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  • Cauldron
    Apprentice
    • May 2009
    • 62

    #16
    So here I am now.

    Here I am now. I just had my strength and con swapped by a Nexus Hound, which wasn't horrible, as I got more HP out of it, at the cost of carrying capacity. Ringil was the first artifact I found, even before the Phial. Not that I'm complaining.

    I'm waffling between hanging out at stat gain depth or just diving. I can basically clear a level at this point, with haste and Ringil providing the edge necessary to handle groups, and the fact that grouped critters hid around corners in rooms rather than chase me into halls, allowing me to Stinking cloud them to death using corner effects of targeting. I am deathly afraid of instadeaths from sub-2000' critters; this is a promising character.

    However, I'd like to get RPois before I drop, from Scarabtarices [sp] if nothing else. Haven't seen a dungeon book yet.

    Dump follows:

    Code:
      [Angband 3.1.0 beta Character Dump]
    
     Sex    Male         Age            124   STR:     13  +1  -5  +7     16
     Race   High-Elf     Height          95   INT:  18/29  +3  +3  +3 18/119
     Class  Mage         Weight         214   WIS:     12  -1  +0  +0     11
     Title  Evoker       Social      Lordly   DEX:     17  +3  +1  +0  18/30
     HP     191/191      Maximize         Y   CON:     17  +1  -2  +0     16
     SP     102/102                           CHR:     15  +5  +1  +0  18/30
    
    
     Level               30   Armor    [16,+59]     Saving Throw         78%
     Cur Exp         190560   Fight     (+7,+4)     Stealth           Superb
     Max Exp         190560   Melee   (+29,+29)     Fighting       Excellent
     Adv Exp         230000   Shoot   (+16,+15)     Shooting       Excellent
     MaxDepth   1750' (L35)   Blows      1/turn     Disarming            64%
     Turns           913328   Shots      1/turn     Magic Device      Heroic
     Gold            133184   Infra       80 ft     Perception       1 in 16
     Burden       114.1 lbs   Speed           9     Searching            19%
    
     You are one of several children of a Telerin Ranger.  You have light
     green eyes, straight blond 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 Long Sword 'Ringil' (4d5) (+22,+25) (+10 speed)
         +10 speed.
         Provides resistance to cold, fear, light.
         Cannot be harmed by acid, electricity, fire, cold.
         Blessed by the gods.
         Slows your metabolism.
         Speeds regeneration.
         Prevents paralysis.
         Grants the ability to see invisible things.
         When activated, it creates a frost ball with damage 100.
         It takes 40 turns to recharge after use.
         Radius 1 light.
         With this weapon, you would currently get 1 blow per round,
         averaging a damage of 53 against evil creatures, 65 against
         trolls, 65 against undead, 65 against frost-vulnerable creatures, 
         89 against demons, and 41 against normal creatures.
    b) a Long Bow of Power (x3) (+9,+15)
    c) a Silver Ring of Strength (+4)
         +4 strength.
         Sustains strength.
    d) a Topaz Ring of Intelligence (+3)
         +3 intelligence.
         Sustains intelligence.
    e) a Golden Amulet of Infravision (+2)
         +2 infravision.
    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) a Robe of Elvenkind [2,+6] (+2 stealth) {shards}
         +2 stealth.
         Provides resistance to acid, lightning, fire, cold, shards.
         Cannot be harmed by acid, electricity, fire, cold.
    h) a Fur Cloak of Aman [3,+28] (+2 stealth) {nether}
         +2 stealth.
         Provides resistance to nether.
         Cannot be harmed by acid, electricity, fire, cold.
    i) a Wicker Shield of Resistance [2,+15]
         Provides resistance to acid, lightning, fire, cold.
         Cannot be harmed by acid, electricity, fire, cold.
    j) an Iron Helm of Infravision [5,+2] (+2)
         +2 infravision.
    k) a Set of Leather Gloves of Power (+4,+3) [1,+7] (+3)
         +3 strength.
    l) a Pair of Iron Shod Boots of Stealth [3,-1] (+3)
         +3 stealth.
    
