Evolution in the Arena?!?
Maybe this is an old feature, but it's never happened to me before. @ enters the arena to fight the Shadow Drake. @ is getting his life drained a lot, but is winning the fight. Suddenly the wounded Shadow Drake evolves into a Death Drake! The fight continues, the life draining continues, but the outcome is going to be very close. Suddenly the Death Drake evolves into a Spectral Wyrm. Things went downhill from there.
You learn something every day. Today @ learned not to fight the Shadow Drake until you have Hold Life.
I'm surprised the drake was able to drain enough experience to evolve TWICE in a battle that only lasted about 20-30 moves.
[Announce] FrogComposband 7.1.toffee released
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Luck
[QUOTE=Sideways;137416]1)
2) Yes, the chance of items being good, ego or artifacts is boosted on a Lucky character. (The white aura on Lucky characters also has other beneficial effects; notably, it boosts mutation quality.)
Does the Coffee Mode bonus for finding good/ego/artifact items stack with Lucky personality or other sources of the white aura?Leave a comment:
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Absolutely (and both stack with the speed bonus from Hasty personality, too).Leave a comment:
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Does ninja class bonus speed stack with demigod hermes bonus speed?Leave a comment:
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1) The simple answer is that you will gain 10 XP and your pet will gain the remaining 40 XP. (This answer is a bit oversimplistic in that how much XP a kill is worth in the first place is calculated a bit differently if the killer is a pet than if you are the killer; so you shouldn't necessarily assume that a kill that's worth 50 XP with you as the killer would give you 10 XP with the pet as the killer.)
2) Yes, the chance of items being good, ego or artifacts is boosted on a Lucky character. (The white aura on Lucky characters also has other beneficial effects; notably, it boosts mutation quality.)
3) Yes. Note, though, that negative device skill from items and negative device power from items are bundled together, so an item that gives one will also give the other. (Positive device skill and positive device power appear independently of each other.)Leave a comment:
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I have some questions:
1) About gaining exp via pets. I play as monster race Lich.For example my pet killed enemy that worth 50 exp. How much experience i gain?
2) I play with Lucky Personality. I read that this increase quality of loot. Is this information correct?
3) Does device skill affect only fail chance to use magic stuff?Leave a comment:
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Bug Report: Randart Feanorian Lamps
There seems to be an issue with the amount of light radius at least randart feanorian lamps give; I have one and bostock has one that claims to give radius 3 lite, but actually only gives radius 2.Leave a comment:
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hmm. didn't seem to work. I swear I've used spoilers on this site before.
[spoiler]Stuff[/spoiler]
Well invisible spoilers work at least..Leave a comment:
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Pre-Post P.S.: This turned out rather long, and unfortunately this forum lacks anything resembling an organizational spoiler box; apologies.
I don't know too much about playing with always_small_levels (since I relied too heavily on teleportation back when I was seriously considering it, and only flipped it on when attempting to dive through an annoying dungeon; basically using it like lore Amberite powers), and I think I failed to explain or didn't bother explaining why I liked ironman_rooms last time it came up in chat with Sideways, but now that I have a clearer understanding of his confusion from this thread, I think I can take a much better shot at it.
The comparison between Interesting Rooms and Quests is an apt one, because they're both reorienting away from the normal dungeon gameplay of exploring a steady amount of terrain with floor-loot and killing a steady amount of monsters and uniques with a fairly steady rate of drops. The randomly generated dungeon floors, despite their 'infinite replay value', tend to be most memorable by focal points— uniques of interest, monster pits, vaults, or unusual creature combinations/disasters— and Quests come with a standard focus each (preforming the quest completion goal before leaving or dying), while Greater Vaults have more varied yet less well-delimited versions of the same kind of focal points (find a vault with something(s) you want, then try to conquer/solve the vault even if some of the creatures or their quantity are out of your league)... in addition to some of the random points of interest from normal dungeon floors.
It's likely that for the same reason I preferred Interesting Rooms, I also tried a character when more Quests were added that never lingered at any dungeon depth; instead going straight between town Quests, dungeon Quests, and Dungeon Guardians while spending the minimum necessary time in transit. It wasn't quite possible, especially with the ~CL30 hump, but it was nice while it lasted.
(The comparison between goal-oriented and browsing play reminds me of those studies on the differences between male and female average buying habits: how the former would more often have an ordered list, and would hunt down the objects on that list; how the latter would more often comb all available options, collecting what would be on a list along the way; and how if each group were required to use the methods of the other they would experience mental fatigue well above what could be explained by the time and effort spent. This in turns ties back into the poschzangband-likes due to how one of their greatest challenges is player fatigue leading to mistakes, so you'd expect players to intuitively pick playstyles they find personally less fatiguing as they become more experienced. It's too bad we don't have a more balanced ratio of male/female players, as then we might be able to collect data on if playstyles line up with the buying-habits studies.)
Now, I don't know much about your Disciples, especially since I'm behind on reading logs again, but their apparently auto-generated Quest-likes seem like another mechanic good for partially filling the gap left by ironman_rooms removal. (Although, naturally, nothing can replace it in my heart.)Leave a comment:
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(Turning on small levels was originally done to theoretically speed my playing up; I didn't realize how much more dangerous that could make it until a good ways into the character.)Leave a comment:
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Seems like trying to understand what exact change is actually being asked for isn't completely irrelevant, in fact may even be necessary before implementing it.Leave a comment:
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Obviously I haven't used it recently, but I did use it frequently in games up to and including the you-know-what; in my experience, it did not make the game easier at all, and in fact made it harder—I remember getting an Angband quest for elder storm giants (dump doesn't say how many, but I think it was somewhere from like 12-20 at DL50), where detection covered 3/4 of the level . . . I had to -TeleOther them like mad at first.)
It might play differently today; but at its mildest, I'd expect it to play like coffee-break mode without the coffee-break aspect - which doesn't sound like it would be a dramatic easy-mode.
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Did you play your small-level games with or without the "always generate unusual rooms" setting? That one gives me far more intuitive misgivings than always generating small levels does; it sounds so much like something Composband would do, at least if Gwarl didn't hate allowing options. But people tie that together with "always generate small levels" quite a bit - and of course, it was a request for the unusual rooms option to be added back that sparked this discussion.Last edited by Sideways; March 31, 2019, 11:14.Leave a comment:
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