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Re: Odd things sighted in dungeon.

PostPosted: Saturday, 13th April 2013, 07:38
by prozacelf
nicolae wrote:
prozacelf wrote:I for one totally support the idea of "off-brand ammunition." I didn't even know that stuff that had to be fired from launchers could have a returning brand.


You can do all kinds of fun things with vault item definitions! But the devs told me I had to take out the throwing nets of returning. :( To be fair it turns out they're buggy and don't work right anyway.


LOL. Let me guess, they got screwed up when they started to get frayed?

Returning nets would be awesome, especially if they self-repaired.

Re: Odd things sighted in dungeon.

PostPosted: Saturday, 13th April 2013, 09:19
by Grimm
Durable nets might actually be useful.

Re: Odd things sighted in dungeon.

PostPosted: Saturday, 13th April 2013, 17:55
by nicolae
prozacelf wrote:LOL. Let me guess, they got screwed up when they started to get frayed?


Not that I can remember. The main bug I'm thinking of is that if a monster gets their hands on one and throws it at you, you could end up Held even though the net still returns to the thrower.

Re: Odd things sighted in dungeon.

PostPosted: Sunday, 14th April 2013, 07:10
by prozacelf
Ah. I can see where that'd be a problem too.

Re: Odd things sighted in dungeon.

PostPosted: Wednesday, 17th April 2013, 21:19
by SchwaWarrior
Grimm wrote:Durable nets might actually be useful.

Chainweave Nets? Oh yeah. Something that would be considered Acquirement-worthy for Vaults and beyond-- nets that could entrap even things like Titans and Stone Giants and Orc Warlords without being ripped up right away. But they would be very heavy. Throwing Skill might actually be worth training up to use them.

Or Barbed Nets, which cause solid good damage for each attempt to break free. Don't get caught in one of these if you're a fragile caster/EV-fighter without a way to Blink!

Then we'd give one or the other to Polyphemus or Saint Roka or Donald or some other, gritty warrior flavored unique(s) and make it into a real issue to see such characters show up. :O Maybe packs of Deep Trolls would occasionally employ them, the way Gnoll packs employ normal Nets earlier on...

Re: Odd things sighted in dungeon.

PostPosted: Thursday, 18th April 2013, 00:33
by prozacelf
I'm fairly certain I'd commit suicide if deep trolls had uber-nets.

Although I do like the idea in general.

Re: Odd things sighted in dungeon.

PostPosted: Friday, 19th April 2013, 06:21
by Mojavemusic
I have found some oddities on my current playthrough (the farthest I've ever gotten! Though I'm a total noob.)

Image

this seems like an odd place for an altar in general, much less one of Elyvilon.

Image

our Ogre friend seems to have gotten himself in a spot of trouble. Misused Ring of Levitation?

Image

I didn't know what this was when I encountered it, and by the time I'd finally gotten a Wand of Digging to get to it, the entrance collapsed. Only later found out it was an entrance to The Volcano (not that it would've done me any good. No fire protection.) I'm still not sure whether or not it's supposed to spawn inaccessible like that. None of the walls had hidden doors.

Image

the Shoals and the Snake Pit entrances spawned very close to each other. I don't know how common this is but I thought it was odd enough to screencap.

I've conquered the Snake Pit but have yet to enter teh Shoals.

Re: Odd things sighted in dungeon.

PostPosted: Friday, 19th April 2013, 11:01
by Jabberwocky
To get into the volcano you could have just went around.

Re: Odd things sighted in dungeon.

PostPosted: Friday, 19th April 2013, 11:05
by Sandman25
Jabberwocky wrote:To get into the volcano you could have just went around.


Yes, I see a sinlge potion of Flight in inventory. Is it possible to find digging/flight in Volcano?

Re: Odd things sighted in dungeon.

PostPosted: Friday, 19th April 2013, 13:21
by BlackSheep
It's possible, but if you fly in with no means to fly out, you can still randomly teleport out.

Re: Odd things sighted in dungeon.

