stealth and sleeping monsters

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  • bebo
    Adept
    • Jan 2009
    • 213

    stealth and sleeping monsters

    when sneaking past sleeping monsters, if they wake up, do i get a turn to teleport away for example, or do they get to act right away? ie does waking up take energy on behalf of the monsters?

    the most recent case for me being trying to sneak past a sleeping ancient dragon and thinking "please don't wake up! please don't wake up!"
    My first winner! http://angband.oook.cz/ladder-show.php?id=8681
    And my second! http://angband.oook.cz/ladder-show.php?id=8872
    And the third! http://angband.oook.cz/ladder-show.php?id=9452
    And the fourth! http://angband.oook.cz/ladder-show.php?id=10513
    And the fifth! http://angband.oook.cz/ladder-show.php?id=10631
    And the sixth! http://angband.oook.cz/ladder-show.php?id=10990
  • buzzkill
    Prophet
    • May 2008
    • 2939

    #2
    Originally posted by bebo
    when sneaking past sleeping monsters, if they wake up, do i get a turn to teleport away for example, or do they get to act right away? ie does waking up take energy on behalf of the monsters?
    It's been my observation that they wake and then attack immediately.
    www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
    My banding life on Buzzkill's ladder.

    Comment

    • bebo
      Adept
      • Jan 2009
      • 213

      #3
      thanks.

      A second question, regarding stat potions

      in my last diving attempt i have yet to find one (!)

      any suggestions on what monsters/at what depth to kill to try to get some?
      hoping to find them laying on the dungeon floor is wishful thinking, but i don't know at what depths for example snagas can drop them

      EDIT: actually i found exactly one, of constitution (yipee!)

      Code:
        [Angband 3.1.0 beta Character Dump]
      
       Sex    Male         Age            103   STR:     17  +1  +2  +0  18/20
       Race   High-Elf     Height          92   INT:     14  +3  +1  +7  18/70
       Class  Rogue        Weight         176   Wis:     10  -1  -2  +0      7      3
       Title  Filcher      Social      Lordly   DEX:     16  +3  +3  +6 18/100
       HP     286/286      Maximize         Y   CON:     18  +1  +1  +0  18/20
       SP     55/58                             CHR:     10  +5  -1  +0     14
      
      
       Level               27   Armor    [26,+92]     Saving Throw         75%
       Cur Exp          67006   Fight   (+15,+23)     Stealth           Superb
       Max Exp          67006   Melee   (+27,+38)     Fighting          Heroic
       Adv Exp          78750   Shoot   (+25,+14)     Shooting          Heroic
       MaxDepth   2350' (L47)   Blows      5/turn     Disarming            99%
       Turns           231701   Shots      2/turn     Magic Device      Heroic
       Gold             84921   Infra       40 ft     Perception       1 in 12
       Burden       139.4 lbs   Speed           6     Searching            35%
      
       You are one of several children of a Telerin Ranger.  You have light
       grey eyes, straight black hair, and a fair complexion.
      
      
      
       Acid:......+.+.... Confu:.............
       Elec:........+.... Sound:.............
       Fire:........+.... Shard:......+......
       Cold:........+.... Nexus:.............
       Pois:............. Nethr:.............
       Fear:............. Chaos:.............
       Lite:............+ Disen:.............
       Dark:............. S.Dig:.............
      Blind:............. Feath:.......+.....
      
      PLite:............. Aggrv:.............
      Regen:....+........ Stea.:.......+.....
      Telep:.........+... Sear.:.............
      Invis:+...........+ Infra:............+
      FrAct:+.........++. Tunn.:.............
      HLife:............. Speed:+.....+......
      ImpHP:............. Blows:.............
      ImpSP:............. Shots:.+...........
       Fear:............. Might:.............
      
