Dungeon Crawl Stone Soup Tracker - DCSS
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Viewing Issue Advanced Details |
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ID:
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Category:
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Severity:
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Reproducibility:
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Date Submitted:
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Last Update:
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2283 |
FR: Gameplay Balancing |
minor |
N/A |
2010-08-14 23:59 |
2011-07-01 22:46 |
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Reporter:
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minmay |
Local or Remote:
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Local |
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Assigned To:
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Kate |
Operating System:
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Linux |
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Priority:
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normal |
Console or Tiles:
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Tiles |
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Status:
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closed |
Product Branch:
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0.8 ancient branch |
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Product Version:
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Resolution:
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done |
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Projection:
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none |
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ETA:
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none |
Fixed in Branch:
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0.9 ancient branch |
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Summary:
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0002283: Absurd, ludicrous, and altogether quite silly loot in baileys |
Description:
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This has been brought up many times already but nobody's ever bothered to fix it. As such I've gone through all the current vaults, identified those that I think are problematic, and proposed these changes:
bailey_axe_1 gives up to nine (average six) of any good_item. I think this is okay, maybe slightly too much. However, using "any good_item" can occasionally generate acquirement-level amounts of gold, that is to say, thousands. I think it would be better to use * or | glyphs instead.
bailey_axe_2 gives, as per the description, one stack of very good potions. Said stack can be two potions of experience, three potions of cure mutation, or eight potions of gain Str/Int/Dex. That seems like a lot. Just one of any of those would be plenty, especially when combined with the other loot available (basically other good potions and probably a good halberd of electrocution).
bailey_axe_3 gives exactly six of any good_item, suffers from the same issue as bailey_axe_1.
bailey_axe_4 also gives exactly six of any good_item, so it suffers from the same problem. It also gives a ring or a few potions of levitation for crossing the water in the vault, but levitation is generally abundant anyway. Note that this one is generally somewhat more difficult than bailey_axe_1 or 3.
minmay_bailey_axe_hex_keep...what was I thinking with the loot here? Main loot is 16 good consumables (from potion of agility to scroll of enchant weapon 3) and two great consumables (gain stat, experience, cure mutation, acquirement). Cut this in half. Maybe give only four good consumables. The second loot chamber, with the orc knight which had to become an orc warlord, is just embarrassing, there are FIVE great consumables and four | glyphs, plus twelve $ glyphs. Take out the consumables and have only two | glyphs, then either get rid of the warlord or his band of six hard_axe_fighters. With that done, the secret door could probably be made a normal door (it never stays closed for long anyway).
It's worth noting this is pretty much the hardest axe bailey by far, but that doesn't justify the ridiculous loot it has right now.
bailey_polearm_1 gives one good_item (crystal) plate mail/(steam/ice/gold) dragon armour, one good_item orcish cloak/gloves/helmet/boots/(large) shield, one | glyph and eight $ glyphs. In my experience that armor tends to be incredibly good, so I'd only give one of the two, perhaps replacing the other with a * glyph.
bailey_polearm_2 is my personal favorite of the baileys, it's dangerous and interesting. Loot is three items, split randomly but even between: | glyph, (armor/fighting/shields) manual/good_item (bardiche/executioner's axe), potion of experience/scroll of (acquirement/enchant armour/enchant weapon 3). I think this is ideal.
bailey_polearm_3 gives three books or stacks of scrolls, generally giving either something awesome (four scrolls of acquirement and book of Annihilations) or something crappy (six scrolls of immolation and some worthless randart book). I think this one is fine as it averages out well. It also happens to be devoid of polearms, but personally I like that; we can always add a bailey_somethingthatsnotaxesorpolearms.
bailey_polearm_4 gives up to twelve (average six) of any good_item. Same problem as bailey_axe_1/3/4.
bailey_polearm_5 has six $ glyphs, nine good potions and twelve good scrolls. This is too much; I'd cut the scrolls and potions in half. One nice thing about this one, however, is that it tends not to give very many of the really powerful items.
tl;dr version attached to post. I also made a minor, mostly cosmetic adjustment to minmay_bailey_hex_keep. |
Steps To Reproduce:
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Additional Information:
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System Description:
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Relationships | |
Attached Files:
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fixedbailey.des [^] (29,954 bytes) 2010-08-14 23:59 [Show Content] [Hide Content]##############################################################################
#
# Bailey! (Zaba and dpeg)
#
# A small portal vault fixated on nasty weapons. (Axes and polearms by now.)
# Castle like layout, with inner bailey and moat. Medieval warfare themed.
#
# Currently, the depth is fixed at D:7-16 and Orc. It would be nice if the
# portal vault could also appear deeper, with a harder monster set. For
# example, draconians would be an option.
#
##############################################################################
{{
function bailey_portal(e, ptype)
local desc_long
if ptype == 'axe' then
desc_long = [[This portal leads to a forbidden dungeon of the mad axeman. You know this because of the black pennant bearing axes in saltire. It seems as if you had better enter the portal before the standard is lowered to the ground.]]
else
desc_long = [[This portal leads to a forbidden dungeon of the mad chevalier. You know this because of the black pennant bearing polearms in saltire. It seems as if you had better enter the portal before the standard is lowered to the ground.]]
end
desc_long = string.gsub(desc_long, "\n%s+", "\n")
local timeout_turns = crawl.random_range(1500, 2000)
local messager =
timed_msg {
visible = true,
-- $F{xxx} will be substituted with the 'entity' property of the timed
-- marker, or with the desc property (if entity is not set).
messages = time_messages(timeout_turns,
"$F{The} is being lowered.",
"$F{The} is being lowered.",
"$F{The} is being lowered.",
"$F{The} is close to the ground.")
