Even more thoughts on v4
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Why are extra blows/shots referred to as "attack speed" and "shooting speed" in the dump?Leave a comment:
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Victory! Morgoth is dead. The turning point was finding a Great Axe of Fury (4d4) (+15,+16) with +2 blows. It gave me 446 damage/round, which is enough for me to be willing to go after Sauron and Morgoth. Sauron used up 7 !Healing and some !CCW; Morgoth used up 6 !Heal, 9 !*Heal*, 3 !Life, 2 ?Banish, 2 ?MassBanish, and 6 ?Destruction. The fight with Morgoth was a bit hairier than it should have been because I got gorged on healing potions several times. I thought they didn't contribute nutrition any more? Otherwise I'd have a much bigger stock of big heals left; I was drinking !*Heal* at 700HP sometimes because the alternative was chugging multiple !CCW and tanking my speed.
Morgoth's drop sucked, incidentally. For posterity:
* Amulet of Weaponmastery (+4,+5) <+3>
* Crown of Serenity with +6 searching
* Jewel Encrusted Crown of +1 INT, +2 WIS/CHA, rFire/Cold, sustCHA, ESP
* Morgoth's Crown, natch.
* White DSM Full Helm of Certainty (+2 WIS, rCold/Lite/Dark, pFear/Conf)
* Massive Tulwar of Demonbane (3d4) (+2,+0) (slay undead/dragons, *slay* demons, venombrand)
* Keen Great Axe of Frost (4d4) (+9,+9) (weak fire/frostbrands, rCold)
* Morgoth's Hammer, also natch.
Though it was better than Sauron's drop: a Tough Cap of Seeing! Wooooooo.
The damage display for Morgoth's hammer appears to be broken. It's shown as too heavy for me to use, even given my 18/*** STR, but also says that with +0 STR and +0 DEX I'd get 3.3 blows/round. I've copied my winner savefile to here for repro.
Best items I found all game:Code:Ruby Great Axe of Fury (4d4) (+15,+16) <+4,+2> +4 STR +2 attack speed Slays animals, weak firebrand pFear, aggravates 521 damage vs. animals/fire-vulnerable, 446 otherwise Sling of Buckland (x3) (+32,+26) <+1,+2> +1 shooting speed, shooting power +2 DEX Helm 'Rutumith' [7,+17] <+3> +3 INT/WIS/CON rCold/Pois/Lite pBlind, sustain DEX, FA Gold Dragon Scale Set of Gauntlets of Power (+1,+4) [3,+11] <+3> +3 STR rSound Featherfalling (From here on, these were not used in the final fight, but were still notable) Keen Zweihander of Venom (3d6) (+11,+14) <+2,+1> +2 attack speed +1 WIS Slay dragons, venombrand 544 damage vs. dragons/poison-vulnerable, 389 otherwise. Was enchanted up from ~(+4,+11) by hand. Crown of Certainty [0,+0] pConf sustain all (bodykeeping + soulkeeping affixes) ESP Ring Mail of Elvenkind (-2) [38,+10] <+2> +2 Stealth rAcid/Fire/Elec/Cold/Nether Notable only because it was my body armor for pretty much the entire game from ~2000' onwards.
* Iron chests can burn. Presumably steel ones can too.
* I had a Staff of Mapping with 5 charges. I sold it to the magic store. They recharged it to 6. I bought it. I sold it to them again. They recharged it to 10. Bwuh?
* Total artifacts found: 10. Total artifacts the game claims I've seen: 22.
* I actually picked up Purifications and Healing and it got added to my seen-artifacts list (though I didn't count it among the 22), though no other spellbooks are there. So that explains why Mordenkainen's got dropped twice -- I never picked it up.Leave a comment:
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Anyone else getting a strange inventory display bug where the first slot dedicated to the quiver doesn't show up when you press 'i'? If I have more than 40 ammo quivered the second and third slots show fine, but there's a blank line where the first 'in Quiver:' line should be.
Don't know if this might also be related to the recent disappearance of the burden information...
also the inventory weights are not showing up because I missed coping a couple lines when I moved it from the Sept. 24 master to the Nov. 05 master.Leave a comment:
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I think im noticing a bug with detection, I'm using a rod of detection and when it goes through the process and detects monsters, when I hit the next key for -more- I see the monster move for 1 turn before they dissapear off the screen.
Also just dropped down to level 20 and it generated one of those square vaults that is basically the whole level, cast detection it revealed all the items on the level, without being fuzzy.Last edited by Malak Darkhunter; December 7, 2011, 23:56.Leave a comment:
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Ah yes, I've been getting that. Happens only in the standard inventory view; separate windows dedicated to inventory display the first quiver slot fine. Sorry I kept forgetting to mention it.
EDIT: excellent news, Magnate! So next time I'll be able to see exactly what I'm missing out on when an artifact gets silently lost forever.
