Randarts now have random activations in trunk

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Magnate
    Angband Devteam member
    • May 2007
    • 5110

    Randarts now have random activations in trunk

    Hi all,

    Anyone playing nightly builds can now enjoy randomised activations on random artifacts. I have left the four light sources with their original activations, because I figure a light source is a light source and you really want it activating for something usefully related, rather than something totally random. Anyone who wants random activations on their light sources, let me know.

    The activations will need a bit of playtesting, though they shouldn't be too broken. In particular I'm looking for feedback on whether the recharge times are about right. Obviously the more useful the activation, the longer the recharge time.

    DSM fans will be pleased to know that randart DSM now always has an activation - if it doesn't get a random one, it will keep its base breath activation.

    Continuing feedback on randarts always welcome, of course. Enjoy those uber-launchers while you can.

    CC
    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles
  • Estie
    Veteran
    • Apr 2008
    • 2346

    #2
    Im sure this is posted here somewhere, but I cant find it - where can I download the nightly build ?

    Comment

    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      #3
      Originally posted by Estie
      Im sure this is posted here somewhere, but I cant find it - where can I download the nightly build ?
      http://rephial.org/nightlies/
      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

      Comment

      • Estie
        Veteran
        • Apr 2008
        • 2346

        #4
        Thanks! 10

        Comment

        • miyazaki
          Adept
          • Jan 2009
          • 227

          #5
          I didn't find this artifact, but saw it in the spoilers after I teleported into a room full of plasma hounds... As a gambling man, I like the possibilities!

          Code:
          The Large Metal Shield of Alaras (+4,+6) [8,+15]
          ------------------------------------------------
          +5 strength, speed.
          Provides resistance to lightning, cold, nether.
          Cannot be harmed by acid, electricity, fire, cold.
          Sustains constitution.
          Speeds regeneration.  
          
          When activated, it raises your wisdom at the expense of a random attribute.
          Takes 650 to 1250 turns to recharge.
          
          Radius 1 light.
          
          Level 30, Rarity 15, 15.0 lbs, 90000 AU

          Comment

          • Nightmarjoo
            Adept
            • May 2007
            • 104

            #6
            Awesome!

            No chance of getting the artifacts' activations randomized from a game started in an earlier nightly is there?

            edit: ROFL at that shield miyazaki, that's great.
            My first winner! http://angband.oook.cz/ladder-show.php?id=9326 Link, the Kobold Warrior!

            My second winner! http://angband.oook.cz/ladder-show.php?id=9369 Cailet, the Hobbit Mage!

            Damned be those who use High Elves, for they are the race of the weak!

            Comment

            • Zikke
              Veteran
              • Jun 2008
              • 1069

              #7
              If my character dies, how do I check the spoilers in my game to see what juicies I could have gotten?
              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

              • fizzix
                Prophet
                • Aug 2009
                • 3025

                #8
                Originally posted by Zikke
                If my character dies, how do I check the spoilers in my game to see what juicies I could have gotten?
                at the tombstone screen there is a spoiler option. There you have a 'generate spoilers' option. If you select the artifacts one a artifact spoiler will be generated (overwritten) in the /lib/user/ directory.

                Comment

                • Zikke
                  Veteran
                  • Jun 2008
                  • 1069

                  #9
                  Today I found a randart sword that apparently has no special qualities (besides being immune to the elements):

                  The Broad Sword of Aruin (6d5) (+6, +14) [+2]
                  (lying on the floor at 4650 feet (level 93))

                  Cannot be harmed by acid, electricity, fire, cold.

                  Combat info:
                  3 blows/round
                  With an additional 1 STR and 0 DEX you would get 4 blows (this is a nice feature, btw)
                  Average damage/hit: 69.7



                  and that's it....
                  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

                  • NotMorgoth
                    Adept
                    • Feb 2008
                    • 234

                    #10
                    Originally posted by Zikke
                    Today I found a randart sword that apparently has no special qualities (besides being immune to the elements):

                    The Broad Sword of Aruin (6d5) (+6, +14) [+2]
                    (lying on the floor at 4650 feet (level 93))

                    Cannot be harmed by acid, electricity, fire, cold.