      
        [Character Equipment]
      
      a) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
           +3 intelligence, dexterity, speed.
           Cannot be harmed by acid, electricity, fire, cold.
           Prevents paralysis.
           Grants the ability to see invisible things.
           With this weapon, you would currently get 5 blows per round.  Each
           blow will do an average damage of 56 against trolls, 56 against
           giants, and 44 against normal creatures.
      b) a Light Crossbow of Extra Shots (x3) (+10,+14) (+1)
           +1 shooting speed.
      c) a Calcite Ring of Damage (+0,+10)
      d) a Tortoise Shell Ring of Slaying (+9,+7)
      e) a Sea Shell Amulet of Regeneration
           Speeds regeneration.
      f) The Phial of Galadriel {!!}
           Cannot be harmed by acid, electricity, fire, cold.
           When activated, it lights up the surrounding area, hurting light-s
           ensitive creatures.
           It takes 10 turns to recharge after use.
           Radius 3 light.
      g) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3)
           +3 dexterity, speed.
           Provides resistance to acid, shards.
           Cannot be harmed by acid, electricity, fire, cold.
      h) an Elven Cloak of the Magi [6,+20] (+4)
           +4 intelligence, stealth.
           Cannot be harmed by acid.
           Sustains intelligence.
           Feather Falling.
      i) a Small Metal Shield of Resistance [4,+14]
           Provides resistance to acid, lightning, fire, cold.
           Cannot be harmed by acid, electricity, fire, cold.
      j) a Hard Leather Cap of Telepathy [2,+9]
           Grants telepathy.
      k) a Set of Caestus of Free Action (+0,+3) [2,+7]
           Prevents paralysis.
      l) a Pair of Leather Boots of Free Action [2,+11]
           Prevents paralysis.
      
      
        [Character Inventory]
      
      a) 3 Books of Magic Spells [Magic for Beginners] {@m1@b1}
      b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2@b2}
      c) 3 Books of Magic Spells [Incantations and Illusions] {@m3@b3}
      d) 2 Books of Magic Spells [Resistances of Scarabtarices] {@m5@b5}
           Cannot be harmed by acid, electricity, fire, cold.
      e) 14 Cyan Potions of Cure Critical Wounds
      f) 3 Azure Potions of Speed {!*}
      g) 23 Scrolls titled "pro lum" of Phase Door
      h) 2 Scrolls titled "ilicas intex" of Teleport Level {!*}
      i) a Scroll titled "tromitor pueus" of Magic Mapping
      j) 4 Scrolls titled "detsios lusy" of Word of Recall {!*}
      k) 2 Tin-Plated Wands of Stone to Mud (7 charges)
      l) a Walnut Staff of Mapping (3 charges)
      m) 4 Hawthorn Staffs of Teleportation (17 charges) {!*}
      n) 10 Bolts (1d5) (+4,+1)
           Fired from your current missile launcher, this arrow will hit targets
           up to 120 feet away, inflicting an average damage of 54 against
           normal creatures.
           25% chance of breaking upon contact.
      o) 63 Bolts (1d5) (+0,+0) {@f1}
           Fired from your current missile launcher, this arrow will hit targets
           up to 120 feet away, inflicting an average damage of 51 against
           normal creatures.
           25% chance of breaking upon contact.
      
      
        [Home Inventory]
      
      a) a Purple Speckled Potion of Healing {!*}
           When ingested, it heals you a really large amount (35% of max HP, 
           minimum 300HP), heals cut damage, and cures stunning, poisoning, b
           lindness, and confusion.
           Provides nourishment for about 100 turns under normal conditions.
      b) a Dark Blue Potion of Restore Mana {!*}
           When ingested, it restores your mana points to maximum.
      c) 17 Scrolls titled "pis sito tus" of Holy Chant
           When read, it increases your AC and to-hit bonus for 1d24+12 turns.
      d) a Bronze Ring of Ice [+8]
           Provides resistance to cold.
           Cannot be harmed by cold.
           
           When activated, it grants cold resistance for d20+20 turns and cre
           ates a cold ball of damage 75.
           It takes d50+50 turns to recharge after use.
      e) The Cloak of Thorongil [1,+10]
           Provides resistance to acid, fear.
           Cannot be harmed by acid, electricity, fire, cold.
           Prevents paralysis.
           Grants the ability to see invisible things.
           
      f) a Set of Leather Gloves of Agility [1,+6] (+2)
           +2 dexterity.
           
      g) The Dagger 'Dethanc' (2d4) (+4,+6) {!!}
           Provides resistance to lightning.
           Cannot be harmed by acid, electricity, fire, cold.
           
