rPoison (please read as ARR Poison)
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I do occasionally, but not often. (There are two out of three of the most preferred amulets give RPoison. For full casters, the most popular armor has it too. So once you get deep, you will probably use it. And nobody is recommending doing without, if you have a good source that doesn't conflict with something more important. (Speed, CON, ESP, Conf.) It's not that RPoison isn't an important resist--it is, at number 5 or 6.
The point is, you can do without it for quite a while, so you can dive past dl 40 without it--in particular if you have Detect Monsters and ESP.Comment
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It kind of adds character to the game, that 'ooo, never seen that before!' creepyness.
I have a recent character doing quite well, although I haven't been down at level 99 in ages so I'm having to use a rod of probing on everything. It would be nice (perhaps not realistic) for it to list how much damage their break/spell attacks would do.
- FrankComment
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Hmmm, this is a nice thought. I'm planning on looking into the mess that is pref files one day, and making the monster memory effectively an auto-loaded pref file would do what you want. People could always choose not to load it if they wanted to start over."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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So was that fun? I ask in all seriousness. I think that incrementally learning monster memory is a stupid idea, and that the description should have included "can breathe for xxx damage of darkenss" from the start. The overall sentiment is that such deaths add to the enjoyment of playing the game, and I simply cannot understand it.
I'd say somewhere in monster recall add a difficulty check algorithm and spit out a string saying what would happen to you.
Algorithm:
1. Get the maximum amount of damage the monster can do in one turn, such as adding up all it's physical attacks, or taking it's highest breath. Count player resists in this (although not double resists, it starts getting complicated ).
2. If the monster's energy gain per turn is higher than yours (resulting in a double move at some point) multiply the damage by 2, or by 3 if it could result in a triple move.
3. Some monsters could have some property, FLAG_DANGEROUS, for monsters that are dangerous even if they cannot kill you in one round, such as Grand Master Mystics and Death Knights, and Druj's. (Give them first or second message, shown below.)
4. Spit out the return string based on the theoretical max damage the monster could do:
Fighting this monster would be suicide. (dmg >= 100% hp)
Fighting this monster would probably end in disaster. (dmg >= 90% hp)
Fighting this monster is not worthwhile. (dmg >= 75% hp)
This monster won't cause you too much trouble alone. (dmg >= 50% hp)
This monster looks like it would be rather easy. (dmg >= 30% hp)
It's not even a challenge, just kill it already! (dmg >= 10% hp)
This monster is not a threat. (dmg < 10% hp)Comment
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How about a system similar to most MMO games, such as everquest with con's (consider) from non-threat to "What would you like your tombstone to say?" or wow with it's skull Icon for much higher level or boss monsters?
I'd say somewhere in monster recall add a difficulty check algorithm and spit out a string saying what would happen to you.
Algorithm:
1. Get the maximum amount of damage the monster can do in one turn, such as adding up all it's physical attacks, or taking it's highest breath. Count player resists in this (although not double resists, it starts getting complicated ).
2. If the monster's energy gain per turn is higher than yours (resulting in a double move at some point) multiply the damage by 2, or by 3 if it could result in a triple move.
3. Some monsters could have some property, FLAG_DANGEROUS, for monsters that are dangerous even if they cannot kill you in one round, such as Grand Master Mystics and Death Knights, and Druj's. (Give them first or second message, shown below.)
4. Spit out the return string based on the theoretical max damage the monster could do:
Fighting this monster would be suicide. (dmg >= 100% hp)
Fighting this monster would probably end in disaster. (dmg >= 90% hp)
Fighting this monster is not worthwhile. (dmg >= 75% hp)
This monster won't cause you too much trouble alone. (dmg >= 50% hp)
This monster looks like it would be rather easy. (dmg >= 30% hp)
It's not even a challenge, just kill it already! (dmg >= 10% hp)
This monster is not a threat. (dmg < 10% hp)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
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Instadeath...
So was that fun? I ask in all seriousness. I think that incrementally learning monster memory is a stupid idea, and that the description should have included "can breathe for xxx damage of darkenss" from the start. The overall sentiment is that such deaths add to the enjoyment of playing the game, and I simply cannot understand it.
In Angband they're scattered and legion. There's no way to plan for them other than level scum for equipment. You either easily avoid them if you know who to look for, you die to them if you don't, or you die if you just make a mistake in detection/evasion. Once you have the resist, they're not that much trouble.
If, on the other hand, the unresisted damage was critical but not instadeath, (say, takes you down to 1 hp), and will cause you to die on the next hit taken from the next monster in their entourage, it might make for some more interesting tactical decisions.Bands, / Those funny little plans / That never work quite right.
-Mercury RevComment
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I can't say for sure, but I'm pretty sure that Steamband does something very similar to this. Although I'm opposed to the principal, I never minded it when it saved my ***. Of course, Steam is a whole different beast. Steam doesn't hold your hand the way Vanilla does.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
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Ideally (Zaiband doesn't implement this, it's a royal pain to not cause false alarms for nonzero insignificant probabilities of death), the game should actively alert you whenever you reasonably could die, from known threats, in one move. (If @ is wandering around in homonculus depth without either free action or see invisible -- no warning, as the threat is not detectable. And a competent AI would exploit that to practically ensure getting the first strike.)
It shouldn't wait for you to check @'s monster memory, or for that matter for @ to have monster memory. This warning is not an intellectual, calculating thing, it's representing the adrenaline surge from being in immediate danger.Zaiband: end the "I shouldn't have survived that" experience. V3.0.6 fork on Hg.
Zaiband 3.0.10 ETA Mar. 7 2011 (Yes, schedule slipped. Latest testing indicates not enough assert() calls to allow release.)
Z.C++: pre-alpha C/C++ compiler system (usable preprocessor). Also on Hg. Z.C++ 0.0.10 ETA December 31 2011Comment
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(OT)
If so, I don't see how this is appealing. no offence, I just thought that was a strange advertisement for a variant.Will_Asher
aka LibraryAdventurer
My old variant DaJAngband:
http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)Comment
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E.g., even now the monster memory will automatically tell you about all attacks that can individually instakill you from full health. (In particular, it will tell you about Grand Master Mystics' melee blows before you take your first hit.)
Note that @ is an "instadeath breather" for a number of monsters, given the correct class and/or equipment choices. As such, enhancing instadeath breather ambushing actually helps @ in the DL10-DL40 range.
I also should not be able to survive giving ghosts triple moves. A triple-moving ghost should be able to kill @ in melee without giving @ a chance to counterattack as long as @ is next to a wall, period. (This is not in Zaiband yet; the pathfinding changes are fairly radical. The move-ratio counter in the left status panel prevents this being cheating AI.)Zaiband: end the "I shouldn't have survived that" experience. V3.0.6 fork on Hg.
Zaiband 3.0.10 ETA Mar. 7 2011 (Yes, schedule slipped. Latest testing indicates not enough assert() calls to allow release.)
Z.C++: pre-alpha C/C++ compiler system (usable preprocessor). Also on Hg. Z.C++ 0.0.10 ETA December 31 2011Comment
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As we all know from multi-hued scale activation, and from wands of mixed dragon breaths, you don't get to choose the element when you breathe multi.Comment
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Yes, one assumes that the AMHD has a rotating set of lungs (kind of like one of those four-colour pens) with randomised rotation.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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