PostPosted: Friday, 19th April 2013, 19:21
by Mojavemusic
Flight actually lets you fly over walls? I didn't know that.

Again, new to the game and roguelikes in general.

Oh well. For what it's worth I probably wouldn't have gotten much done there anyway, no fire resistance.

Re: Odd things sighted in dungeon.

PostPosted: Friday, 19th April 2013, 19:38
by BlackSheep
There is a lava pool on the left side of the portal. Flight lets you fly over that.

Re: Odd things sighted in dungeon.

PostPosted: Friday, 19th April 2013, 19:48
by dpeg
Mojavemusic: I don't think the Elyvilon altar in that Sewer is odd. If I had to live in a sewer, I'd consider worshiping a healer god, too.

Re: Odd things sighted in dungeon.

PostPosted: Friday, 19th April 2013, 19:51
by Grimm
Also it looks like a bathroom fixture.

Re: Odd things sighted in dungeon.

PostPosted: Friday, 19th April 2013, 19:55
by BlackSheep
Drop a ring over it and see what happens.

Re: Odd things sighted in dungeon.

PostPosted: Friday, 19th April 2013, 19:55
by dpeg
Grimm: Only for someone who plays tiles. When I made that vault, there were no tiles. Those were the days.... :D

Re: Odd things sighted in dungeon.

PostPosted: Friday, 19th April 2013, 21:16
by rebthor
BlackSheep wrote:Drop a ring over it and see what happens.

No, that's just going to lose your ring. Kick it instead!

Re: Odd things sighted in dungeon.

PostPosted: Friday, 19th April 2013, 21:53
by nicolae
dpeg wrote:Grimm: Only for someone who plays tiles. When I made that vault, there were no tiles. Those were the days.... :D


yeah, those were the days before the good interface!!!!!!

Re: Odd things sighted in dungeon.

PostPosted: Thursday, 2nd May 2013, 22:05
by marikvulpina
Image

i just beat a staff ghost... am i suddenly playing mario kart?

Re: Odd things sighted in dungeon.

PostPosted: Friday, 3rd May 2013, 07:56
by cerebovssquire
nicolae wrote:
dpeg wrote:Grimm: Only for someone who plays tiles. When I made that vault, there were no tiles. Those were the days.... :D


yeah, those were the days before the good interface!!!!!!


you kids with your "mice", btw the name mouse is pretty appropriate because mice are small and so is the brain of a tiles player

Re: Odd things sighted in dungeon.

PostPosted: Friday, 3rd May 2013, 08:55
by prozacelf
cerebovssquire wrote:
nicolae wrote:
dpeg wrote:Grimm: Only for someone who plays tiles. When I made that vault, there were no tiles. Those were the days.... :D


yeah, those were the days before the good interface!!!!!!


you kids with your "mice", btw the name mouse is pretty appropriate because mice are small and so is the brain of a tiles player


How many times do I have to iterate that I'm just bashing my head against the keyboard? It's totally unfair to attribute my head trauma to every other tiles player :)

Re: Odd things sighted in dungeon.

PostPosted: Wednesday, 8th May 2013, 16:44
by Girafales
Image

Not exactly odd, but I've never seen this before. Crazy Yiuf banished me to the Abyss, and it was just like his room in an abyssal version, guess this is new behavior in the latest version.

Re: Odd things sighted in dungeon.

PostPosted: Friday, 10th May 2013, 07:55
by Magipi
  Code:
....................
.....?.>.?..........
....................
.....................
...........z.........
..........zz@z.......
...........z55.......
............5........
....................
..............##....
.........#############
........[#...#...#...#
.........#.?...?.#.>.#
.........#...#...#...#


The > in the lower right corner is the Temple, the > in the upper left corner is the Orcish Mines. Not only on the same level, but also very close.

Re: Odd things sighted in dungeon.

PostPosted: Sunday, 12th May 2013, 01:41
by Xion350
Image

An interesting new level I found in 0.12. It had A LOT of enemies, and a lot of loot everywhere plus several shops. In addition it had portals to Pandemonium, Hell, and the Abyss.

