22 May 2011 development release
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Power 287 according to the logs, found at l22
Code:Artifact index is 109 the Glaive of Larnend (2d6) (+16,+31) [+9] <+2> Object is deemed known Object flags are: WIS CHR SPEED SLAY_ANIMAL SLAY_EVIL SLAY_ORC SLAY_TROLL KILL_DRAGON KILL_UNDEAD RES_LIGHT RES_CHAOS SEE_INVIS IGNORE_ACID IGNORE_ELEC IGNORE_FIRE IGNORE_COLD BLESSED HIDE_TYPE SHOW_MODS HATES_ACID HATES_FIRE SHOW_DICE Slay multiplier for: animalsx2 evil creaturesx2 orcsx3 trollsx3 dragonsx5 undeadx5 sv is: 11625033 and t_m_p is: 4977867 times 1000 is: 609 Adding power from to_dam, total is 77 Adding 17 power for dam dice After multiplying power for might, total is 94 Adjusted for slay power, total is 133 Adding power for to hit, total is 157 Adding power for to_ac of 9, total is 166 Adding power for WIS, total is 176 Adding power for CHR, total is 180 Adding power for SPEED, total is 220 Adding power for RES_LIGHT, total is 226 Adding power for RES_CHAOS, total is 246 Adding power for SEE_INVIS, total is 252 Adding power for IGNORE_ACID, total is 255 Adding power for IGNORE_ELEC, total is 256 Adding power for IGNORE_FIRE, total is 259 Adding power for IGNORE_COLD, total is 260 Adding power for BLESSED, total is 261 Adding power for pval total of 32, total is 261 Adding power for multiple normal slays, total is 271 Adding power for multiple x5 slays, total is 279 Adding power for multiple high resists, total is 287 Adding power for item activation, total is 287 FINAL POWER IS 287
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Level feelings are definitely too low, at least at low dlvls.
I dutifully stairscummed for a bit to get a feel for the feelings, got a variation of the three lowest on both, until after a while I got this at dlvl 12:
You feel nervous about this place, and you have a very good feeling...
The best I've seen, so I decided to explore. I met some OoD monsters and some OK stuff, and then I found a Greater Vault:
Greater vault
N:45:The Bank From Hell
31 OoD monsters
- Knight Templar, Shardstorm, Master vampire, Mature white dragon, Young multihued dragon, etc.
I did battle with the vault (but skipped the room with the real goodies) and found
- Thengel, Battle axe of Venom, shield of Resist Cold, Cestus, leather of Restist Lightning, plus various enchanted objects.
Including 3 savefiles (1, when I arrive at the level, 2 when I found the vault, 3 when I have cleared the vault)Attached FilesComment
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Level feelings
If the power calculations you are using are similar to the ones in the spreadsheet at (http://www.terminalarrogance.com/mon_pwr.xls) then one real problem is that those power levels are qubic in dlvl for many of the levels. In your code you divide it with dlvl, a factor that is linear in dlvl. There is no way that it can give similar results over the whole dungeon.
Some suggestions, and all of them are unrelated, so if you dismiss one of them, please still consider the rest...
Suggestion 1: Lower the thresholds, and increase the divisor to dlvl*dlvl (but maybe removing the division by 20).
Suggestion 2: Lower the number of feelings
Previously we had 9 feelings (excluding special and stairscuming)
Now we have 81 feelings (9 mon * 9 obj). I suggest we reduce that to 16 = 4 mon * 4 obj.
Then the formulas only need to check if a level is: Below average, about average, above average, way above average. for both monster and object feelings, which would be easier to get right, and would be easier for players to distinguish.
Suggestion 3: Another algorithm for feelings
Run some stat collection, determine average power levels for each level (for both monsters and objects), including stdev. Hardcode two tables with these values (or have them in a text file), and then use the values at the given dlvl and the stdev to determine what the feelings should be.
Problems: More work intitially. Would need to rerun the stat collection whenever major changes have been made, maybe every major release.
Upside: Would work very well when in place.Comment
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As well as seeing stuff that doesn't seem to be triggering feelings properly, I am starting to think that there is something screwy with the OOD items mechanism- either that or the RNG wants to have my characters' babies.
Lets see, _Magi, _Dispel (at least that gave a feeling, but dl2??), 287 power artifact (that's more than the palantir-alike for my radarts). I was going to add ?Acquire, but apparently that is supposed to turn up all over the place these days.
_*destruct*,...Last edited by kaypy; May 26, 2011, 13:27.Comment
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Shards do not appear to cause cuts at the moment
Might just be Earth hounds. They appear to try to run the timed effect, but with duration 0
Ah, the shards cut effect appears to have a base duration of 0d100
list-spell-effects.h should have
Code:RSE(5, 0, GF_SHARD, TRUE, TMD_CUT, RV(0,0,0,0), RV(0,[COLOR="DarkOrange"]1[/COLOR],100,0), 0, FALSE, 0, RV(5,125,0,0))
Last edited by kaypy; May 26, 2011, 14:42.Comment
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If the power calculations you are using are similar to the ones in the spreadsheet at (http://www.terminalarrogance.com/mon_pwr.xls) then one real problem is that those power levels are qubic in dlvl for many of the levels. In your code you divide it with dlvl, a factor that is linear in dlvl. There is no way that it can give similar results over the whole dungeon.
Some suggestions, and all of them are unrelated, so if you dismiss one of them, please still consider the rest...
Suggestion 1: Lower the thresholds, and increase the divisor to dlvl*dlvl (but maybe removing the division by 20).
Your third suggestion is good, but further off. I am working with myshkin on some really serious improvements to stats, after which it might be possible."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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No, the *first* RV is the base duration. The second is the damage-dependent duration, so it should be 1d(100% of the damage number). But your fix is correct- it does need the 1 in the second field of the second RV. Thanks for the catch - it'll be fixed in the next dev version."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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Assert failed
Got this message in a fairly recent nightly. I tried pulling the latest nightly and seeing if it was still there, and it was:
angband: cave.c:837: map_info: Assertion `(int)g->m_idx < cave->mon_max' failed.
Savefile attached.
EDIT: I got the error by casting Detection.Attached FilesLast edited by Max Stats; May 26, 2011, 23:37.If beauty is in the eye of the beholder, then why are beholders so freaking ugly?Comment
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If something out of view uses a spell or breath, you get the anonymous message. However, if you can see yourself, you should know what the attack was.
"Something breathes. You are hit by something." is a bit *too* anonymous, unless the player is completely blind.Comment
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I just thought the same. I just lost Mithril gauntlets of Agility +5 to plasma vortex blast because I didn't pick it up (didn't have inventory space, had still three scrolls of ID to burn to the loot from previous fight and one still un-pseudo-ID weapon that was highly unlikely to be better than what I was using at the moment in inventory). I thought that it is immune to fire, but it wasn't.Comment
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This is a bug. The second part of the message should only be generic if @ is blind. I will look into this - thanks."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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