    
      [Character Inventory]
    
    a) 2 Books of Magic Spells [Magic for Beginners] {@m1}
    b) 2 Books of Magic Spells [Conjurings and Tricks] {@m2}
    c) 2 Books of Magic Spells [Incantations and Illusions] {@m3}
    d) 2 Books of Magic Spells [Sorcery and Evocations] {@m4}
    e) 6 Crimson Potions of Cure Critical Wounds
    f) 13 Scrolls titled "natrum parudis" of Phase Door
    g) 7 Scrolls titled "to put co plum" of Teleportation
    h) 4 Scrolls titled "tastato re" of Teleport Level
    i) 7 Scrolls titled "etreter exto" of Word of Recall
    j) 4 Scrolls titled "proquo pra ex" of Holy Prayer
    k) 3 Nickel-Plated Rods of Treasure Location {@z1}
    l) an Ivory Wand of Teleport Other (9 charges)
    m) a Gnarled Staff of Mapping (7 charges)
    n) a Sycamore Staff of Teleportation (8 charges)
    o) 25 Arrows (1d4) (+9,+6)
         Fired from your current missile launcher, this arrow will hit targets
         up to 120 feet away, inflicting an average damage of 70.5 against
         normal creatures.
         35% chance of breaking upon contact.
    p) 19 Arrows (1d4) (+8,+4)
         Fired from your current missile launcher, this arrow will hit targets
         up to 120 feet away, inflicting an average damage of 64.5 against
         normal creatures.
         35% chance of breaking upon contact.
    q) 31 Arrows (1d4) (+5,+0) {@f1}
         Fired from your current missile launcher, this arrow will hit targets
         up to 120 feet away, inflicting an average damage of 52.5 against
         normal creatures.
         35% chance of breaking upon contact.
    
    
      [Home Inventory]
    
    a) 4 Books of Magic Spells [Magic for Beginners] {@m1}
    b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2}
    c) 3 Books of Magic Spells [Incantations and Illusions] {@m3}
    d) 2 Light Green Mushrooms of Clear Mind
         When ingested, it cures confusion and hallucination, removes fear 
         and grants you temporary resistance to confusion.
         Provides nourishment for about 250 turns under normal conditions.
    e) 13 Crimson Potions of Cure Critical Wounds
         When ingested, it heals you a large amount (1/4 of your wounds, mi
         nimum 30HP), heals cut damage, and cures stunning, poisoning, blin
         dness, and confusion.
         Provides nourishment for about 75 turns under normal conditions.
    f) an Indigo 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.
    g) 3 Red Speckled Potions of Restore Mana
         When ingested, it restores your mana points to maximum.
    h) 2 Cyan Potions of Enlightenment
         When ingested, it completely lights up and magically maps the leve
         l.
    i) 9 Oily Yellow Potions of Heroism
         When ingested, it restores 10 hit points, removes fear and grants 
         you resistance to fear and +12 to-hit for 1d25+25 turns.
    j) 4 Metallic Purple Potions of Berserk Strength
         When ingested, it restores 30 hit points, removes fear and grants 
         you resistance to fear, +12 to-hit, and -10AC for 1d25+25 turns.
    k) a Yellow Speckled Potion of Resist Poison
         When ingested, it grants temporary resistance to poison for 1d10+1
         0 turns.
    l) 6 Scrolls titled "tastato re" of Teleport Level
         When read, it teleports you one level up or down.
    m) an Engagement Ring of Constitution (+2)
         +2 constitution.
         Sustains constitution.
         
    n) a Calcite Ring of Lightning [+12]
         Provides resistance to lightning.
         Cannot be harmed by electricity.
         