Re: Odd things sighted in dungeon.

PostPosted: Sunday, 12th May 2013, 03:58
by Grimm
What is that, Mandelbrot's Vault?

Re: Odd things sighted in dungeon.

PostPosted: Sunday, 12th May 2013, 03:59
by nicolae
Grimm wrote:What is that, Mandelbrot's Vault?


no, mandelbrot's vault is in zot

Re: Odd things sighted in dungeon.

PostPosted: Tuesday, 14th May 2013, 21:55
by SchwaWarrior
*uses Scry, and this pops up*

No no no no no no no no no no no no

Re: Odd things sighted in dungeon.

PostPosted: Wednesday, 15th May 2013, 01:11
by sgrunt
Xion350 wrote:An interesting new level I found in 0.12. It had A LOT of enemies, and a lot of loot everywhere plus several shops. In addition it had portals to Pandemonium, Hell, and the Abyss.


hangedman_spin_cycle, for the record.

Re: Odd things sighted in dungeon.

PostPosted: Wednesday, 15th May 2013, 21:57
by Guppyfry
Is there a way to find out what vaults you see in game or in the log file?

Re: Odd things sighted in dungeon.

PostPosted: Thursday, 16th May 2013, 03:04
by Thalfon
If you edit the dump_order option in your init.txt or rcfile to include vaults in the list, your dump will include the list of vaults you've seen, but only after you've either won or lost. Here's my dump_order as an example:

  Code:
dump_order  = header,hiscore,stats,misc,mutations,skills,spells,inventory
dump_order += screenshot,messages,notes,action_counts,monlist,kills,vaults


It ends up looking like this in your morgue file (this one's copied from a dead character of mine):

  Code:
Vault maps used:
D:1:      minmay_entry_wavy_path, minmay_misc_feat_rows, hex_tiny
D:2:      infiniplex_staircase_hallway_doors, first_bread
D:4:      corexii_shack_village, vehumet_altar_wand_db, serial_bayou,
          serial_bayou_pond_d, serial_bayou_shore_b, serial_bayou_pond_e,
          serial_bayou_pond_b, minmay_bad_closet, good_gods_mini_temple,
          minmay_misc_feat_encased, minmay_temple_entry_nine_rooms
D:5:      makhleb_grotto_becter, beetle_altar_1, uniq_crazy_yiuf_cottage
D:6:      overflow_temple_1_default, overflow_temple_1_default, zin_statuary,
          basic_altar, orc_0_dummy
D:7:      serial_shops, shop_fountains, item_on_display_a
D:8:      firewood_loft, lemuel_hellish_altar, uniq_duvessa, uniq_joseph,
          uniq_edmund
D:9:      tgw_trog, david_orc_3
D:10:     special_room, serial_gnoll_camp, gnoll_camp_mini_hut,
          gnoll_camp_mini_doghouse, gnoll_camp_mini_sergeant,
          gnoll_camp_mini_doghouse, gnoll_camp_mini_doghouse,
          grunt_lair_entry_elf_guard_hut
D:11:     grunt_ministairs_2, uniq_nessos, uniq_psyche, uniq_grum, uniq_urug
D:12:     lab_entry_generic
D:13:     serial_shops, shop, minmay_metal_thing
D:14:     minmay_misc_feat_ornament, serial_shops, shop, hangedman_tell_no_tales
Temple:   cyrus_temple_forest_13
Lair:1:   st_stairs_3, uniq_prince_ribbit2
Lair:2:   fedhas_growing_garden, uniq_harold
Lair:3:   st_stairs_5
Lair:4:   enter_volcano_3, dummy_snake_entry
Lair:5:   special_room, spider_nest_entry_funnel_web, RatsNest_Lair
Lair:6:   swamp_mist
Lair:8:   hangedman_lair_in_review, guppyfry_lair_end_dragon, basic_altar,
          dpeg_slime_entry_enclosed_altar
Lab:      nicolae_lab_dead_adventurers, nicolae_lab_x,
          labyrinth_skeletal_remains, nicolae_lab_grate_2
Volcano:  volcano_grotto

Re: Odd things sighted in dungeon.

