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  • PaulBlay
    Knight
    • Jan 2009
    • 657

    #31
    Originally posted by Pete Mack
    That's just waving a red flag in front of long-time players: if you haven't grokked instadeath, you don't understand roguelikes.
    Haven't understood Angband, anyway. Roguelikes as a whole are a lot more varied bunch than you're implying.
    Currently turning (Angband) Japanese.

    Comment

    • Cauldron
      Apprentice
      • May 2009
      • 62

      #32
      Yanking back thread to original topic

      2600' was a pretty good level to me. Wandering about, I saw Smaug, Lorgan, and Adunaphel. I decided to give them a skip, so I went around them, and attempted the Master Lich I encountered. Eventually, the Lich dropped a bundle of arrows of Slay Dragon (3d4), which were too timely to not use; so I went for Smaug. Luring him to the nearest corner of the map, I TP'ed Adunaphel away for the 3rd or 4th time, and proceeded to fire, having berzerked using the shield of the Haradrim I had found at 2500'. Smaug fell fast to the arrows, about 8 of them, including misses. He only dropped one item, though, so I felt a little short-changed. Adunaphel came by yet again, so I decided to end her unholy existence. That fight cost me a fair number of my regular enchanted arrows, and a couple of the arrows of Slay Dragon, too. But, she dropped Seeking Arrows of Wounding, an excellent find.

      Lorgan as always was annoying due to his summons, but he dropped fairly fast, and dropped a copy of Mordenkainen's Escapes. Then I wandered the level for a bit, and not long after I encountered Itangast the Fire Drake. The AoSD came in handy again, and Itangast dropped. I tripped over Kavlax, and he dropped the Jewel 'Evenstar'. I'm finding all the Dragon uniques on this level!

      Later on in this level, a death knight summoned Scatha the Worm, and Ren the Unclean! Teleporting the uninteresting critters away, I shoot my remaining AoSD at Scatha, but a ?oPhaseDoor takes me to a parallel corridor which does not join up to that room until 2 panels away. By the time I catch up to Scatha again, Ren has joined the party; so I finagle an opportunity to teleport him away again, and proceed to beat up Scatha, using the rest of the AoSD and the Seeking Arrows Adunaphel dropped for me. I eventually had to resort to casting Fire Bolts at Scatha to kill him, but down he went, and I collected the unbroken arrows from the floor, all the way back to the room of the original encounter.

      Further wanderings brought me to Ren's attention again, to his detriment and eventual destruction by arrows and Acid Bolts. To recap, 7 uniques killed on this level, including 4 of the dragons, and 2 Ringwraiths. Here's the dump:

      Code:
        [Angband 3.1.0 beta Character Dump]
      
       Sex    Male         Age            124   STR:     18  +1  -5  +8  18/40
       Race   High-Elf     Height          95   INT:  18/29  +3  +3  +5 18/139
       Class  Mage         Weight         214   WIS:     15  -1  +0  +2     16
       Title  Conjurer     Social      Lordly   DEX:     17  +3  +1  +1  18/40
       HP     336/336      Maximize         Y   CON:  18/67  +1  -2  +4  18/97
       SP     141/188                           CHR:     15  +5  +1  +0  18/30
      
      
       Level               34   Armor    [13,+99]     Saving Throw         82%
       Cur Exp         714539   Fight     (+5,+6)     Stealth           Superb
       Max Exp         714539   Melee   (+27,+31)     Fighting       Excellent
       Adv Exp         805000   Shoot   (+14,+15)     Shooting       Excellent
       MaxDepth   2600' (L52)   Blows      1/turn     Disarming            69%
       Turns          1101315   Shots      1/turn     Magic Device   Legendary
       Gold            219527   Infra       40 ft     Perception       1 in 11
       Burden       122.1 lbs   Speed          10     Searching            24%
      
       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 55 against evil creatures, 67 against
           trolls, 67 against undead, 67 against frost-vulnerable creatures, 
           91 against demons, and 43 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) The Jewel 'Evenstar'
           Provides resistance to cold, dark.
           Cannot be harmed by acid, electricity, fire, cold.
           Sustains intelligence, wisdom, constitution.
           Stops experience drain.
           When activated, it restores your experience to full.
           It takes 150 turns to recharge after use.
      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,+13] (+1 stealth)
           +1 stealth.
           Provides resistance to acid, lightning, fire, cold, confusion.
           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) The Small Metal Shield of Thorin [3,+25] (+4)
           +4 strength, constitution.
           Provides immunity to acid.
           Provides resistance to fear, sound, chaos.
           Cannot be harmed by acid, electricity, fire, cold.
           Prevents paralysis.
      j) The Hard Leather Cap of Thranduil [2,+10] (+2)
           +2 intelligence, wisdom.
           Provides resistance to blindness.
           Cannot be harmed by acid, electricity, fire, cold.
           Grants telepathy.
      k) a Set of Alchemist's Gloves of Thievery (+1,+3) [0,+13] (+1)
           +1 dexterity, searching.
           Cannot be harmed by acid, electricity, fire, cold.
           Feather Falling.
           Prevents paralysis.
      l) a Pair of Iron Shod Boots of Stealth [3,+8] (+3)
           +3 stealth.
      
