Coffee-band containment thread

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • wobbly
    Prophet
    • May 2012
    • 2631

    #91
    Perhaps the Fang, Grip issue is not Maggot but all the "looling" & "blahdie-blah" they do? I haven't spotted where that is yet

    Comment

    • wobbly
      Prophet
      • May 2012
      • 2631

      #92
      Ok so now I have a moria monster list & a pretty much empty object list, so I actually don't have any high resists at the moment. So dark will go back in & earth for earth hounds & cloak of protection, but the rest are all ?s. I could have an element with no resist items for instance.

      Comment

      • wobbly
        Prophet
        • May 2012
        • 2631

        #93
        Prodded the balrog with Cased whatsitsname & 1 speed. He's pretty tough, then I got to 23 speed and he melted. So 20 speed max. & that may have to drop. That gives 5 for the potions, 5 for rings & 5 for boots max.

        Edit: Actually the double ring slots are too expensive. If I allow up to +3 it can be tacked onto something more interesting & leave up to 10 for boots
        Last edited by wobbly; August 12, 2018, 15:25.

        Comment

        • wobbly
          Prophet
          • May 2012
          • 2631

          #94
          Turning V's list into Umoria's is an amazing exercise. Seeing how far somethings moved (giants were around 10 levels shallower), what stayed (grave wights are the same), what was added (all the spiders & cats). Umoria has kobolds. Vs fault there is a million types. The egyptian mummy obsession is Moria, the greek mythology V. V is when someone opened a D&D monster manual & added all the stuff.

          Some other time I'll fix my Moria list. For now I used a million ant/beetle clones. The boring beetle is a gem. It probably used to "bore" but did it ever "bore"? It will now.

          Comment

          • wobbly
            Prophet
            • May 2012
            • 2631

            #95
            1st version almost ready. But only because I removed all the stuff that wasn't almost ready. So feature branch + new level gen + monster list + object list + new weapon weights/blows + a couple of small bits.

            It's easy to read name & level in Umorias list. Hard to interpret what it does. Everything seems to be hit to paralyze anyway, so whatever the seedy human was, it's now a bunch of wormtongues. Vs animals are great for being animals. Added a bunch back in at rarity 0. If the games suddenly needs to pull up a bird it'll have plenty. Steam had chickens, FCPB sheep, Sang a yellow yeek, coffee a coffee yeek. There's a lot of 0 rarity to pick with friends-base or pits. I don't have any big high element breathers yet. Most I wont. Shards will be boulders & earth hounds. Nether I'll need for a couple of uniques that became death drakes. Rdark will be back for Shelob at least. Items are still work in progress. A version up on Github when my internet co-operates. Which is probably when I join a library.

            Comment

            • wobbly
              Prophet
              • May 2012
              • 2631

              #96
              The zero rarity list grows bigger. Is there a reason for ants/centipedes outside of painting pits rainbow vomit? I really only need ant-lion workers, soldiers and queen. Then stegocentipede & boring beetles.

              ?teleport goes. ?teleport level stays. _teleport stays.
              TO rod stays. TO wand goes. Some of those could be altered, I'm just preferencing building upfrom the single TO use rather then recharging.
              Wands of light & _starlight stay. Rest are going. Light rods went for my own sanity. You can be super annal with too many light rods.

              Comment

              • Pete Mack
                Prophet
                • Apr 2007
                • 6883

                #97
                Wobbly--if too many of your monsters are dangerous, it becomes tedious. (This happened in NPP 0.5, which I find less fun than NPP 0.4, despite all the hydras in the latter.)

                Comment

                • wobbly
                  Prophet
                  • May 2012
                  • 2631

                  #98
                  Originally posted by Pete Mack
                  Wobbly--if too many of your monsters are dangerous, it becomes tedious. (This happened in NPP 0.5, which I find less fun than NPP 0.4, despite all the hydras in the latter.)
                  Yeah I know and will likely have to scale back some of them, but they don't have to be centipedes right? Something that Vs really missing here is glass cannons. You don't need to be a melee master to take down unaware vampire lords in Sil. I don't have anything for that role yet but I probably should find a few.

                  Comment

                  • wobbly
                    Prophet
                    • May 2012
                    • 2631

                    #99
                    I mean look at master mystics for instance. That's got glass cannon written all over it, yet someone gave it 1000hps because lvl 50 Monster. I was playing V the other day & jackal packs on dlvl 99? The trolls are already mobile rubble. Attempting something better is worth getting it wrong at first.

                    Comment

                    • wobbly
                      Prophet
                      • May 2012
                      • 2631

                      Ok. Thinking, thinking. Vs got that inverted pyramid happening. Top heavy at dlvl 1. Empty at the lower depths. In theory moving that base to a camel hump at dlvl 6 means more lvl 6ers at the bottom instead. That's assuming I understand how monster placement works. I lose 50 dlvls of under depth because those levels don't exist. Lvl 1-5 needs emptying anyway, as I'm scaling the small levels in the monster list rather then in the gen. I'll try something here I think. There's an issue to suss where making the balrogs level dangerous is easier then making the balrog the danger.

                      Comment

                      • wobbly
                        Prophet
                        • May 2012
                        • 2631

                        There's also a bit that stops town creatures which I can change to nothing 40 clvls under depth. I was avoiding doing that, I'll see if I can do it without, would prefer not to alter it if I don't have to. More tricks in moving monsters around rather then brute forcing it.

                        Comment

                        • wobbly
                          Prophet
                          • May 2012
                          • 2631

                          Added Shelob & forced a cavern level. I'd rather nerf her towards the original then buff. I'll make sure _earthquakes drops before then. Assuming that works for caverns.

                          Lvl 1-5:smallest. No traps. No interesting rooms. Only monster drops
                          Lvl 6-10:small. Increase towards V. Drops now in rooms
                          11-12:classic
                          13:lucky 13
                          V-gens till 25
                          Moria
                          V-gens
                          3 levels of caverns
                          Last edited by wobbly; August 17, 2018, 10:19.

                          Comment

                          • wobbly
                            Prophet
                            • May 2012
                            • 2631

                            Anything serious I try & do today fails to work so now half the alphabet is possible in town. The fruit bats look better there anyway

                            Comment

                            • wobbly
                              Prophet
                              • May 2012
                              • 2631

                              Ok I do this.

                              Start with a working copy
                              Backup the whole program
                              Backup the monster list
                              Mess up the monster list till it stops parsing
                              Backup list now stops working.why?
                              Complete backup still works

                              Comment

                              • Nick
                                Vanilla maintainer
                                • Apr 2007
                                • 9638

                                Originally posted by wobbly
                                Ok I do this.

                                Start with a working copy
                                Backup the whole program
                                Backup the monster list
                                Mess up the monster list till it stops parsing
                                Backup list now stops working.why?
                                Complete backup still works
                                What error do you get from the backup list?
                                One for the Dark Lord on his dark throne
                                In the Land of Mordor where the Shadows lie.

                                Comment

                                Working...
                                😀
                                😂
                                🥰
                                😘
                                🤢
                                😎
                                😞
                                😡
                                👍
                                👎