PostPosted: Thursday, 16th May 2013, 07:44
by Confidence Interval
I'm sure I caught a glimpse of a red sports car. It was at the edge of LoS in the chariot-race scene.

Re: Odd things sighted in dungeon.

PostPosted: Thursday, 16th May 2013, 11:02
by Guppyfry
Thalfon wrote:If you edit the dump_order option in your init.txt or rcfile to include vaults in the list, your dump will include the list of vaults you've seen, but only after you've either won or lost. Here's my dump_order as an example:

  Code:
Lair:8:   hangedman_lair_in_review, guppyfry_lair_end_dragon, basic_altar,
          dpeg_slime_entry_enclosed_altar



Ok, can I do that for webtiles characters though? I'm not sure if I have those files locally?

And what did you think of the dragon pool lair ending? No matter how much I test vaults I still get surprised by how they play in the flow of a game. I always get excited and then realize I'm about to get killed because I'm used to goofing around in them in wizmode.

Re: Odd things sighted in dungeon.

PostPosted: Thursday, 16th May 2013, 11:05
by mumra
Guppyfry wrote:Ok, can I do that for webtiles characters though? I'm not sure if I have those files locally?


On the lobby screen, next to the link for each version, there's an option to edit your rc file.

Re: Odd things sighted in dungeon.

PostPosted: Thursday, 16th May 2013, 13:11
by nicolae
Thalfon wrote:If you edit the dump_order option in your init.txt or rcfile to include vaults in the list, your dump will include the list of vaults you've seen, but only after you've either won or lost. Here's my dump_order as an example:

  Code:
dump_order  = header,hiscore,stats,misc,mutations,skills,spells,inventory
dump_order += screenshot,messages,notes,action_counts,monlist,kills,vaults


It ends up looking like this in your morgue file (this one's copied from a dead character of mine):

  Code:
Vault maps used:
D:1:      minmay_entry_wavy_path, minmay_misc_feat_rows, hex_tiny
D:2:      infiniplex_staircase_hallway_doors, first_bread
D:4:      corexii_shack_village, vehumet_altar_wand_db, serial_bayou,
          serial_bayou_pond_d, serial_bayou_shore_b, serial_bayou_pond_e,
          serial_bayou_pond_b, minmay_bad_closet, good_gods_mini_temple,
          minmay_misc_feat_encased, minmay_temple_entry_nine_rooms
D:5:      makhleb_grotto_becter, beetle_altar_1, uniq_crazy_yiuf_cottage
D:6:      overflow_temple_1_default, overflow_temple_1_default, zin_statuary,
          basic_altar, orc_0_dummy
D:7:      serial_shops, shop_fountains, item_on_display_a
D:8:      firewood_loft, lemuel_hellish_altar, uniq_duvessa, uniq_joseph,
          uniq_edmund
D:9:      tgw_trog, david_orc_3
D:10:     special_room, serial_gnoll_camp, gnoll_camp_mini_hut,
          gnoll_camp_mini_doghouse, gnoll_camp_mini_sergeant,
          gnoll_camp_mini_doghouse, gnoll_camp_mini_doghouse,
          grunt_lair_entry_elf_guard_hut
D:11:     grunt_ministairs_2, uniq_nessos, uniq_psyche, uniq_grum, uniq_urug
D:12:     lab_entry_generic
D:13:     serial_shops, shop, minmay_metal_thing
D:14:     minmay_misc_feat_ornament, serial_shops, shop, hangedman_tell_no_tales
Temple:   cyrus_temple_forest_13
Lair:1:   st_stairs_3, uniq_prince_ribbit2
Lair:2:   fedhas_growing_garden, uniq_harold
Lair:3:   st_stairs_5
Lair:4:   enter_volcano_3, dummy_snake_entry
Lair:5:   special_room, spider_nest_entry_funnel_web, RatsNest_Lair
Lair:6:   swamp_mist
Lair:8:   hangedman_lair_in_review, guppyfry_lair_end_dragon, basic_altar,
          dpeg_slime_entry_enclosed_altar
Lab:      nicolae_lab_dead_adventurers, nicolae_lab_x,
          labyrinth_skeletal_remains, nicolae_lab_grate_2
Volcano:  volcano_grotto


in it, voted "Thanks"

Re: Odd things sighted in dungeon.