}
e.lua_marker('O',
timed_marker {
disappear = "The portal closes with a thud.",
desc = "flagged portal",
desc_long = desc_long,
entity = 'oriflamme',
dst = "bailey_" .. ptype,
dstname = "bailey",
dstorigin = "in the bailey",
overview = "flagged portal",
turns = timeout_turns,
floor = "stone_arch",
msg = messager })
e.kfeat("O = enter_portal_vault")
e.colour("O = lightred")
e.tile("c = wall_stone_brick")
end
function bailey_portal_axe(e)
bailey_portal(e, 'axe')
end
function bailey_portal_polearm(e)
bailey_portal(e, 'polearm')
end
-- colours
function bailey_setup(e)
e.kfeat("< = exit_portal_vault")
e.colour("< = darkgrey")
e.lrockcol("lightgrey")
e.lfloorcol("white")
e.tile("c = wall_stone_brick")
e.lfloortile("floor_cobble_blood")
e.lrocktile("wall_brick_brown")
end
function bailey_milestone(e)
crawl.mark_milestone("br.enter", "entered a Bailey.", true)
end
-- In order to avoid repeating the lengthy monster definitions:
-- Axes.
function axe_returning(e)
e.mons("generate_awake kobold ; hand axe ego:returning /\
generate_awake goblin ; hand axe ego:returning")
end
function kobold_axe_returning(e)
e.mons("generate_awake kobold ; hand axe ego:returning")
end
function easy_axe_fighter(e)
e.mons("w:3 orc warrior ; hand axe race:orcish w:6 | war axe race:orcish w:1 /\
w:7 gnoll ; hand axe w:6 | war axe w:1 /\
w:10 hobgoblin ; hand axe w:6 | war axe w:1 /\
w:10 orc ; hand axe race:orcish w:6 | war race:orcish axe w:1 /\
w:12 goblin ; hand axe w:6 | war axe w:1")
end
function hard_axe_fighter(e)
e.mons("w:8 orc warrior ; war axe race:orcish w:10 |\
broad axe race:orcish w:2 |\
battleaxe race:orcish w:1 /\
w:2 orc knight ; war axe race:orcish w:10 |\
broad axe race:orcish w:2 |\
battleaxe race:orcish w:1")
end
-- Polearms.
function orc_with_reaching(e)
e.mons("orc ; \
spear ego:reaching | spear ego:reaching race:orcish |\
trident ego:reaching | trident ego:reaching race:orcish |\
halberd ego:reaching | halberd ego:reaching race:orcish .\
scale mail race:orcish | scale mail |\
ring mail race:orcish | ring mail |\
splint mail race:orcish | splint mail")
end
function orc_warrior_with_reaching(e)
e.mons("orc warrior ; \
spear w:5 ego:reaching | spear w:5 ego:reaching race:orcish |\
trident w:5 ego:reaching | trident w:5 ego:reaching race:orcish |\
halberd ego:reaching | halberd ego:reaching race:orcish |\
glaive ego:reaching | glaive ego:reaching race:orcish |\
bardiche w:1 ego:reaching | bardiche w:1 ego:reaching race:orcish .\
scale mail race:orcish | scale mail |\
ring mail race:orcish | ring mail |\
splint mail race:orcish | splint mail |\
banded mail race:orcish | banded mail |\
plate mail race:orcish | plate mail |\
crystal plate mail w:1")
end
function orc_knight_with_reaching(e)
e.mons("orc knight ; \
trident w:5 ego:reaching | trident w:5 ego:reaching race:orcish |\
halberd ego:reaching | halberd ego:reaching race:orcish |\
glaive ego:reaching | glaive ego:reaching race:orcish |\
bardiche w:1 ego:reaching | bardiche w:1 ego:reaching race:orcish .\
ring mail race:orcish | ring mail |\
splint mail race:orcish | splint mail |\
banded mail race:orcish | banded mail |\
plate mail race:orcish | plate mail |\
crystal plate mail w:1")
end
-- defined but not used, since the depth for the current entry vaults is 7-16
function orc_warlord_with_reaching(e)
e.mons("orc warlord ; \
halberd ego:reaching | halberd ego:reaching race:orcish |\
glaive ego:reaching | glaive ego:reaching race:orcish |\
bardiche w:1 ego:reaching | bardiche w:1 ego:reaching race:orcish . \
splint mail race:orcish | splint mail |\
banded mail race:orcish | banded mail |\
plate mail race:orcish | plate mail |\
crystal plate mail w:1")
end
}}
# Basic bailey entries ##########################################
default-depth: D:7-16, Orc
NAME: bailey_entry_dummy
TAGS: bailey_entry transparent trowel_portal allow_dup chance_bailey
CHANCE: 5%
: local rnd = crawl.random2(2)
: if rnd == 0 then
: bailey_portal_axe(_G)
: elseif rnd == 1 then
: bailey_portal_polearm(_G)
: end
MAP
O
ENDMAP
NAME: enter_bailey_1
TAGS: uniq_bailey chance_bailey
CHANCE: 5%
WEIGHT: 1
: local rnd = crawl.random2(2)
: if rnd == 0 then
: bailey_portal_axe(_G)
: elseif rnd == 1 then
: bailey_portal_polearm(_G)
: end
MAP
O
ENDMAP
NAME: enter_bailey_2
TAGS: uniq_bailey chance_bailey
CHANCE: 5%
: local rnd = crawl.random2(2)
: if rnd == 0 then
ITEM: hand axe
: bailey_portal_axe(_G)
: elseif rnd == 1 then
ITEM: halberd / spear
: bailey_portal_polearm(_G)
: end
MAP
.....
..d..
.dOd.
..d..
.....
ENDMAP
NAME: enter_bailey_3
TAGS: uniq_bailey chance_bailey
CHANCE: 5%
: local rnd = crawl.random2(2)
: if rnd == 0 then
MONS: goblin ; hand axe
: bailey_portal_axe(_G)
: elseif rnd == 1 then
MONS: goblin ; spear
: bailey_portal_polearm(_G)
: end
MAP
.........
