.
    
    
      [Options]
    
      [User interface]
    
    Use the roguelike command keyset             : no  (rogue_like_commands)
    Use sound                                    : no  (use_sound)
    Show damage player deals to monsters         : no  (show_damage)
    Use old target by default                    : no  (use_old_target)
    Always pickup items                          : no  (pickup_always)
    Always pickup items matching inventory       : yes (pickup_inven)
    Show flavors in object descriptions          : no  (show_flavors)
    Highlight target with cursor                 : yes (show_target)
    Highlight player with cursor between turns   : no  (highlight_player)
    Disturb whenever viewable monster moves      : yes (disturb_near)
    Show walls as solid blocks                   : no  (solid_walls)
    Show walls with shaded background            : no  (hybrid_walls)
    Color: Illuminate torchlight in yellow       : no  (view_yellow_light)
    Color: Shimmer multi-colored things          : no  (animate_flicker)
    Center map continuously                      : no  (center_player)
    Color: Show unique monsters in purple        : no  (purple_uniques)
    Automatically clear '-more-' prompts         : no  (auto_more)
    Color: Player color indicates % hit points   : yes (hp_changes_color)
    Allow mouse clicks to move the player        : yes (mouse_movement)
    Notify on object recharge                    : no  (notify_recharge)
    Show effective speed as multiplier           : no  (effective_speed)
    
      [Birth]
    
    Generate a new, random artifact set          : no  (birth_randarts)
    Generate connected stairs                    : yes (birth_connect_stairs)
    Force player descent (never make up stairs)  : no  (birth_force_descend)
    Word of Recall has no effect                 : no  (birth_no_recall)
    Restrict creation of artifacts               : no  (birth_no_artifacts)
    Stack objects on the floor                   : yes (birth_stacking)
    Lose artifacts when leaving level            : no  (birth_lose_arts)
    Show level feelings                          : yes (birth_feelings)
    Increase gold drops but disable selling      : yes (birth_no_selling)
    Start with a kit of useful gear              : no  (birth_start_kit)
    Monsters learn from their mistakes           : no  (birth_ai_learn)
    Know all runes on birth                      : no  (birth_know_runes)
    Know all flavors on birth                    : no  (birth_know_flavors)
    Persistent levels (experimental)             : no  (birth_levels_persist)

    Leave a comment:

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