Sil screencasting / let's play

Collapse
X
 
  • Time
  • Show
Clear All
new posts

  • debo
    replied
    Hi,

    Here's a new video: https://www.youtube.com/watch?v=9d1EdWUaBms

    Leave a comment:


  • debo
    replied
    Originally posted by Raajaton
    Thanks for posting these videos debo. They're incredibly interesting, and I've been waiting some time for some 1.2.1 videos.
    Thanks! We should have a bunch more 1.2.1 videos coming up.

    Leave a comment:


  • debo
    replied
    The next part in Basil's 1.1.1 stealth singer series will be up here in the next 30 mins or so: https://www.youtube.com/watch?v=llOXwdc5bnk

    Leave a comment:


  • Raajaton
    replied
    Thanks for posting these videos debo. They're incredibly interesting, and I've been waiting some time for some 1.2.1 videos.

    Leave a comment:


  • debo
    replied
    Originally posted by Derakon
    I should get back to work on Pyrel sometime, because its code actually does look only slightly more "decorated" than that example. Hooray for Python.
    I would really like to see a list comprehension that is literally '[some crazy thing modified by a million things]'

    Leave a comment:


  • Derakon
    replied
    Originally posted by half
    Code:
    base = your_stealth_score
    combat_noise = 0
    
    if player_attacked
      combat_noise += 2
    
    if attacked_player
      combat_noise += 2
    
    base = base - combat_noise
    
    your_roll = base + 1d10 + ability_bonus(SONG_OF_SILENCE)
    
    for each monster
      monster_perception = [some crazy thing modified by a million things]
      monster_roll = monster_perception + d10
      if monster_roll > your_roll
        alert_monster
    Wow, I wish C code actually looked like that! Instead, there are millions of pointless semicolons and braces all over the place, because people back then didn't realise we would standardise the line-breaks and indenting by convention and that this whitespace could be used to infer where all the semicolons and braces would go...
    I should get back to work on Pyrel sometime, because its code actually does look only slightly more "decorated" than that example. Hooray for Python.

    Leave a comment:


  • debo
    replied
    The next episode in the Basil stealth/singer series will be available here in a few mins (currently processing): https://www.youtube.com/watch?v=oQqs8ujCA2I

    Leave a comment:


  • debo
    replied
    Originally posted by half
    Code:
    base = your_stealth_score
    combat_noise = 0
    
    if player_attacked
      combat_noise += 2
    
    if attacked_player
      combat_noise += 2
    
    base = base - combat_noise
    
    your_roll = base + 1d10 + ability_bonus(SONG_OF_SILENCE)
    
    for each monster
      monster_perception = [some crazy thing modified by a million things]
      monster_roll = monster_perception + d10
      if monster_roll > your_roll
        alert_monster
    Wow, I wish C code actually looked like that! Instead, there are millions of pointless semicolons and braces all over the place, because people back then didn't realise we would standardise the line-breaks and indenting by convention and that this whitespace could be used to infer where all the semicolons and braces would go...
    With enough #defines, you can make C look however you like

    Also, in a time where your alternatives were assembly, primordial lisps, APL, BCPL, Fortran, and maybe FORTH, C probably looked downright sane.

    Leave a comment:


  • half
    replied
    Code:
    base = your_stealth_score
    combat_noise = 0
    
    if player_attacked
      combat_noise += 2
    
    if attacked_player
      combat_noise += 2
    
    base = base - combat_noise
    
    your_roll = base + 1d10 + ability_bonus(SONG_OF_SILENCE)
    
    for each monster
      monster_perception = [some crazy thing modified by a million things]
      monster_roll = monster_perception + d10
      if monster_roll > your_roll
        alert_monster
    Wow, I wish C code actually looked like that! Instead, there are millions of pointless semicolons and braces all over the place, because people back then didn't realise we would standardise the line-breaks and indenting by convention and that this whitespace could be used to infer where all the semicolons and braces would go...

    Leave a comment:


  • debo
    replied
    Originally posted by huiren
    Thanks for doing more of these! On a character like the 5-1-1-1 Hador, how could you possibly survive the late game? It seems like every enemy would have a chance to kill you in one hit regardless of the evasion or protection you manage to stack up. I'm terrible at this game, but I have no idea how to even get through the early game with less than 4 con. One good charge from an orc warrior can easily do over 15 damage and there's nothing to stop them from just charging you again.
    Unless you're surprised by an orc warrior, you don't really ever need to suffer a charge. Flanking helps a bunch by letting you move past them on a charge while still hitting them (and possibly charging yourself).

    I've recorded a ttyrec from 500' onward of the current 5111 I'm playing, I'll probably cast that one "eventually". He's at 650' now and will very likely die to a surprise dragon breath in short order.

    Leave a comment:


  • huiren
    replied
    Thanks for doing more of these! On a character like the 5-1-1-1 Hador, how could you possibly survive the late game? It seems like every enemy would have a chance to kill you in one hit regardless of the evasion or protection you manage to stack up. I'm terrible at this game, but I have no idea how to even get through the early game with less than 4 con. One good charge from an orc warrior can easily do over 15 damage and there's nothing to stop them from just charging you again.

    Leave a comment:


  • HallucinationMushroom
    replied
    Question? What is this, stealth, that you speak of?
    Last edited by HallucinationMushroom; October 1, 2014, 01:00.

    Leave a comment:


  • debo
    replied
    On every single turn, the game calls "monster_perception" with your stealth score as your difficulty. This function does the following:

    Code:
    base = your_stealth_score
    combat_noise = 0
    
    if player_attacked
      combat_noise += 2
    
    if attacked_player
      combat_noise += 2
    
    base = base - combat_noise
    
    your_roll = base + 1d10 + ability_bonus(SONG_OF_SILENCE)
    
    for each monster
      monster_perception = [some crazy thing modified by a million things]
      monster_roll = monster_perception + d10
      if monster_roll > your_roll
        alert_monster
    So song of silence does basically add directly against your stealth check. It also appears to do so by (SONG / 2) (!)

    There might be stuff in here that entirely screws everything, but that's how it works from my quick reading of it.

    Edit: This also gets called for individual, very noisy events, but then your "base" is set to some very negative value rather than your stealth score.

    Edit2: I also thing one of the million things that affects monster perception is exactly that noise flow based on distance from the player.
    Last edited by debo; September 30, 2014, 23:02.

    Leave a comment:


  • wobbly
    replied
    I've not read the code, but if it's symetrical with it's effect on listen it's a flat out stealth bonus in all ways except assassinating by my reading.

    Leave a comment:


  • taptap
    replied
    Originally posted by debo
    The silence bonus counts against noise, but if there's only 2 noise to counteract and you have a silence bonus of 20, I don't think it's going to do more than help you by 2.

    This is largely conjecture, I didn't have time to backtrace all the different monster_perception calls to see how they were setting their base difficulty.
    Not sure where you get your information about "only 2 noise to counteract". It is not quite clear whether there is 1) "unlimited base noise" (i.e. silence works as a full perception penalty regardless of special noise), or 2) "capped base noise" (e.g. the 7 difference between standing still and moving), or 3) "no base noise" (reduces only additional noise, does not help normal stealth). Now this can probably be tested ...

    The debug mode map is "acoustical distance" (= your distance penalties on a listen/song roll) and does not answer the question.

    Leave a comment:

Working...
😀
😂
🥰
😘
🤢
😎
😞
😡
👍
👎