.wwwwwww.
.wcccccw.
.wc.1.cw.
.wc1O1cw.
.wc.1.cw.
.wcc.ccw.
.wwwWwww.
.........
ENDMAP
NAME: enter_bailey_4
TAGS: uniq_bailey chance_bailey
CHANCE: 5%
WEIGHT: 5
: local rnd = crawl.random2(2)
: if rnd == 0 then
MONS: goblin ; hand axe / hobgoblin ; hand axe / orc ; hand axe race:orcish
MONS: goblin ; hand axe ego:returning / hobgoblin ; hand axe ego:returning /\
orc ; hand axe race:orcish ego:returning
: bailey_portal_axe(_G)
: elseif rnd == 1 then
MONS: goblin ; spear / hobgoblin ; spear / orc ; spear race:orcish
MONS: goblin ; spear ego:reaching / hobgoblin ; spear ego:reaching /\
orc ; spear race:orcish ego:reaching
: bailey_portal_polearm(_G)
: end
SUBST: 1 = 122
MAP
...........
.wwwwwwwww.
.wcccccccw.
.wc>...Ocw.
.wc11111cw.
.wcc+++ccw.
.wwwwwwwww.
.wwwwwwwww.
...........
ENDMAP
NAME: enter_bailey_5
TAGS: uniq_bailey chance_bailey
CHANCE: 5%
: local rnd = crawl.random2(2)
: if rnd == 0 then
MONS: goblin ; hand axe ego:returning
: bailey_portal_axe(_G)
: elseif rnd == 1 then
MONS: goblin ; spear ego:reaching
: bailey_portal_polearm(_G)
: end
MAP
.......
.wwwww.
.w1>1w.
.w.O.w.
.w1.1w.
.wwwww.
.......
ENDMAP
NAME: enter_bailey_6
WEIGHT: 3
COLOUR: ; : red / lightred
SUBST: ; = .
TAGS: uniq_bailey no_rotate chance_bailey
CHANCE: 5%
: local rnd = crawl.random2(2)
: if rnd == 0 then
ITEM: war axe / battleaxe
: bailey_portal_axe(_G)
: elseif rnd == 1 then
ITEM: glaive / bardiche
: bailey_portal_polearm(_G)
: end
MAP
.......nnn.......
..nnn..ndn..nnn..
..ndn..nnn..ndn..
..nnn.......nnn..
.................
nnn....;;;....nnn
ndn....;O;....ndn
nnn....;;;....nnn
.................
..nnn.......nnn..
..ndn..nnn..ndn..
..nnn..ndn..nnn..
.......nnn.......
ENDMAP
# They were just having a party.
NAME: enter_bailey_7
TAGS: uniq_bailey no_rotate chance_bailey
CHANCE: 5%
WEIGHT: 3
: local rnd = crawl.random2(2)
: if rnd == 0 then
MONS: gnoll ; hand axe / goblin ; hand axe
: bailey_portal_axe(_G)
: elseif rnd == 1 then
MONS: gnoll ; spear / goblin ; spear
: bailey_portal_polearm(_G)
: end
SUBST: . = ...;!
COLOUR: ; = red
KITEM: ! = potion of confusion w:2 / potion of water w:1
KFEAT: ! = floor
SUBST: ; = .
MAP
x@x xxxxxxx
x.x x...1.x
x.xxxx.1...x
x....+..O..x
x.xxxx...1.x
x.x x.1...x
x@x xxxxxxx
ENDMAP
NAME: enter_bailey_8
TAGS: uniq_bailey no_rotate chance_bailey
CHANCE: 5%
WEIGHT: 3
COLOUR: n = red
: local rnd = crawl.random2(2)
: if rnd == 0 then
ITEM: war axe / battleaxe
: bailey_portal_axe(_G)
: elseif rnd == 1 then
ITEM: glaive / bardiche
: bailey_portal_polearm(_G)
: end
MAP
xxxxxxxxxxxxxxxxxxx
x.................@
ccccccnnncccccnnncc
c.....ndn.....ndnOc
c.nnn.nnn.nnn.nnn.c
@+.ndn.....ndn.....c
ccnnncccccnnncccccc
x.................@
xxxxxxxxxxxxxxxxxxx
ENDMAP
# The actual portal vaults #####################################
default-depth:
##########
# #
# AXES #
# #
##########
############################################################################
# A bailey.
#
# It's not human and it's got an axe.
# -- The Prey (1981)
#
# Loot consists of approximately six good items.
NAME: bailey_axe_1
WEIGHT: 10
ORIENT: encompass
TAGS: bailey_axe no_rotate no_item_gen no_monster_gen
LFLAGS: no_tele_control
#
SUBST: * = ***|..
#
: kobold_axe_returning(_G)
: easy_axe_fighter(_G)
: hard_axe_fighter(_G)
#
# Starting room flavour. You cannot actually get the axes.
SUBST: Y = ccn
SUBST: X : ccn
KITEM: Z = good_item broad axe w:5 / broad axe / war axe /\
good_item war axe w:5 / good_item executioner's axe w:1
KFEAT: Z = teleport trap
#
# Traps are alarm on the entrance and alarm/net near the loot. Yes, I want
# everyone to wake up.
KFEAT: ~ = alarm trap / floor
#
# There is only one way up. You have to pass near the axe-throwing kobolds
# twice. This is intended. Teleportation traps ensure you won't get
# stranded.
NSUBST: s = 1:T / *:.
NSUBST: t = 1:T / *:.
