Movement Speed?
Collapse
X
-
This shouldn't matter. I've tested this too, and it seems to be working fine. The reasons for it not working are:- Fail to find an empty floor grid (18 attempts)
- Monster is unique
- There are too many monsters already on the level
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
-
It was a kobold. I plain simple, lonely kobold in a hallway. Squares north & south were completely open. I nailed that thing 6 or 7 times with a wand of Clone Monster. The log said the kobold was Moving Faster, but stayed fast asleep.This shouldn't matter. I've tested this too, and it seems to be working fine. The reasons for it not working are:- Fail to find an empty floor grid (18 attempts)
- Monster is unique
- There are too many monsters already on the level
I ran up to the kobold. I woke it up with bright lights. It was moving at high velocity. I hit it with the Clone Monster wand again, with 1-less square available. Now I had 2 kobolds. I repeated and got 3 more just like it.
Version 4.2.2 --- The Clone wand doesn't work when the mob is generated post-dungeon level creation (i.e., after you've spent some time on the level and mobs begin to repopulate the area) and is asleep. The code forbids it.Comment
-
I'm not quite sure what your point is here. If everyone had just been "Yes Men" then Angband would still be at version 2.4 (when the Warwick creators left off), or possibly not even forked from Moria. The only changes would have been UI and bugfixes. That's not the case though, is it? Older versions are also available to play for those who don't like some of the changes in the newer versions.Partially correct. I'm complaining about how the YesMen often resort to it's always been like wxyz, go split off yer own code and stick a Fork in it!. But, when I give counter arguments destroying the It's-Always-Been-That-Way argument, I suddenly get the rebuttal you just pushed -- "Yer an old foggie who can't accept change!" -- argument.
You cannot have it both ways. Either you accept that you've made changes and I can therefore critique them, or you look extremely weak otherwise. And it's the entourage of YesMen that push you into these weak positions.
I would rather hear you come back and say, "hmmm.. that point has some merit, let's look into this", "yeah, I might have over committed on that one", or, "no, I don't agree - here's why ... ", and discuss the points logically.
But, no, immediately, the YesMen circle like Time Hounds and defend the Commander with trite quips and uninspired back-talk. All-in-all a weak showing.
Mage's are too powerful moan the cliche'd crowd of YesMen. Followed quickly with the uneducated reasoning of, Dimension Door has wrecked the game!.
I recant the real reason behind what has "wrecked" the game and I see nothing but belly-aching and rants about how I don't know jack-Moria. Fine. Sit in your cubicles of Yes-ness and believe that Dimension Door is why the game is where it is.
For what it's worth I also think mages are well-balanced and not at all overpowered in the current version.Comment
-
This is quite puzzling. Since the call to place_new_monster() in multiply_monster() doesn't depend on whether the monster is sleeping or not, there must be something else going on. If it moved between unsuccessful and successful uses, and there were ignored objects on the available grids before it moved, that might explain it.It was a kobold. I plain simple, lonely kobold in a hallway. Squares north & south were completely open. I nailed that thing 6 or 7 times with a wand of Clone Monster. The log said the kobold was Moving Faster, but stayed fast asleep.
I ran up to the kobold. I woke it up with bright lights. It was moving at high velocity. I hit it with the Clone Monster wand again, with 1-less square available. Now I had 2 kobolds. I repeated and got 3 more just like it.
Version 4.2.2 --- The Clone wand doesn't work when the mob is generated post-dungeon level creation (i.e., after you've spent some time on the level and mobs begin to repopulate the area) and is asleep. The code forbids it.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
-
It was 100% unsuccessful while the kobold was undisturbed. As soon as it woke up, it was 100% successful. My only conclusion is that bool sleep in the function itself was causing the Result to be false, hence the multiply_monster() call also failed.This is quite puzzling. Since the call to place_new_monster() in multiply_monster() doesn't depend on whether the monster is sleeping or not, there must be something else going on. If it moved between unsuccessful and successful uses, and there were ignored objects on the available grids before it moved, that might explain it.
Like I said, the mob was successfully Hastened (while fast asleep) each time I zapped it; it just didn't replicate.