         When activated, it grants electricity resistance for d20+20 turns 
         and creates a lightning ball of damage 85.
         It takes d50+50 turns to recharge after use.
    o) a Ruby Ring of Damage (+0,+8)
    p) a Diamond Ring of Escaping (+4 speed) {cursed}
         Cursed.
         +4 speed.
         Makes you unable to hit foes.
         
    q) Chain Mail of Resistance (-2) [14,+13]
         Provides resistance to acid, lightning, fire, cold.
         Cannot be harmed by acid, electricity, fire, cold.
         
    r) a Robe of Resistance [2,+11]
         Provides resistance to acid, lightning, fire, cold.
         Cannot be harmed by acid, electricity, fire, cold.
         
    s) a Pair of Leather Boots of Stability [2,+3]
         Provides resistance to nexus.
         Feather Falling.
         
    t) a Pair of Iron Shod Boots of Free Action [3,+10]
         Prevents paralysis.
         
    u) The Flail 'Totila' (3d6) (+6,+8) (+2 stealth)
         +2 stealth.
         Provides resistance to fire, confusion.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it confuses a target monster.
         It takes 15 turns to recharge after use.
         With this weapon, you would currently get 1 blow per round,
         averaging a damage of 33 against evil creatures, 43.5 against
         fire-vulnerable creatures, and 22.5 against normal creatures.
    v) a Sling of Power (x2) (+7,+19)
    w) 18 Bolts (1d5) (+5,+5)
    
    
      [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)
    I miss autoscum... but not that much.

    Comment

    • buzzkill
      Prophet
      • May 2008
      • 2939

      #17
      The resists should be kept deeper then the monsters that you will be needing them against, so that in order to gain SI or FA (or any) you would likely have to face or avoid some monsters with that property first.

      If the perm. resists are going to come first, it's kinda like removing them from the game, and it renders the consumable forms (totally) useless.

      Maybe some enemies can be *invisible*, that is, invisible, even with SI, until very near, based on perception. Of course, still detectable with by other means (or 2 forms of SI being used). Much like (irresistible) time breathers, they should be rare and/or very deep.
      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

        #18
        Originally posted by Cauldron
        I am deathly afraid of instadeaths from sub-2000' critters; this is a promising character.

        However, I'd like to get RPois before I drop, from Scarabtarices [sp] if nothing else. Haven't seen a dungeon book yet.
        Per the surrounding conversation, you'd do yourself a service by dipping just below 2000'. You should be just as scared of running into an out-of-depth instadeath critter at your current dlvl - that's how these things usually go. It is often a *very* long wait for rPois.
        Bands, / Those funny little plans / That never work quite right.
        -Mercury Rev

        Comment

        • Donald Jonker
          Knight
          • Jun 2008
          • 593

          #19
          Originally posted by buzzkill
          If the perm. resists are going to come first, it's kinda like removing them from the game, and it renders the consumable forms (totally) useless.
          If we're going to be radical, I don't see a problem w/ the former. The scariest elemental breaths - gravity, time, plasma - are irresistible. Theoretically, you could extend that system to include everything. I don't see how temporary resists would be therefore useless.

          Now, I don't think anyone would argue that there's much of a problem with covering rBase, unless you're a madness diver like Eddie or evariste. FA creates a major headache, however, as does rPoison. I remember a proposal for FA (Eddie's?) that had it non-cumulative, so you had some chance of breaking out of it, while it would still remain life-threatening.

          And that would be the idea - life-threatening but not definitively life-ending. You still avoid irresistable elemental breathers like the plague, even if they aren't a 1-breath death, don't you? Similarly, you might avoid a pack of poison breathers, even though just one of them wouldn't be enough to put you down. If poison breaths were irresistable, but capped at reducing your HP to 5, then you'd have to go about curing your poison status. They'd still be plenty scary. If you wanted to be even more radical, you could do it to rBase as well (even come up with some nifty secondary effects - sticky flames, freeze slowing, electric panic, acid reflux ).