KFEAT: T = teleport trap
: bailey_setup(_G)
epilogue{{
bailey_milestone(_G)
}}
MAP
ccccccccc
ccccZcccc
ccccYcccc
ccc~A~ccc
cZX~~~XZc
ccc~<~ccc
cccccc+cccccc
ct1..w.w..1sc
c=cccw.wccc=c
ct1..w.w..1sc
c=cccw.wccc=c
ct1..w.w..1sc
c=cccw.wccc=c
ct1..w.w..1sc
c=cccw.wccc=c
ct1..w.w..1sc
c=cccw.wccc=c
ct1..w.w..1sc
c=cccw.wccc=c
ct1..w.w..1sc
c=cccw.wccc=c
ct1..w.w..1sc
cccccc+cccccc
c...c
c.3.c
c222c
cccccc+cccccc
c*.2c...c2.*c
c*.23.I.32.*c
c*.2c...c2.*c
cccccc3cccccc
c222c
c...c
c***c
ccccc
ENDMAP
############################################################################
# Bailey 2.
#
# Apart from weapons and armours left by the monsters, there are about 10
# potions useful in battle. If those monsters drink them first, of course...
# And there is always one very good potion
NAME: bailey_axe_2
ORIENT: encompass
TAGS: bailey_axe no_rotate
MONS: generate_awake kobold ; hand axe ego:returning /\
generate_awake goblin ; hand axe ego:returning
MONS: gnoll ; halberd ego:reaching | halberd ego:electrocution
MONS: orc warrior / orc knight
NSUBST: e = 1:e / *:d
ITEM: potion of healing / potion of heal wounds / potion of magic / nothing /\
potion of might w:5 / potion of speed w:2 / potion of berserk rage w:3
ITEM: potion of experience w:30 / potion of cure mutation w:30 /\
potion of gain intelligence / potion of gain strength /\
potion of gain dexterity
: bailey_setup(_G)
epilogue{{
bailey_milestone(_G)
}}
MAP
ccc ccc ccccc ccc ccc
cAccc1ccc2+2ccc1ccc1c
cc+cc=cc+ccc+cc=cc+cc
cc.....cc cc.....cc
ccc.....ccccc.....ccc
c1=..<..=1c1=..T..=1c
ccc.....ccccc.....ccc
cc....dcc ccd....cc
cc+cc=cc+ccc+cc=cc+cc
c1ccc1ccc2c2ccc1ccc2c
ccc ccc ccncc ccc c+c
c1ccc1ccc2c2ccc1ccc2c
cc+cc=cc+ccc+cc=cc+cc
cce.e.ecc ccd....cc
ccc.e2e.ccccc.....ccc
c1=e2U3e=1c1=..Y..=1c
ccc.e2e.ccccc.....ccc
cce.e.ecc cc.....cc
cc+cc=cc+ccc+cc=cc+cc
c<ccc1ccc2+2ccc1ccc1c
ccc ccc ccccc ccc ccc
ENDMAP
############################################################################
# Another actual bailey.
#
# six good items
NAME: bailey_axe_3
WEIGHT: 10
ORIENT: encompass
TAGS: bailey_axe no_rotate no_item_gen no_monster_gen
LFLAGS: no_tele_control
SUBST: ' : +".
SUBST: " : wW"
SUBST: " = wwW
SUBST: v : ccv
SUBST: * = ***|
KFEAT: _ = altar_trog / altar_okawaru / altar_makhleb
KFEAT: T = teleport trap
#
# Monsters defined in the header. Do not change order!
: kobold_axe_returning(_G)
: easy_axe_fighter(_G)
: hard_axe_fighter(_G)
#
: bailey_setup(_G)
epilogue{{
bailey_milestone(_G)
}}
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxx.....xxxxxxxxxxx
xxxxxxxxxx...A...xxxxxxxxxx
xxxxxxxxxx.......xxxxxxxxxx
xxxxxxxxxxx..<..xxxxxxxxxxx
xxxxxxxxxxxc+++cxxxxxxxxxxx
xxxxxxxxxxxc"""cxxxxxxxxxxx
xxxxxxxxcccc'''ccccxxxxxxxx
xxxxxxxccw.......wccxxxxxxx
xxxcccccww.......wwcccccxxx
xxxc.=1+ww.......ww+1=.cxxx
xxxc.cccww.......wwccc.cxxx
xxxc.=1+ww.......ww+1=.cxxx
xxxc.cccww.......wwccc.cxxx
xxxc.=1+ww.......ww+1=.cxxx
xxxc.cccww.......wwccc.cxxx
xxxc.=1+ww.......ww+1=.cxxx
xxxc.cccww.......wwccc.cxxx
xxxcT=1+ww.......ww+1=Tcxxx
xxxcccccww.......wwcccccxxx
xxxxxxxccw.......wccxxxxxxx
xxxxxxxxcccc+++ccccxxxxxxxx
xxxxxxxxxcc.....ccxxxxxxxxx
xxxxxxxxxc<*.3.*<cxxxxxxxxx
xxxxxxxxxc...G...cxxxxxxxxx
xxxxxxxxxcc.....ccxxxxxxxxx
xxxxxxxxxxccc=cccxxxxxxxxxx
xxxxxxxxvvvv...vvvvxxxxxxxx
xxxxxxvvv.........vvvxxxxxx
xxxxxvv.............vvxxxxx
xxxxxv....2..2..2....vxxxxx
xxxxxv...............vxxxxx
xxxxxvv.............vvxxxxx
xxxxxxvvv.**...**.vvvxxxxxx
xxxxxxxxvvvv3_3vvvvxxxxxxxx
xxxxxxxxxxxvvvvvxxxxxxxxxxx
ENDMAP
############################################################################
# River.
#
# There will be either a ring of levitation or about three potions.
# Loots consists of six good items.
#
NAME: bailey_axe_4
WEIGHT: 10
ORIENT: encompass
TAGS: bailey_axe no_rotate no_item_gen no_monster_gen
LFLAGS: no_tele_control
#
SUBST: * = ***|
ITEM: potion of levitation
ITEM: ring of levitation
SUBST: e : eeef
NSUBST: f = 1:f / *:.
SUBST: e = e..