In versions past, a Clone Monster wand would disturb the mob and wake it up. This time, it did not have that affect.Comment
-
What if the code considers newly popped mobs to be surrounded (i.e., no open grid squares / yet undefined) no matter how open an area they reside? As soon as the kobold woke up, it was clone-able.Since the call to place_new_monster() in multiply_monster() doesn't depend on whether the monster is sleeping or not, there must be something else going on. If it moved between unsuccessful and successful uses, and there were ignored objects on the available grids before it moved, that might explain it.Comment
-
Just attempted again with a mob in an open room, sleeping, generated as a mob post level creation. I could not repeat the issue. Now I'm flummoxed.Comment
-
Finally replicated the No Clone Event.
Okay, sleep has nothing to do with it. My bad.
Hopefully, my uploads worked and you can see empty hallway before / after the guardian naga, but it is now impervious to spawning while in the hallway. I'm now of the opinion that the spawn code is not looking very hard to find an open grid to place a replicate mob. 75% of the time it fails when it only finds wall...?Comment
-
Does one of the two squares adjacent to the naga have an ignored item ('K' in the original keyset or 'O' in the rogue-like keyset would toggle the ignore setting and reveal those items)? For how many of the failed attempts was the other naga in the square adjacent to the naga?Okay, sleep has nothing to do with it. My bad.
Hopefully, my uploads worked and you can see empty hallway before / after the guardian naga, but it is now impervious to spawning while in the hallway. I'm now of the opinion that the spawn code is not looking very hard to find an open grid to place a replicate mob. 75% of the time it fails when it only finds wall...?
If both grids were available and the cap on the number of monsters on the level hasn't been reached, the probability of the monster cloning with one wand activation is 1 - (7/9)^18 or 98.9%. If only one grid is available and the cap on the number of monster on the level hasn't been reached, the probability of the wand activation cloning the monster is 1 - (8/9)^18 or 88.0%. With the former, getting one clone in four attempts is highly improbable (.00051% chance of happening). With the latter, it's a bit more believable though still unlikely (.61% chance of happening). Without more information, I would say the code is working as expected (I would guess one of those other factors is coming into play for one or more of the attempts).
Could the code be better? Likely yes, though the current implementation has an advantage of being very simple; something that would work more reliably and more efficiently would be somewhat more complicated.Comment
-
You can see in the messages the wand activation is working, the naga looks even faster. Just a moment prior, I pegged her buddy further back with the same wand. The guardian naga spawns! I then had 4 attempts in-a-row fail, while the newly spawned naga flew towards me at super-sonic speeds. And, I presume there are only 8 squares, max, for a new mob to spawn on around an existing mob. So, I calculate that to be 2 of 8 squares (hallway spots) for new nagas to spawn into. I think the code is not attempting to place new mobs with the same effectiveness as the 3.x code is/was/does/did.If both grids were available and the cap on the number of monsters on the level hasn't been reached, the probability of the monster cloning with one wand activation is 1 - (7/9)^18 or 98.9%. If only one grid is available and the cap on the number of monster on the level hasn't been reached, the probability of the wand activation cloning the monster is 1 - (8/9)^18 or 88.0%.
I don't know how else to explain 4 failed attempts in a fairly empty hallway. No, no extra ignored-items in the hallway.Comment
-
Yeah I have to say I'm not a great fan of this new flag--seems overly complicated and hard to understand. Seems like it was a feature mainly needed to balance rogues properly. Obv movement speed for rogues is a big deal. And probably also rangers that can back up firing Parthian shots at monsters way better with +1 movement. Well I guess and mages too. So it's really good for rogues and range attackers, not so much melee artists.
Using standarts Ive only found one item with movement speed: Boots of wormtongue. I pretty much didnt use them, but left it sitting in my home, thinking at the end game I might find them useful, but then even after I found 2x +15 speed rings, I still felt maxing out speed is best: its very nice to have 4.1 speed when facing a speed 3.0 or especially 3.8 monster (like wiruin)--the last bits of regular speed are a big deal.
Are there other items that have Movement speed flag that might be better than womtongue?Comment
Comment