      
        [Character Inventory]
      
      a) 2 Books of Magic Spells [Magic for Beginners] {@m1}
      b) 3 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) 2 Books of Magic Spells [Raal's Tome of Destruction] {@m6}
           Cannot be harmed by acid, electricity, fire, cold.
      g) a Book of Magic Spells [Mordenkainen's Escapes]
           Cannot be harmed by acid, electricity, fire, cold.
      h) 6 Crimson Potions of Cure Critical Wounds
      i) 11 Scrolls titled "to put co plum" of Teleportation
      j) 7 Scrolls titled "tastato re" of Teleport Level
      k) a Scroll titled "sacelevo crus" of *Destruction*
      l) 3 Ivory Wands of Teleport Other (18 charges)
      m) 2 Sycamore Staffs of Teleportation (17 charges)
      n) The Leather Shield of the Haradrim [4,+15] (+2)
           +2 strength, constitution.
           Provides resistance to poison, fear, blindness.
           Cannot be harmed by acid, electricity, fire, cold.
           Sustains strength, constitution.
           Aggravates creatures nearby.
           When activated, it puts you in a berserker rage for d50+50 turns.
           It takes 50 turns to recharge after use.
      o) 3 Arrows of Slay Dragon (3d4) (+9,+8)
           Fired from your current missile launcher, this arrow will hit targets
           up to 120 feet away, inflicting an average damage of 274.5 against
           dragons, and 91.5 against normal creatures.
           35% chance of breaking upon contact.
      p) 14 Arrows of Slay Animal (1d4) (+8,+7)
           Fired from your current missile launcher, this arrow will hit targets
           up to 120 feet away, inflicting an average damage of 147 against
           animals, and 73.5 against normal creatures.
           35% chance of breaking upon contact.
      q) 20 Arrows (1d4) (+7,+7) {@f1}
           Fired from your current missile launcher, this arrow will hit targets
           up to 120 feet away, inflicting an average damage of 73.5 against
           normal creatures.
           35% chance of breaking upon contact.
      r) 8 Seeker Arrows of Wounding (4d4) (+12,+15)
           Fired from your current missile launcher, this arrow will hit targets
           up to 120 feet away, inflicting an average damage of 120 against
           normal creatures.
           35% chance of breaking upon contact.
      
      
        [Home Inventory]
      
      a) 5 Books of Magic Spells [Magic for Beginners] {@m1}
      b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2}
      c) 2 Books of Magic Spells [Incantations and Illusions] {@m3}
      d) 3 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.
      e) a Purple Potion of *Healing*
           When ingested, it restores 1200 hit points, heals cut damage, and 
           cures stunning, poisoning, blindness, and confusion.
           It can be thrown at creatures with damaging effect.
      f) 7 Red Speckled Potions of Restore Mana
           When ingested, it restores your mana points to maximum.
      g) 2 Cyan Potions of Enlightenment
           When ingested, it completely lights up and magically maps the leve
           l.
      h) 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.
      i) 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.
      j) an Engagement Ring of Constitution (+2)
           +2 constitution.
           Sustains constitution.
           
      k) a Garnet Ring of Resist Poison
           Provides resistance to poison.
           
      l) an Opal Ring of Acid [+11]
           Provides resistance to acid.
           Cannot be harmed by acid.
           
           When activated, it grants acid resistance for d20+20 turns and cre
           ates an acid ball of damage 70.
           It takes d50+50 turns to recharge after use.
      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) Green Dragon Scale Mail (-2) [30,+13]
           Provides resistance to poison.
           Cannot be harmed by acid, electricity, fire, cold.
           
           When activated, it allows you to breathe poison gas for 150 damage.
           It takes d450+450 turns to recharge after use.
      p) The Leather Shield of Celegorm [4,+20]
           Provides resistance to acid, lightning, fire, cold, light, dark.
           Cannot be harmed by acid, electricity, fire, cold.
           
      q) The Metal Cap of Thengel [3,+12] (+3)
           +3 wisdom, charisma.
           Provides resistance to confusion.
           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) a Sling of Extra Might (x2) (+10,+17) (+1)
           +1 shooting power.
           
      u) a Heavy Crossbow of Accuracy (x4) (+15,+12)
      v) 18 Bolts (1d5) (+5,+5)
      w) 16 Mithril Bolts of Wounding (3d5) (+12,+11)
           Cannot be harmed by acid, fire.
           
      x) 20 Mithril Bolts of Slay Demon (3d5) (+8,+9)
           Cannot be harmed by acid, fire.
           
      
      
        [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

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