SHUFFLE: EB / XY / XY / XY
SUBST: X = c, Y = =
NSUBST: E = 1:= / *:c
SUBST: B = c
SHUFFLE: CD / XY / XY / XY
SUBST: X = c, Y = =
NSUBST: C = 1:= / *:c
SUBST: D = c
#
KFEAT: ~ = net trap
KFEAT: ^ = alarm trap / axe trap
SUBST: W = w:2 .:1 W:1
SUBST: ? = c.
SUBST: N = nc
#
: kobold_axe_returning(_G)
: easy_axe_fighter(_G)
: hard_axe_fighter(_G)
SUBST: 2 = 223
#
: bailey_setup(_G)
epilogue{{
bailey_milestone(_G)
}}
MAP
ccccccccccccccccccccccccccccccccccccccccccccccccccc
cccccccccccccccccccccccccc..??.*.??*<cccccccccccccc
ccccccccccccccccccccccccc.??..???..?ccccccccccccccc
ccccccccccccccccccccccccc.ccccccccccccccccccccccccc
ccccccccccccc.......................ccccccccccccccc
cccccccccc...........cccc=cccc.......cccccccccccccc
ccccccccc....2....c+cc...3...ccccCc..cccccccccccccc
cccccccc....2T2...c..c.2.*.2.c.1C*C...ccccccccccccc
ccccccccc....2..cEc..c.2.~.2.c..cDc...1cwwwwcccwwwc
ccccccccccc.....E*B..cccc+cccc..+*c..Wwwwwwwwwwwwwx
cccwwwwwwc1.1...cEc...^.^.^.^...ccc1Wwwwwwwwwwwwxxx
cwwwwwwwwwwwW1.1..c1.cccc=cccc.1c1Wwwwwwwwxxxxxxxxx
xwwwxxxwwwwwwwwwW1cncc..2~2..ccncwwwwwwxxxxxxxxxxxx
xxxxxxxxx....Wwwwwww1c.2.2.2.c1wwwwwxxxxxxxxxxxxxxx
xxxxxxxxxx......Wwwwwccncncnccwwwwxxxxxxxxxxxxxxxxx
xxxxxxxxxxx...e...Wwwwwwwwwwwwwwxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxx........WwwwwwwwWxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxx...e.........xxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxx...e..<..xxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxx....e..xxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxx.....xxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxx.e.xxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxx...xxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxx.e...xxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxx.......xxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxx.........xxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxx....A....xxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxx.........xxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxx.......xxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxx...xxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
NAME: minmay_bailey_axe_hex_keep
WEIGHT: 10
ORIENT: encompass
TAGS: bailey_axe no_item_gen no_monster_gen
# Loot consists of 6 good consumables and one great consumable in the last outer
# room, with a lot of gold and two | items in the (very dangerous) center room.
#
# The secret door does not work well, it will always be open. I also believe
# that loot is a bit much, but other baileys suffer from that as well... added
# the warlord in an attempt to make it more even. --dpeg
#
# The loot is now somewhere between "fine" and "a bit much." Previously it
# was somewhere between "ridiculous" and "really ridiculous." Decided to keep
# warlord, he's a great flavorful surprise, but toned down his escort. --minmay
ITEM: potion of healing / potion of heal wounds / potion of resistance w:5 / \
potion of might w:5 / potion of brilliance w:5 / potion of agility w:5 / \
potion of magic w:5 / potion of speed w:5 / \
scroll of teleportation / scroll of blinking / scroll of identify / \
scroll of enchant weapon i w:2 / scroll of enchant weapon ii w:2 / \
scroll of enchant weapon iii w:1 / scroll of enchant armour w:5
ITEM: potion of gain strength / potion of gain intelligence / \
potion of gain dexterity / potion of cure mutation / \
potion of experience / scroll of acquirement
NSUBST: e = e:1 / *:d
NSUBST: $ = |:2 / *:$
: easy_axe_fighter(_G)
: hard_axe_fighter(_G)
MONS: orc warlord
: bailey_setup(_G)
epilogue{{
bailey_milestone(_G)
}}
SUBST: I = t.