          The main loss to gameplay would be some reduction in equipment shuffling.
          Bands, / Those funny little plans / That never work quite right.
          -Mercury Rev

          Comment

          • Cauldron
            Apprentice
            • May 2009
            • 62

            #20
            Ask and ye shall receive...

            Well, I asked for Resistances, and lo! it arrives. on the floor in a minor circle vault. Then, Raal's in a minor rectangle vault. Thanks, RNG!

            Also, there's a =PoisResist in the Black Market. 48K, which seems excessive.

            Post-Also: You might notice the gloves of Power in my inventory. With them I lose about 50 SP, from 171 to 128. However, I can carry my load without a drop in speed. They do not affect failure rate (I checked), so I'm thinking I should wear them, until my strength is higher intrinsically.

            PPA: There's an Elvenkind Armor in the armor shop, offering resist blindness. That's really tempting, too. How important is ResShard, anyway? thoughts?

            Code:
              [Angband 3.1.0 beta Character Dump]
            
             Sex    Male         Age            124   STR:     15  +1  -5  +4     15
             Race   High-Elf     Height          95   INT:  18/29  +3  +3  +5 18/139
             Class  Mage         Weight         214   WIS:     12  -1  +0  +0     11
             Title  Conjurer     Social      Lordly   DEX:     17  +3  +1  +0  18/30
             HP     194/194      Maximize         Y   CON:     17  +1  -2  +0     16
             SP     129/171                           CHR:     15  +5  +1  +0  18/30
            
            
             Level               31   Armor    [12,+66]     Saving Throw         78%
             Cur Exp         316574   Fight     (+3,+0)     Stealth           Superb
             Max Exp         316574   Melee   (+25,+25)     Fighting       Excellent
             Adv Exp         345000   Shoot   (+12,+15)     Shooting       Excellent
             MaxDepth   1950' (L39)   Blows      1/turn     Disarming            66%
             Turns           992241   Shots      1/turn     Magic Device      Heroic
             Gold            178126   Infra       90 ft     Perception       1 in 16
             Burden       119.8 lbs   Speed           8     Searching            19%
            
             You are one of several children of a Telerin Ranger.  You have light
             green eyes, straight blond 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 Long Sword 'Ringil' (4d5) (+22,+25) (+10 speed)
                 +10 speed.
                 Provides resistance to cold, fear, light.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Blessed by the gods.
                 Slows your metabolism.
                 Speeds regeneration.
                 Prevents paralysis.
                 Grants the ability to see invisible things.
                 When activated, it creates a frost ball with damage 100.
                 It takes 40 turns to recharge after use.
                 Radius 1 light.
                 With this weapon, you would currently get 1 blow per round,
                 averaging a damage of 49 against evil creatures, 61 against
                 trolls, 61 against undead, 61 against frost-vulnerable creatures, 
                 85 against demons, and 37 against normal creatures.
            b) a Long Bow of Power (x3) (+9,+15)
            c) a Silver Ring of Strength (+4)
                 +4 strength.
                 Sustains strength.
            d) a Topaz Ring of Intelligence (+3)
                 +3 intelligence.
                 Sustains intelligence.
            e) a Golden Amulet of Infravision (+5)
                 +5 infravision.
            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) a Robe of Elvenkind [2,+6] (+2 stealth) {shards}
                 +2 stealth.
                 Provides resistance to acid, lightning, fire, cold, shards.
                 Cannot be harmed by acid, electricity, fire, cold.
            h) a Fur Cloak of Aman [3,+28] (+2 stealth) {nether}
                 +2 stealth.
                 Provides resistance to nether.
                 Cannot be harmed by acid, electricity, fire, cold.
            i) a Wicker Shield of Resistance [2,+15]
                 Provides resistance to acid, lightning, fire, cold.
                 Cannot be harmed by acid, electricity, fire, cold.
            j) a Hard Leather Cap of Intelligence [2,+8] (+2)
                 +2 intelligence.
                 Sustains intelligence.
            k) (nothing)
            l) a Pair of Iron Shod Boots of Stealth [3,+7] (+3)
                 +3 stealth.
            