           When activated, it creates a lightning bolt with damage 6d6.
           It takes 6 turns to recharge after use.
           With this weapon, you would currently get 5 blows per round.  Each
           blow will do an average damage of 44 against
           electricity-vulnerable creatures, and 34 against normal creatures.
      h) a Main Gauche of *Slay Giant* (1d5) (+8,+10) (+2)
           +2 strength.
           Sustains strength.
           
           With this weapon, you would currently get 5 blows per round.  Each
           blow will do an average damage of 42 against giants, and 36
           against normal creatures.
      i) a Morning Star of Gondolin (2d6) (+12,+16)
           Provides resistance to dark.
           Cannot be harmed by acid, fire.
           Prevents paralysis.
           Grants telepathy.
           Grants the ability to see invisible things.
           
           Radius 1 light.
           With this weapon, you would currently get 3 blows per round.  Each
           blow will do an average damage of 60 against orcs, 60 against
           trolls, 60 against dragons, 60 against demons, and 46 against
           normal creatures.
      j) a Mace (Defender) (2d4) (+15,+12) [+7] (+2 stealth)
           +2 stealth.
           Provides resistance to acid, lightning, fire, cold.
           Cannot be harmed by acid, electricity, fire, cold.
           Sustains intelligence.
           Feather Falling.
           Speeds regeneration.
           Prevents paralysis.
           Grants the ability to see invisible things.
           
           With this weapon, you would currently get 3 blows per round.  Each
           blow will do an average damage of 40 against normal creatures.
      k) a Long Bow of Extra Shots (x3) (+15,+9) (+1)
           +1 shooting speed.
           
      l) a Long Bow of Accuracy (x3) (+18,+11)
      m) 18 Arrows of Slay Demon (1d4) (+12,+5)
      n) 39 Arrows (1d4) (+0,+0)
      
      
        [Options]
      
      Maximize effect of race/class bonuses        : yes (adult_maximize)
      Randomize some of the artifacts (beta)       : no  (adult_randarts)
      Restrict the use of stairs/recall            : no  (adult_ironman)
      Restrict the use of stores/home              : no  (adult_no_stores)
      Restrict creation of artifacts               : no  (adult_no_artifacts)
      Don't stack objects on the floor             : no  (adult_no_stacking)
      Lose artifacts when leaving level            : no  (adult_no_preserve)
      Don't generate connected stairs              : no  (adult_no_stairs)
      Adult: Monsters chase current location       : yes (adult_ai_sound)
      Adult: Monsters chase recent locations       : yes (adult_ai_smell)
      Adult: Monsters act smarter in groups        : yes (adult_ai_packs)
      Adult: Monsters learn from their mistakes    : no  (adult_ai_learn)
      Adult: Monsters exploit players weaknesses   : no  (adult_ai_cheat)
      Adult: Monsters behave more intelligently (broken): no  (adult_ai_smart)
      Score: Peek into object creation             : no  (score_peek)
      Score: Peek into monster creation            : no  (score_hear)
      Score: Peek into dungeon creation            : no  (score_room)
      Score: Peek into something else              : no  (score_xtra)
      Score: Know complete monster info            : no  (score_know)
      Score: Allow player to avoid death           : no  (score_live)
      My first winner! http://angband.oook.cz/ladder-show.php?id=8681
      And my second! http://angband.oook.cz/ladder-show.php?id=8872
      And the third! http://angband.oook.cz/ladder-show.php?id=9452
      And the fourth! http://angband.oook.cz/ladder-show.php?id=10513
      And the fifth! http://angband.oook.cz/ladder-show.php?id=10631
      And the sixth! http://angband.oook.cz/ladder-show.php?id=10990

      Comment

      • buzzkill
        Prophet
        • May 2008
        • 2939

        #4
        Stat potion depth is a common topic 'round here. Searching the forum should yield you an answer.

        such as http://angband.oook.cz/forum/showthr...ht=stat+potion
        www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
        My banding life on Buzzkill's ladder.