MAP
ttttttttttttttttttttttttttttttttttttt
ttttttttttttttttttttttttttttttttttttt
tttttttttttttttcccccccttttttttttttttt
ttttttttttttttccee<eecctttttttttttttt
ttttttttttttttc..eee..ctttttttttttttt
tttttttttttttcc.......ccttttttttttttt
tttttttttttttc.........cttttttttttttt
ttttttttttttcc.1.....1.cctttttttttttt
ttttttccccccc2...1T1...2ccccccctttttt
tttttcc1...1cc.1.....1.cc1...1ccttttt
tttttc.......+....2....+.......cttttt
ttttcc.......cc.1...1.cc.......cctttt
ttttc.........c.......c.........ctttt
tttcc...1.1...ccG...Gcc...1.1...ccttt
tttc1....T....1ccc=ccc1....T....1cttt
tttcc...1.1...ccc...ccc...1.1...ccttt
ttttc.........c.......c.........ctttt
ttttcc.......cc.......cc.......cctttt
tttttc.......c.........c.......cttttt
tttttcc1...1cc..1...1..cc1...1ccttttt
ttttttcc+cccc2....3....2cccc+cctttttt
tttttcc.....cc..1...1..cc.....ccttttt
tttttc1.....1ccccc+ccccc1.....1cttttt
ttttcc.......cc$$$c$$$cc.......cctttt
ttttc1.......1c$$$c$$$c1.......1ctttt
tttcc.........cc$$c$$cc.........ccttt
tttc1....T....1ccccccc1....T....1cttt
tttcc.........cc1.1.1cc.........ccttt
ttttc1.......1c.......c1.......1ctttt
ttttcc.......cc1.....1cc.......cctttt
tttttc1......+.........+......1cttttt
tttttcc.....cc.........cc.....ccttttt
ttttttccccccc.....T.....ccccccctttttt
ttttttttttttcc.........cctttttttttttt
tttttttttttttc.........cttttttttttttt
tttttttttttttcc.......ccttttttttttttt
ttttttttttttttc.......ctttttttttttttt
ttttttttttttttcc.....cctttttttttttttt
tttttttttttttttcc+++ccttttttttttttttt
ttttttttttttttI.......Itttttttttttttt
ttttttttttttttI.......Itttttttttttttt
tttttttttttttI....<....Ittttttttttttt
tttttttttttttI.........Ittttttttttttt
tttttttttttttI....A....Ittttttttttttt
tttttttttttttI.........Ittttttttttttt
ttttttttttttttII.....IItttttttttttttt
ttttttttttttttttIIIIItttttttttttttttt
ttttttttttttttttttttttttttttttttttttt
ttttttttttttttttttttttttttttttttttttt
ENDMAP
##############
# #
# POLEARMS #
# #
##############
############################################################################
# A polearm bailey.
#
# Loot consists of three items, among them one piece of good armour. Apart
# from what the orcs leave lying around. You can also see the three pieces
# from afar.
#
NAME: bailey_polearm_1
WEIGHT: 10
ORIENT: encompass
TAGS: bailey_polearm no_rotate
LFLAGS: no_tele_control
NSUBST: D = 1:= / *:c
NSUBST: E = 1:= / *:c
: orc_with_reaching(_G)
: orc_warrior_with_reaching(_G)
: orc_knight_with_reaching(_G)
SUBST: 2 = 223.
SUBST: 1 = 1 2:1 .
# XXX: Which armour pieces can be orcish?
ITEM: good_item crystal plate mail / good_item plate mail race:orcish /\
good_item gold dragon armour w:5 / good_item ice dragon armour w:5 /\
good_item dragon armour w:5 / good_item steam dragon armour w:5 /\
good_item cloak race:orcish / good_item pair of gloves race:orcish /\
good_item helmet race:orcish / good_item pair of boots race:orcish /\
good_item large shield race:orcish / good_item shield race:orcish
: bailey_setup(_G)
epilogue{{
bailey_milestone(_G)
}}
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xAxxxxxxxxxxx.........xxxxxxxxxxxxx
xx...xxxxxxx..wwwwwww..xxxxxxxxxxxx
xxxxx...xx...ww.....ww..xxxxxxxxxxx
xxxxxxxx.xx..w..ccc..ww..xxxxxxxxxx
x.........xx...cc.cc..ww..........x
x.wwwwwwwxxxxxccd|*cc..wwwwwwwwww.x
x.w..xxxxxxxxcc.....cc1..1..1..1w.x
x.w.ccncccccccccc=ccccccccccncc.w.x
x.w1cc.$$$.cc.........cE....2cc1w.x
x.w..nc.$.cc..lllllll..EE...cn..w.x
x.ww1.cc.cc..ll..2..ll..Ec.cc.1ww.x
x<.ww..c+c..ll2..T..2ll..c+c..ww.xx
xx.ww..c+c..ll..TTT..ll..c+c..ww.<x
x.ww1.cc.cD..ll2...2ll..cc.cc.1ww.x
x.w..cc...DD..lllllll..cc.$.cc..w.x
x.w1cc2....Dc.........cc.$$$.cc1w.x
x.w.ccccccccccccc=ccc+ccccccccc.w.x
x.w1..1..1..1cc.....cc1..1..1..1w.x
x.wwwwwwwwww..cc.<.cc..wwwwwwwwww.x
x..........ww.1nc.cn1.ww..........x
xxxxxxxxxx..ww..ccc..ww..xxxxxxxxxx
xxxxxxxxxxx..ww.1.1.ww..xxxxxxxxxxx
xxxxxxxxxxxx..wwwwwww..xxxxxxxxxxxx
xxxxxxxxxxxxx.........xxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
############################################################################
# Donjon.
#
# Loot is only three items, which have a good chance of being selected by
# hand, including useful manuals.
#
NAME: bailey_polearm_2
ORIENT: encompass
TAGS: bailey_polearm no_rotate
MONS: orc warrior ; crossbow . bolt w:5 / orc ; crossbow . bolt
: orc_with_reaching(_G)
: orc_warrior_with_reaching(_G)
: orc_knight_with_reaching(_G)
MONS: orc knight
SUBST: 2 = 23
NSUBST: 4 = 1:4 / *:3
SUBST: W : W..