            
              [Character Inventory]
            
            a) 3 Books of Magic Spells [Magic for Beginners] {@m1}
            b) 2 Books of Magic Spells [Conjurings and Tricks] {@m2}
            c) 2 Books of Magic Spells [Incantations and Illusions] {@m3}
            d) 2 Books of Magic Spells [Sorcery and Evocations] {@m4}
            e) a Book of Magic Spells [Resistances of Scarabtarices] {@m5}
                 Cannot be harmed by acid, electricity, fire, cold.
            f) a Book of Magic Spells [Raal's Tome of Destruction] {@m6}
                 Cannot be harmed by acid, electricity, fire, cold.
            g) 10 Crimson Potions of Cure Critical Wounds
            h) 14 Scrolls titled "natrum parudis" of Phase Door
            i) 5 Scrolls titled "to put co plum" of Teleportation
            j) 10 Scrolls titled "tastato re" of Teleport Level
            k) 6 Scrolls titled "etreter exto" of Word of Recall
            l) 3 Nickel-Plated Rods of Treasure Location {@z1}
            m) a Gold Rod of Probing
            n) 2 Ivory Wands of Teleport Other (14 charges)
            o) 2 Sycamore Staffs of Teleportation (16 charges)
            p) a Set of Leather Gloves of Power (+4,+3) [1,+7] (+3)
                 +3 strength.
            q) 40 Arrows (1d4) (+9,+6)
                 Fired from your current missile launcher, this arrow will hit targets
                 up to 120 feet away, inflicting an average damage of 70.5 against
                 normal creatures.
                 35% chance of breaking upon contact.
            r) 28 Arrows (1d4) (+5,+0) {@f1}
                 Fired from your current missile launcher, this arrow will hit targets
                 up to 120 feet away, inflicting an average damage of 52.5 against
                 normal creatures.
                 35% chance of breaking upon contact.
            
            
              [Home Inventory]
            
            a) 4 Books of Magic Spells [Magic for Beginners] {@m1}
            b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2}
            c) 3 Books of Magic Spells [Incantations and Illusions] {@m3}
            d) 2 Light Green Mushrooms of Clear Mind
                 When ingested, it cures confusion and hallucination, removes fear 
                 and grants you temporary resistance to confusion.
                 Provides nourishment for about 250 turns under normal conditions.
            e) 5 Crimson Potions of Cure Critical Wounds
                 When ingested, it heals you a large amount (1/4 of your wounds, mi
                 nimum 30HP), heals cut damage, and cures stunning, poisoning, blin
                 dness, and confusion.
                 Provides nourishment for about 75 turns under normal conditions.
            f) 2 Indigo Potions 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.
            g) 5 Red Speckled Potions of Restore Mana
                 When ingested, it restores your mana points to maximum.
            h) 2 Cyan Potions of Enlightenment
                 When ingested, it completely lights up and magically maps the leve
                 l.
            i) 9 Oily Yellow Potions of Heroism
                 When ingested, it restores 10 hit points, removes fear and grants 
                 you resistance to fear and +12 to-hit for 1d25+25 turns.
            j) 4 Metallic Purple Potions of Berserk Strength
                 When ingested, it restores 30 hit points, removes fear and grants 
                 you resistance to fear, +12 to-hit, and -10AC for 1d25+25 turns.
            k) a Yellow Speckled Potion of Resist Poison
                 When ingested, it grants temporary resistance to poison for 1d10+1
                 0 turns.
            l) an Engagement Ring of Constitution (+2)
                 +2 constitution.
                 Sustains constitution.
                 
            m) a Calcite Ring of Lightning [+12]
                 Provides resistance to lightning.
                 Cannot be harmed by electricity.
                 
