Competition 100

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  • Antoine
    replied
    Curious spirits turn out to be OK. A bit annoying, but in an educational way (learn about tele-to before you meet Radagast). Not dangerous on their own clearly.

    A.

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  • Antoine
    replied
    Originally posted by nppangband
    A group of ghosts at 1200' that can pass walls, have +5 speed, and touch to confuse? Most people don't have confusion resist by that time. I can see them standing in walls and confusing the player before they have a chance to react.

    My first thought is that they might be slightly overpowered for that depth, or at least have the friends flag removed. Wouldn't there be alot of instadeaths to a pack of these creatures?
    Because they have so few hp and don't do much damage, you can pretty much just flail round in a confused state until you've killed them all.

    I'll playtest though.

    A.

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  • Derakon
    replied
    They don't actually appear to deal any direct damage, so while they're very annoying you'd need to be in a fight with something else for them to contribute to your death. Still, I don't really see the need for the FRIENDS flag.

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  • nppangband
    replied
    Originally posted by Antoine
    I've just added this monster to Quickband - might be a good addition to NPP - an early monster which can tele-to but is not too lethal. Hopefully the player will then recognise the danger he is in when something like Radagast or Azathoth shows up.
    A group of ghosts at 1200' that can pass walls, have +5 speed, and touch to confuse? Most people don't have confusion resist by that time. I can see them standing in walls and confusing the player before they have a chance to react.

    My first thought is that they might be slightly overpowered for that depth, or at least have the friends flag removed. Wouldn't there be alot of instadeaths to a pack of these creatures?

    Leave a comment:


  • Antoine
    replied
    Originally posted by nppangband
    And that is an excellent point. Azathoth really should flashing colors creature like all of the other dangerous creatures.
    I've just added this monster to Quickband - might be a good addition to NPP - an early monster which can tele-to but is not too lethal. Hopefully the player will then recognise the danger he is in when something like Radagast or Azathoth shows up.

    Code:
    N:694:Curious spirit
    G:G:G1
    I:115:3d10:100:100:0
    W:24:4:100:100
    B:TOUCH:CONFUSE
    B:TOUCH:EXP_20
    F:FEMALE | RAND_25 | INVISIBLE | COLD_BLOOD
    F:PASS_WALL | UNDEAD | EVIL | FLYING
    F:HURT_FIRE | IM_COLD | IM_POIS | NO_FEAR | NO_SLEEP
    F:FRIENDS
    S:SPELL_PCT_20 | POW_0
    S:BLINK | TELE_SELF_TO
    D:This curious ghost wants to see you meet your end, and will flock
    D: from a long way away to spectate. You will not easily be able to
    D: escape its scrutiny!

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  • Magnate
    replied
    Originally posted by Nick
    Slacko here hasn't done a new comp yet, but there will be one in the next day or two.
    Sigh. What do we pay you for? Oh wait ...

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  • Nick
    replied
    Correct - congratulations to Eddie for winning, and to murphy for a qualifying winner and tigpup for two!

    Slacko here hasn't done a new comp yet, but there will be one in the next day or two.

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  • tigpup
    replied
    The ladder is showing my char Artha as the winner.

    This is incorrect, probably due to the body count of 105. I killed a player ghost (Jeff Greene the Nether Wraith) in addition to the 104 uniques.

    Based on 104 uniques with lowest turncount, Eddie won the comp with his 585,842 turns winner.

    'grats Eddie ^_^

    - Neil.

    Leave a comment:


  • nppangband
    replied
    Originally posted by Matthias
    I'm chased by hunting parties after too much stealing. I think this is going on for more than 200k turns already. Will it ever stop? Also how much are they hasted?
    I checked the source. I wrote that code about 6 years ago, so I had to refresh my memory.

    The "caught stealing" counter only decreases if you are within 10 levels of your max depth. So you can't hide out at a safe level and wait for the timer to decrease. It maxes out at 50, drops by one every 5000 turns, and the dungeon calms down when it gets below 30. So the dungeon could take 100000 turns to calm down if you fail to steal a whole bunch of time.

    This definitely needs to be improved.

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  • nppangband
    replied
    Originally posted by Matthias
    found a bug to clone ammuntion Is there a tracker for npp? Or does that other forum still exist
    If possible, can you send me the savefile and describe what I need to do do clone the ammo. It is probably a simple bug to fix, if I can duplicate it.

    There isn't a formal tracker, just the NPP forums, which is at: http://forum.nppangband.org/index.php

    But I respond to all bug reports & comments here as well.

    Leave a comment:


  • Matthias
    replied
    found a bug to clone ammuntion Is there a tracker for npp? Or does that other forum still exist

    Leave a comment:


  • PowerDiver
    replied
    Originally posted by nppangband
    You can probably stairscum a little more in the earlier levels.

    Unfortunately, disconnected stairs would be unfairly difficult, due to the the deep monsters with teleport_to.
    I only play NPP very occasionally, to keep an idea of the feel of it. I found that monsters with teleport_to, notably Radagast on my last attempt, had me halfway stairscumming once I made it to the 40s. Enter a new level, take two steps and he appears, make way back and reset the level. Also, I needed to restock !speed more than with any other variant. That's just to get deeper. I don't think I have won NPP since 0.4.0 or maybe 0.4.1.

    I'm sure the people who understand NPP use a lot less in the way of cheesy tactics than I needed.

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  • Timo Pietilä
    replied
    Originally posted by PowerDiver
    If dos350 stairscums until he misses a greater vault, that's a whole lot of stairscumming.
    That's how he plays AFAIK. Scumming until there is something interesting in sight, not leaving stairs for any reason.

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  • nppangband
    replied
    Originally posted by PowerDiver
    I'd say it encourages stairscumming more than discourages it. The comp conditions mean that you cannot descend to DL2 for a while, and the faster increase of monster power with depth encourages later trips to scum DL1 for !speed.

    If dos350 stairscums until he misses a greater vault, that's a whole lot of stairscumming.
    You can probably stairscum a little more in the earlier levels.

    Unfortunately, disconnected stairs would be unfairly difficult, due to the the deep monsters with teleport_to.

    Leave a comment:


  • PowerDiver
    replied
    Originally posted by Matthias
    This competition has connected stairs. It still discourages stairscumming by disqualifying anyone with more than 15 greater vaults skipped.
    I'd say it encourages stairscumming more than discourages it. The comp conditions mean that you cannot descend to DL2 for a while, and the faster increase of monster power with depth encourages later trips to scum DL1 for !speed.

    If dos350 stairscums until he misses a greater vault, that's a whole lot of stairscumming.

    Leave a comment:

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