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Bad luck or yet another shaft death?

PostPosted: Thursday, 31st October 2019, 17:10
by Turukano
My DsHu ^ Makh went well but was shafted to death in Lair. First he fell down from L:2 to L:4

  Code:
 6342 | Lair:4   | //haha

and while climbing up he fell down from L:3 to L:6

  Code:
  6621 | Lair:6   | Entered Level 6 of the Lair of Beasts
  6622 | Lair:6   | //fell right into dogs' vault in L:6

My char was surrounded by hell hounds. An emergency scroll teleported my char into another part of the same vault, again surrounded by several foes. I had no blink scroll and my char died before the next teleport could kick in.

  Code:
  6628 | Lair:6   | //bad telep
  6628 | Lair:6   | HP: 2/94 [hell hound/blast of flame (16)]
  6628 | Lair:6   | Slain by a black mamba

Bad luck or yet another shaft death?

  Code:
 Dungeon Crawl Stone Soup version 0.24.0-2-g5b39cebb1c (webtiles) character file.

Game seed: 994635849760177966, levelgen mode: deterministic

15704 Turgon the Cleaver (level 12, -4/94 HPs)
             Began as a Demonspawn Hunter on Oct 31, 2019.
             Was an Elder of Makhleb.
             Slain by a black mamba (6 damage)
             ... on level 6 of the Lair of Beasts.
             The game lasted 01:27:55 (6628 turns).

Turgon the Cleaver (Demonspawn Hunter)              Turns: 6628, Time: 01:27:56

Health: -4/94      AC: 10    Str: 16    XL:     12   Next: 3%
Magic:  16/16      EV: 13    Int: 14    God:    Makhleb [****..]
Gold:   243        SH: 11    Dex: 14    Spells: 11/11 levels left

rFire    . . .     SeeInvis .   a - +2 war axe (freeze)
rCold    + . .     Gourm    .   k - +1 shield {rC+}
rNeg     . . .     Faith    .   C - +3 leather armour {rPois} {!d}
rPois    +         Spirit   .   (no helmet)
rElec    .         Reflect  .   q - +0 cloak
rCorr    .         Harm     .   (no gloves)
MR       .....                  (boots unavailable)
Stlth    ++........             (no amulet)
HPRegen  0.25/turn              r - +2 ring of slaying
MPRegen  0.15/turn              (no ring)

@: about to teleport
A: hooves 3, slimy green scales 2, powered by death 1, rot immunity
a: Minor Destruction, Lesser Servant of Makhleb, Major Destruction, Renounce
Religion

You don't feel nice when you lose a char due to an unavoidable death after 1 1/2 hours of playing. This is contrary to the game's philosophy, isn't it?

You might also want to look at the topic Avg number of shaft events?

Re: Bad luck or yet another shaft death?

PostPosted: Thursday, 31st October 2019, 17:26
by TheMeInTeam
USUALLY, by lair you have resources and could have had god abilities to save you. It's the early dungeon traps that can just end a run:

https://crawl.kelbi.org/crawl/morgue/Th ... 225358.txt

This ended my streak in the tournament. Since then, I have died to a 100% misplay on my part (positioning vs orc priest early), and a questionable/spoiler game mecahnic (abyss delaying TP still delays even if you immediately pass through the gate and are no longer in abyss...had I known this I'd have not pre-read TP and would have instead read after passing through, very likely surviving).

PostPosted: Thursday, 31st October 2019, 18:27
by Turukano
Oh...

I overlooked this:

  Code:
i - a potion of invisibility

Thanks to Nebukadnezar who looked at the morgue file.

But I'm not sure if this will generally change my mind about the new trap system. I don't like it.

Re: Bad luck or yet another shaft death?

PostPosted: Thursday, 31st October 2019, 21:30
by stormdragon
Teleporting after a shaft is generally a mistake. I talked about that in another thread.

If you want an honest answer to your question, you need to include a full morgue. The context of your character is necessary in order to decide correct actions.