                 When activated, it grants electricity resistance for d20+20 turns 
                 and creates a lightning ball of damage 85.
                 It takes d50+50 turns to recharge after use.
            n) a Ruby Ring of Damage (+0,+8)
            o) a Diamond Ring of Escaping (+4 speed) {cursed}
                 Cursed.
                 +4 speed.
                 Makes you unable to hit foes.
                 
            p) Chain Mail of Resistance (-2) [14,+13]
                 Provides resistance to acid, lightning, fire, cold.
                 Cannot be harmed by acid, electricity, fire, cold.
                 
            q) a Robe of Resistance [2,+11]
                 Provides resistance to acid, lightning, fire, cold.
                 Cannot be harmed by acid, electricity, fire, cold.
                 
            r) a Pair of Leather Boots of Stability [2,+3]
                 Provides resistance to nexus.
                 Feather Falling.
                 
            s) a Pair of Iron Shod Boots of Free Action [3,+10]
                 Prevents paralysis.
                 
            t) The Flail 'Totila' (3d6) (+6,+8) (+2 stealth)
                 +2 stealth.
                 Provides resistance to fire, confusion.
                 Cannot be harmed by acid, electricity, fire, cold.
                 
                 When activated, it confuses a target monster.
                 It takes 15 turns to recharge after use.
                 With this weapon, you would currently get 1 blow per round,
                 averaging a damage of 29 against evil creatures, 39.5 against
                 fire-vulnerable creatures, and 18.5 against normal creatures.
            u) a Sling of Power (x2) (+7,+19)
            v) a Light Crossbow of Power (x3) (+7,+17)
            w) 18 Bolts (1d5) (+5,+5)
            
            
              [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)
            I miss autoscum... but not that much.

            Comment

            • Donald Jonker
              Knight
              • Jun 2008
              • 593

              #21
              Originally posted by Cauldron
              PPA: There's an Elvenkind Armor in the armor shop, offering resist blindness. That's really tempting, too. How important is ResShard, anyway? thoughts?
              rBlind over rShards every day of the week & twice on Sunday. For a Mage it's insanely important. rShards is the least essential resist.
              Bands, / Those funny little plans / That never work quite right.
              -Mercury Rev

              Comment

              • Cauldron
                Apprentice
                • May 2009
                • 62

                #22
                Originally posted by Donald Jonker
                rBlind over rShards every day of the week & twice on Sunday. For a Mage it's insanely important. rShards is the least essential resist.
                That's what I was thinking, too. 29 lbs of armor though. Bought and worn. Thanks.
                I miss autoscum... but not that much.

                Comment

                • Pete Mack
                  Prophet
                  • Apr 2007
                  • 6883

                  #23
                  Also, there's a =PoisResist in the Black Market. 48K, which seems excessive.
                  THat you are even considering purchasing it suggests that it is not overpriced. In fact, you have 200K gold. What else do you plan to spend it on? Go ahead and buy it!

                  Comment

                  • Atarlost
                    Swordsman
                    • Apr 2007
                    • 441

                    #24
                    If we're to be radical I'd remove the initial poison damage completely and make all of the damage occur over time. The big base element breathers are already below the points at which the resists become available so I don't see a need for change there. Noncumulative paralysis is definately a good idea. lower failrate devices would fix the blindness problem pretty effectively. That leaves invisibility. To fix that we just need a hearing mechanic of some sort.
                    One Ring to rule them all. One Ring to bind them.
                    One Ring to bring them all and in the darkness interrupt the movie.

                    Comment

                    • Pete Mack
                      Prophet
                      • Apr 2007
                      • 6883

                      #25
                      Originally posted by Atarlost
                      If we're to be radical I'd remove the initial poison damage completely and make all of the damage occur over time.
                      That would make the monster's poison breath an utterly useless weapon. Kill a Swamp Wyrm, end up with a deficit of (say) 3200HP poison damage. 1 !CCW later, and you are good to go.

                      Up front damage is the only kind that really matters.