KFEAT: T = teleport trap
SUBST: X = I G C
KFEAT: C = altar_beogh
ITEM: manual of armour / manual of fighting / manual of shields /\
good_item bardiche race:orcish / good_item executioner's axe race:orcish
ITEM: potion of experience q:2 / scroll of acquirement q:2 /\
scroll of enchant armour q:4 / scroll of enchant weapon III q:3
# XXX: I had "legendary deck of Wonders" here but it does not work. Anybody
# can help?
SUBST: d = de|
: bailey_setup(_G)
epilogue{{
bailey_milestone(_G)
}}
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xA........................................x
x.........................................x
x.........................................x
x.........................................x
x.........................................x
x.........................................x
x......WwwwwwWWWWWWWWWWWWWWWWWwwwwwW......x
x......wwc1cwwWWWWWWWWWWWWWWWwwc1cww......x
x......wcc.ccwWWWWWWWWWWWWWWWwcc.ccw......x
x......w1.T.1wWWWWWWWWWWWWWWWw1.T.1w......x
x......wcc.ccwWWWWWWWWWWWWWWWwcc.ccw......x
x......wwc1cwwWWWWWWcccWWWWWWwwc1cww......x
x......WwwwwwWWWWcccccccccWWWWwwwwwW......x
x......WWWWWWWWWccWWWWWWWccWWWWWWWWW......x
x......WWWWWWWWccWWc=c=cWWccWWWWWWWW......x
x......WWWWWWWWcWWcc2c2ccWWcWWWWWWWW......x
x......WWWWWWWccWcccccccccWccWWWWWWW......x
x......WWWWWWWccW=2cd4dc2=WccWWWWWWW......x
x......WWWWWWWccWccc4X4cccWccWWWWWWW......x
x......WWWWWWWccW=2c.4.c2=WccWWWWWWW......x
x......WWWWWWWccWcccc=ccccWccWWWWWWW......x
x......WWWWWWWccWWcc<d<ccWWcWWWWWWWW......x
x......WWWWWWWWWWWcc+++cWWccWWWWWWWW......x
x......WWWWWWWWWWWccWWWWWccWWWWWWWWW......x
x......WwwwwwWWWWWccWWWWccWWWWwwwwwW......x
x......wwc1cwwWWWWcccccccWWWWwwc1cww......x
x......wcc.ccwWWWWWWWWWWWWWWWwcc.ccw......x
x......w1.T.1wWWWWWWWWWWWWWWWw1.T.1w......x
x......wcc.ccwWWWWWWWWWWWWWWWwcc.ccw......x
x......wwc1cwwWWWWWWWWWWWWWWWwwc1cww......x
x......WwwwwwWWWWWWWWWWWWWWWWWwwwwwW......x
x.........................................x
x.........................................x
x.........................................x
x.........................................x
x.........................................x
x........................................<x
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
############################################################################
# Fourteen circles. (I'm very creative.)
#
# Loot consists of good scrolls or books.
#
NAME: bailey_polearm_3
ORIENT: encompass
WEIGHT: 5
TAGS: bailey_polearm no_rotate
SHUFFLE: DF/EG
SUBST: D : d, E = 1.., F : 3, G : .
NSUBST: d = 3:d / *:$
ITEM: scroll of enchant armour q:2 / scroll of enchant weapon III q:2 /\
scroll of acquirement q:2 w:5 / scroll of silence q:3 /\
scroll of fog q:3 / scroll of vulnerability q:3 /\
scroll of recharging q:3 / scroll of immolation q:3 /\
any good_item book w:30 /\
book of annihilations w:1 / book of demonology w:1 / necronomicon w:1
MONS: deep elf soldier / deep elf fighter
MONS: deep elf summoner / deep elf priest / nothing
MONS: deep elf knight
: bailey_setup(_G)
epilogue{{
bailey_milestone(_G)
}}
MAP
ccccc
cccccc...cccccc
cc..cc..A..cc..cc
c.1..c.....c..1.c
c....cc...cc....c
cc..cc+cccccc..cc
cccccc...ccc...cc+ccc
ccEEcc.....c.....cc..cc
c.EE.c..<..c..2..c....c
c.EE.c.....c.2...c..F.c
cc..ccc....c....ccc..cc
ccc+ccccccc+ccccccc+ccc
cc..ccc....c....ccc..cc
c.G..c...2.c.2...c.DD.c
c....c..2..c..2..c.DD.c
cc..cc.....c.....ccDDcc
ccc+cc...ccc...cccccc
cc..ccccc+ccc..cc
c....cc...cc....c
c.1..c.....c..1.c
cc..cc..<..cc..cc
cccccc...cccccc
ccccc
ENDMAP
############################################################################
# Surrounded.
# This one uses both missiles and weapons of reaching, with more emphasis
# on the latter. Loot is approximately six good items.
#
NAME: bailey_polearm_4
WEIGHT: 10
ORIENT: encompass
TAGS: bailey_polearm no_rotate no_item_gen no_monster_gen
LFLAGS: no_tele_control
ITEM: any good_item / nothing
MONS: orc warrior ; crossbow . bolt | halberd ego:reaching
: orc_with_reaching(_G)
: orc_warrior_with_reaching(_G)
: orc_knight_with_reaching(_G)
SUBST: 1=112, 2=23, 3=34
: bailey_setup(_G)
epilogue{{
bailey_milestone(_G)
}}
MAP
ccccccccccccccccccccccccccccccc
ccxxxcccccccccxxxcccccccccxxxcc
cxx1xxcccccccxx<xxcccccccxx1xxc
cxd..xc.....cx...xc.....cx..dxc
cxd..x..www..x...x..www..x..dxc
cxd..c.ww1ww.......ww1ww.c..dxc
cx2..+.w212w...A...w212w.+..2xc
cxd..c.ww1ww.......ww1ww.c..dxc
cxd..x..www..x...x..www..x..dxc
cxd..xc.....cx...xc.....cx..dxc
cxx1xxcccccccxx<xxcccccccxx1xxc
ccxxxcccccccccxxxcccccccccxxxcc
ccccccccccccccccccccccccccccccc
ENDMAP
############################################################################
# Infantry
#
# You will have to battle some battalions where the monsters in the back
# will generally have reaching weapons.
# Loot comes in three stages: money; potions useful in battle; scrolls
# useful in battle. No special weapons and armours.
#
NAME: bailey_polearm_5
WEIGHT: 10
ORIENT: encompass
TAGS: bailey_polearm no_item_gen no_monster_gen
LFLAGS: no_tele_control
KITEM: ! = potion of healing / potion of heal wounds / potion of might w:5 /\
potion of speed w:3 / potion of berserk rage w:2 /\
potion of invisibility w:3 / potion of experience w:1 /\
potion of gain strength w:1 / potion of resistance w:1
KITEM: ? = scroll of enchant weapon I / scroll of enchant weapon II /\
scroll of enchant weapon III w:5 / scroll of vorpalise weapon w:1 /\
scroll of enchant armour / scroll of acquirement w:1 /\
scroll of summoning w:2
SUBST: 2 = 2 3:1
SUBST: 3 = 2 3
SUBST: 4 = 2:5 3 4:5
SUBST: 5 = 3:5 4
SUBST: ! = !.