                    Combat info:
                    3 blows/round
                    With an additional 1 STR and 0 DEX you would get 4 blows (this is a nice feature, btw)
                    Average damage/hit: 69.7





                    and that's it....
                    Could it just be that its unusual base damage dice is the only special quality? Still very disappointing for an artifact if so.
                    Edit: hmm, and the [+2] which I assume is an AC bonus that you wouldn't normally get on a broadsword

                    Comment

                    • PowerDiver
                      Prophet
                      • Mar 2008
                      • 2820

                      #11
                      Originally posted by NotMorgoth
                      Could it just be that its unusual base damage dice is the only special quality? Still very disappointing for an artifact if so.
                      Edit: hmm, and the [+2] which I assume is an AC bonus that you wouldn't normally get on a broadsword
                      Those extra dice count more than all slays plus all brands applied to a 2d5 broad sword.
                      With the new brand rings, this is an above average artifact.

                      Comment

                      • Magnate
                        Angband Devteam member
                        • May 2007
                        • 5110

                        #12
                        Originally posted by PowerDiver
                        Those extra dice count more than all slays plus all brands applied to a 2d5 broad sword.
                        With the new brand rings, this is an above average artifact.
                        Well put. That broadsword really was quite good - a Ring of Acid turns it into an uber-weapon.
                        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                        Comment

                        • Psi
                          Knight
                          • Apr 2007
                          • 870

                          #13
                          What logic is used to determine the activation a randart gets? My current char has a dual immunity ring that activates for 4d8 healing and neutralize poison. I'd expect a much better activation on such a powerful artifact.

                          Recharge times seem quite long - "Takes 2405 to 4625 turns to recharge at your current speed". Admittedly Clairvoyance is a powerful activation - but if that is player turns, then that is a very long time considering the whole game to date has been 57703 player turns.

                          Comment

                          • Magnate
                            Angband Devteam member
                            • May 2007
                            • 5110

                            #14
                            Originally posted by Psi
                            What logic is used to determine the activation a randart gets? My current char has a dual immunity ring that activates for 4d8 healing and neutralize poison. I'd expect a much better activation on such a powerful artifact.
                            Sorry, there is no intelligence in the code for this yet. Activations effects are chosen completely at random, the only checks made are to avoid bad ones and avoid exploitables (like gain stat or gain exp.). So you could get a fabulous activation like Enlightenment on a 'thanc, or a crappy activation like 4d8 healing on a ring of power ... I've opened a ticket to do something about this for a future release.
                            Recharge times seem quite long - "Takes 2405 to 4625 turns to recharge at your current speed". Admittedly Clairvoyance is a powerful activation - but if that is player turns, then that is a very long time considering the whole game to date has been 57703 player turns.
                            That, I'm afraid, is a function of recharge times being in game turns not player turns. The recharge times are simply P^2 + PdP, where P is the activation's power rating. Enlightenment is rated at 25 (second-highest of all non-stat activations), so its base recharge time is 650-1250 at normal speed. If its power came down to 22 that would be 506 to 968, which is probably better. Clairvoyance is actually slightly better than Enlightenment, as it does a detect all as well as mapping the level (albeit without the wizard light).
                            "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                            Comment

                            • Psi
                              Knight
                              • Apr 2007
                              • 870

                              #15
                              Originally posted by Magnate
                              so its base recharge time is 650-1250 at normal speed. If its power came down to 22 that would be 506 to 968, which is probably better.
                              Isn't that still a lot longer than say, the palantir, takes to recharge?

                              Comment

                              Working...
                              😀
                              😂
                              🥰
                              😘
                              🤢
                              😎
                              😞
                              😡
                              👍
                              👎