(Seriously, though, I'm glad to hear that the bug's been reproduced)Leave a comment:
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Anyone else getting a strange inventory display bug where the first slot dedicated to the quiver doesn't show up when you press 'i'? If I have more than 40 ammo quivered the second and third slots show fine, but there's a blank line where the first 'in Quiver:' line should be.
Don't know if this might also be related to the recent disappearance of the burden information...Leave a comment:
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Then it appears to be a matter of the good artifacts simply not getting generated then.
I've uploaded my save here. On the off chance that my squelch settings are somehow involved in this, my preferences file is here. You can check which artifacts I'm supposed to have found by making a character dump and checking the notes for the string "Found the".
Sounds fine to me. Identifying the book should just be a matter of picking it up, right? Even if it isn't, it's not like identify is hard to come by.
EDIT: finally! I can reproduce the chardump bug. No idea what it is (will need Noz's help because it's UTF-8 related), but can now at least start work on it.Last edited by Magnate; December 7, 2011, 21:09.Leave a comment:
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Don't worry about that - please tweak away and use whatever granularity you like. I'll make sure that the max is set high enough when I merge it. Don't worry about the combat affixes for the moment - I've pushed a number of small changes which I think will add up to a very significant improvement - in fact I'm a little worried that I might have overshot. But I'm doing another stats run, which should finish tomorrow, so I'll report then.Leave a comment:
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* It sounds like we may need a supercharge mechanic for affixes. Being limited to 6 affixes unless the item gets guaranteed-good is pretty limiting. Oh, and regarding themes: I hardly ever see the more complicated ones (Holy Avenger, Gondolin, etc.). I've seen, I think, 1 HA, 1 Defender, and 2 Gondolins all game.Leave a comment:
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I've uploaded my save here. On the off chance that my squelch settings are somehow involved in this, my preferences file is here. You can check which artifacts I'm supposed to have found by making a character dump and checking the notes for the string "Found the".
This should be a simple matter of removing EASY_KNOW, but I don't know if that will have other consequences. I'll try it and see. It will mean that they drop as simply "Book of High Magic/Prayer" and you won't know which it is until you pick it up.Leave a comment:
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Please feel free to tear ego_item.txt apart and re-make it with finer gradations of when something becomes good or merely average instead of great or uber - the only limit is EGO_TVALS_MAX and I'm happy to increase that if it's necessary to improve balance. I'm not sure how you could implement your second paragraph other than by thinking slightly differently about the gradations, but again please feel free to do so.Leave a comment:
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* It sounds like we may need a supercharge mechanic for affixes. Being limited to 6 affixes unless the item gets guaranteed-good is pretty limiting.
I then changed the number of affixes to be dependent on the affix level rather than explicitly tied to the original good/great bools. This means that normal drops which pass the random checks will effectively get elevated to the number of affixes of good or great drops. This is quite a small change but could have quite a significant effect on the quality of drops. Once I've implemented myshkin's idea of adding hit/dam bonuses on certain magical suffices (like Of Disruption), I'm going to run some new stats.Oh, and regarding themes: I hardly ever see the more complicated ones (Holy Avenger, Gondolin, etc.). I've seen, I think, 1 HA, 1 Defender, and 2 Gondolins all game.* Unfound-but-lost artifacts: Gwildais, Earniont, Elegrin, Mataldand, Sindi, Kelth, Natar, Iluin, Daire, Careglin. All weapons, generation chance ranging from 20 to 99, power rating from 177 to 401. I can't say anything more about them because the artifact spoiler is broken.Kaypy: you're right, I didn't bother actually picking the books up. So maybe that's why they got re-generated.Leave a comment:
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I think we really need to take a detailed look at the T: lines in ego_item.txt and redefine the levels at which affixes are considered great/good/average. For instance, base four resists are great at levels 1 to 25, good from 26 to 100. I really think there's a point pre-100 where they ought to be considered only average. Similarly, things like FA and Regen on weapons are 'great' all the way through, as are basic slays other than orcs and trolls.
I'd say the issue is that the affix levels are currently set at an absolute value for that affix ("how useful is this property to have at this depth?") when it should be more of a relative value ("how useful is this property considering the likelihood you already have a source of it and/or the better options available for the slot at this depth?"). Which is obviously a lot harder to judge, but definitely a more realistic estimate of whether a player will really consider a weapon with FA on it 'great' at dlevel 99.Leave a comment:
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I'd expect a number of the affixes (certainly of Disruption, and I'd lean towards Slay Foo as well) to come automatically with +to-hit/to-dam. Whether that means giving more affixes C: lines with positive to-hit/to-dam, or forcing some affixes to pull in others that have to-hit/to-dam bonuses, I'm not sure. I currently prefer the former.Leave a comment:
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