        Comment

        • Donald Jonker
          Knight
          • Jun 2008
          • 593

          #5
          And if you're not opposed to a little messing with the edit files (as I believe is warranted with the current version stat-pot situation), see this thread.
          Bands, / Those funny little plans / That never work quite right.
          -Mercury Rev

          Comment

          • Zikke
            Veteran
            • Jun 2008
            • 1069

            #6
            I was able to win the new 3.1 V without changing the edit files to increase stat potion generation. I think it's nice that you can keep going down into the dungeon and not linger on dlvl 30 forever until you're maxed out.
            A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe
            A/FA W H- D c-- !f PV+++ s? d P++ M+
            C- S+ I- !So B ac++ GHB? SQ? !RQ V F:

            Comment

            • Big Al
              Swordsman
              • Apr 2007
              • 327

              #7
              Originally posted by bebo
              when sneaking past sleeping monsters, if they wake up, do i get a turn to teleport away for example, or do they get to act right away? ie does waking up take energy on behalf of the monsters?

              the most recent case for me being trying to sneak past a sleeping ancient dragon and thinking "please don't wake up! please don't wake up!"
              This has been changed in dev a little while ago so that monsters that wake up don't attack right away.
              Come play Metroplexity!
              Un, V MX H- D c-- f- PV s- d+ P++ M+
              c-- S I++ So+ B+ ac- !GHB SQ RQ+ V+

              Comment

              • bebo
                Adept
                • Jan 2009
                • 213

                #8
                regarding stat potions, right now i'm around dlvl 59, and they are starting to be quite more easy to find; probably now it's just necessary to dive deeper to reach optimal stat gain depth
                My first winner! http://angband.oook.cz/ladder-show.php?id=8681
                And my second! http://angband.oook.cz/ladder-show.php?id=8872
                And the third! http://angband.oook.cz/ladder-show.php?id=9452
                And the fourth! http://angband.oook.cz/ladder-show.php?id=10513
                And the fifth! http://angband.oook.cz/ladder-show.php?id=10631
                And the sixth! http://angband.oook.cz/ladder-show.php?id=10990

                Comment

                • d_m
                  Angband Devteam member
                  • Aug 2008
                  • 1517

                  #9
                  Originally posted by buzzkill
                  It's been my observation that they wake and then attack immediately.
                  I submitted a patch for this recently and it got accepted into HEAD. So in time it'll be fixed.
                  linux->xterm->screen->pmacs

                  Comment

                  • Pete Mack
                    Prophet
                    • Apr 2007
                    • 6883

                    #10
                    any suggestions on what monsters/at what depth to kill to try to get some?
                    Pits. Orcs and Trolls (and to a lesser extent giants), tend to drop a lot of stuff. If you have an immunity, dragon pits are good too.
                    You can clone death quasits if you have rDex, though they are fairly rare.

                    Keep an eye out for RoCon. You are really hurting for HP.

                    Comment

                    • bebo
                      Adept
                      • Jan 2009
                      • 213

                      #11
                      Originally posted by Pete Mack
                      Pits. Orcs and Trolls (and to a lesser extent giants), tend to drop a lot of stuff. If you have an immunity, dragon pits are good too.
                      You can clone death quasits if you have rDex, though they are fairly rare.

                      Keep an eye out for RoCon. You are really hurting for HP.
                      Thanks. Unfortunately i found out the hard way, my char in the AAR section is actually the samo one as in this thread, just a little bit more dead

                      My first winner! http://angband.oook.cz/ladder-show.php?id=8681
                      And my second! http://angband.oook.cz/ladder-show.php?id=8872
                      And the third! http://angband.oook.cz/ladder-show.php?id=9452
                      And the fourth! http://angband.oook.cz/ladder-show.php?id=10513
                      And the fifth! http://angband.oook.cz/ladder-show.php?id=10631
                      And the sixth! http://angband.oook.cz/ladder-show.php?id=10990

                      Comment

                      • Magnate
                        Angband Devteam member
                        • May 2007
                        • 5110

                        #12
                        Originally posted by d_m
                        I submitted a patch for this recently and it got accepted into HEAD. So in time it'll be fixed.
                        Thanks for this. I lost one of my deepest three characters ever to this problem - I got damaged and used ?tlev which I thought was a guaranteed escape, landed next to a master mystic who woke up *and* killed me before I got a turn to teleport or heal.

                        CC
                        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                        Comment

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