                      Comment

                      • d_m
                        Angband Devteam member
                        • Aug 2008
                        • 1517

                        #26
                        Originally posted by Pete Mack
                        That would make the monster's poison breath an utterly useless weapon. Kill a Swamp Wyrm, end up with a deficit of (say) 3200HP poison damage. 1 !CCW later, and you are good to go.

                        Up front damage is the only kind that really matters.
                        I'm just playing devil's advocate but...

                        If you removed the idea of "curing poison" and made the neutralize poison effects essentially "remove X poison damage" it might work.

                        You could make the swamp wyrm deal 4x it's current damage in poison, which would hit gradually. At that point, the player might not die immediately, but either they spend (many) turns healing/curing/neutralizing the poison, or they die pretty quickly. There would be no quick way to remove that much poison damage... so if you didn't have enough CCW/mana you'd be toast.

                        Something like that might even make poison breathers worse.
                        linux->xterm->screen->pmacs

                        Comment

                        • Pete Mack
                          Prophet
                          • Apr 2007
                          • 6883

                          #27
                          @d_m:
                          anything that isn't sudden death is survivable. My example was faked a bit: if you discover that the swamp wyrm just did 800 points damage, but you are still alive, then you can run away and start sucking down !CCW (or whatever). In any case you are still alive.
                          OTOH, in the current model if you take on a Swamp Wyrm with 799 HP and no RPois, you are dead, and no amount of !CCW would help you.

                          Until you distinguish between "immediate existential threat" and "dangerous, but survivable with reliable escape" you have no chance of winning the game.

                          Comment

                          • d_m
                            Angband Devteam member
                            • Aug 2008
                            • 1517

                            #28
                            I guess I didn't realize we were just talking about first-turn kills with no resists. You're right, of course--there's no way delayed damage will kill you in one turn.

                            Maybe instead of "worse" I should have said "Something like that could make poison breathers even more unattractive to try to fight, even when prepared."
                            linux->xterm->screen->pmacs

                            Comment

                            • Pete Mack
                              Prophet
                              • Apr 2007
                              • 6883

                              #29
                              Originally posted by d_m
                              I guess I didn't realize we were just talking about first-turn kills with no resists. You're right, of course--there's no way delayed damage will kill you in one turn.
                              Apologies -- I was more concerned about the original post, where the gist was "if x, y, and z, you should be able to survive unresisted poison breath with under 800 HP". That's just waving a red flag in front of long-time players: if you haven't grokked instadeath, you don't understand roguelikes.

                              Maybe instead of "worse" I should have said "Something like that could make poison breathers even more unattractive to try to fight, even when prepared."
                              I am concerned that this may lead to grinding. Currently one non-fatal screwup can be solved with a reliable escape and a single !CCW. If you turn this into a reliable escape and N>1 !CCW, you will just force players to carry a larger stack. (With additional penalties thrown in for ironman play.)

                              IMO, what makes roguelikes interesting is an extremely primitive set of rules leading to emergent complextity in actual strategy. (This is true of a lot of classic games--poker, go, and chess all have very few rules, but are very hard to master. Even so, Angband isn't as difficult as any of these games. In fact, it's not even as hard as the original rogue, where even the best players couldn't be assured of a win, no matter what strategy they followed. The result: Rogue is probably harder than poker.)

                              Comment

                              • d_m
                                Angband Devteam member
                                • Aug 2008
                                • 1517

                                #30
                                Originally posted by Pete Mack
                                I am concerned that this may lead to grinding. Currently one non-fatal screwup can be solved with a reliable escape and a single !CCW. If you turn this into a reliable escape and N>1 !CCW, you will just force players to carry a larger stack. (With additional penalties thrown in for ironman play.)
                                You're probably right. People already complain about monsters that aren't challenging per se, but suck up a ton of resources to defeat; this change would probably just add poison breathers to that category.
                                linux->xterm->screen->pmacs

                                Comment

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