SUBST: ? = ?.
MONS: orc warrior ; spear w:5 | trident w:5 | halberd | hand axe | war axe /\
orc w:110 ; spear w:5 | trident w:5 | halberd | hand axe | war axe
: orc_with_reaching(_G)
: orc_warrior_with_reaching(_G)
: orc_knight_with_reaching(_G)
: bailey_setup(_G)
epilogue{{
bailey_milestone(_G)
}}
MAP
cccccccccccccccccccccccccccccccccccccccccccccccccccccc
cc...<.....1cccccccc....1ccccccccc....1ccc..........cc
c..........12cccccc.....13c.....c.....14+....5......5c
c..........12c.$$.c.....13+.!!!.+.....14+......????..c
cA.........12+.$$.+.....13+.!!!.+.....14+......????.<c
c..........12c.$$.c.....13+.!!!.+.....14+......????..c
c..........12cccccc.....13c.....c.....14+....5......5c
cc...<.....1cccccccc....1ccccccccc....1ccc..........cc
cccccccccccccccccccccccccccccccccccccccccccccccccccccc
ENDMAP
|
|
Issue History |
Date Modified |
Username |
Field |
Change |
2010-08-14 23:59 |
minmay |
New Issue |
|
2010-08-14 23:59 |
minmay |
File Added: fixedbailey.des |
|
2010-08-15 02:17 |
KiloByte |
Note Added: 0007221 |
|
2010-08-15 03:09 |
minmay |
Note Added: 0007222 |
|
2010-08-15 20:41 |
rob |
Note Added: 0007227 |
|
2010-08-16 21:15 |
herself |
Note Added: 0007254 |
|
2010-08-16 21:26 |
minmay |
Note Added: 0007257 |
|
2010-08-20 16:20 |
reid |
Note Added: 0007445 |
|
2010-08-20 16:24 |
reid |
Note Edited: 0007445 |
|
2010-08-20 16:28 |
reid |
Note Edited: 0007445 |
|
2011-06-23 02:30 |
Kate |
Note Added: 0013524 |
|
2011-06-23 02:30 |
Kate |
Status |
new => resolved |
2011-06-23 02:30 |
Kate |
Fixed in Branch |
=> 0.9 development branch |
2011-06-23 02:30 |
Kate |
Resolution |
open => done |
2011-06-23 02:30 |
Kate |
Assigned To |
=> Kate |
2011-07-01 22:46 |
minmay |
Status |
resolved => closed |
Notes |
|
(0007221)
|
KiloByte
|
2010-08-15 02:17
|
|
> bailey_axe_1 gives up to nine (average six) of any good_item. I think this is okay, maybe slightly too much. However, using "any good_item" can occasionally generate acquirement-level amounts of gold, that is to say, thousands. I think it would be better to use * or | glyphs instead.
We have the problem with gold over and over, hacked in places in various ways, usually by replacing them by | which is harder to use in a list of alternatives.
I do think the root issue, "gold good_item" invoking acquirement is a misdesign in the first place. It should give a decent pile, yeah, but nowhere close to acquirement. Vault-makers can do "acquire gold" for that.
> bailey_axe_2 gives, as per the description, one stack of very good potions. Said stack can be two potions of experience, three potions of cure mutation, or eight potions of gain Str/Int/Dex. That seems like a lot. Just one of any of those would be plenty,
Again, this is a bug, and in this case, one that already has been fixed.
I would definitely fix the gold issue and not change the rest -- especially parts that were fixed already. |
|
|
(0007222)
|
minmay
|
2010-08-15 03:09
|
|
I just looked at the latest version, and this line is still there:
ITEM: potion of experience q:2 w:30 / potion of cure mutation q:3 w:30 /\
potion of gain intelligence q:8 / potion of gain strength q:8 /\
potion of gain dexterity q:8
For those unfamiliar with the syntax, that q:8 means it places 8 of that item. |
|
|
(0007227)
|
rob
|
2010-08-15 20:41
|
|
The bug that was fixed was that a plain "potion of experience" could still give a stack of three potions, IIRC. That was after I got 6 potions of experience from the hex bailey. |
|
|
(0007254)
|
herself
|
2010-08-16 21:15
|
|
> or eight potions of gain Str/Int/Dex. That seems like a lot. Just one of any of those would be plenty
But getting eight bonus points as a mutation adds a great flavor: you need to avoid bad muts, because a cure mutation potion will ruin your carrying cap, or spell power, or EV. I think on the char who got them, when a nexoquec (spelling mistake? nvm) got past "rMut and gave me berserktits I just went on with clarity and postponed drinking !cureMut as long as possible. And I thought it was very fun.
Also: getting one potion of gain stat makes me go ,,meh'', drink it asap, and forget about it. Getting a bigger stack (4+?) makes me go ,,wow'' and think if I should drink them now or wait and imo makes the game more interesting. |
|
|
(0007257)
|
minmay
|
2010-08-16 21:26
|
|
Although that is a fairly interesting situation, I think eight potions is WAY too much. Humans only get 13 natural stat increases throughout the entire game, and they aren't exactly insignificant. |
|
|
(0007445)
|
reid
|
2010-08-20 16:20
(edited on: 2010-08-20 16:28) |
|
"any good_item" can also produce items a player may not even recognize as loot; in bailey_axe_4 I happened to get a bottled efreet, a falchion of freezing, 8 needles of slowing, a meat ration, a beef jerky, and something else that wasn't of note and I now can't figure out what it was. With the way they were scattered all over the level, I started to wonder where the secret doors were.
e: apparently the missing item was a stack of 2810 gold pieces. Anyways, what I'm trying to say is both the low end and the high end of the range of items produced should be brought towards the middle.
|
|
|
(0013524)
|
Kate
|
2011-06-23 02:30
|
|
Should be much more reasonable now, thanks. |
|