PostPosted: Thursday, 16th May 2013, 18:33
by Thalfon
Guppyfry wrote:And what did you think of the dragon pool lair ending? No matter how much I test vaults I still get surprised by how they play in the flow of a game. I always get excited and then realize I'm about to get killed because I'm used to goofing around in them in wizmode.


I generally recognize it and skirt around it, or kite a few things out if I've the means to. I don't remember having been killed in it, though I may just be forgetting. It's one of those endings that I usually come back to later after Orc or more of D or the like. I think I've had one or maybe two characters that just cleared it right away, but this is stretching my memory a bit.

Re: Odd things sighted in dungeon.

PostPosted: Friday, 17th May 2013, 18:17
by Kyronea
So I dunno if it qualifies for this thread, but on D6 in my current game (MiBe) I've found four different shops, including one food shop, and a whole heap of uniques. Sigmund, Eustachio, Blork the Orc, Grinder, Dowan and Duvessa, Pikel, and Ijyb.

As far as I can tell, everyone was on their weekend shopping trip when I showed up to murder them all. Murder In Aisle Five.

Re: Odd things sighted in dungeon.

PostPosted: Sunday, 19th May 2013, 13:05
by Wark
Image
Limited offer! Only today! Order Sigmund and get Grinder for free <_<

Re: Odd things sighted in dungeon.

PostPosted: Wednesday, 22nd May 2013, 13:49
by njvack
The person who created that shop posted about wanting throwing nets of returning; unfortunately, just adding the ego to nets is too buggy.

Would've been great in the jester starting kit.

Re: Odd things sighted in dungeon.

PostPosted: Wednesday, 22nd May 2013, 15:12
by nicolae
njvack wrote:The person who created that shop posted about wanting throwing nets of returning; unfortunately, just adding the ego to nets is too buggy.

Would've been great in the jester starting kit.


IIRC silver throwing nets are implemented with no bugs, though they lack their own tile or description. I should have put those in the shop.

Re: Odd things sighted in dungeon.

PostPosted: Thursday, 23rd May 2013, 02:40
by nordetsa
Three rings of slaying? And two of them on D:10 floor. Would've been terrific for Octopede, albeit one is cursed and probably has minus enchantments.

Re: Odd things sighted in dungeon.

PostPosted: Thursday, 23rd May 2013, 07:42
by prozacelf
Menkaure, Prince Ribbit, and an agate snail and giant slug on a wide open D:4! I assume the snail and slug were there with a Chei altar, but I didn't get close enough to check. I was able to lure the other two up to D:3 and park them there.

Re: Odd things sighted in dungeon.

PostPosted: Sunday, 26th May 2013, 15:37
by TZer0
I got the "Dangerous animals"-vault with a mimic among the doors...

Image

Re: Odd things sighted in dungeon.

PostPosted: Wednesday, 5th June 2013, 12:25
by WildSam
  Code:
50056 | Vaults:4 | Noticed Ijyb
 50061 | Vaults:4 | Killed Ijyb
 50081 | Vaults:4 | Noticed Erolcha
 50086 | Vaults:4 | Killed Erolcha
 50089 | Vaults:4 | Noticed Sigmund
 50139 | Vaults:4 | Killed Sigmund

Not sure about Erolcha, but Sigmund/IJYB?
Srsly, Ijyb at V:4. Srsly.

Re: Odd things sighted in dungeon.

PostPosted: Thursday, 6th June 2013, 01:24
by ontoclasm
Yes, it's a vault. It places a bunch of uniques that missed their chance at generation earlier.

Re: Odd things sighted in dungeon.

PostPosted: Thursday, 6th June 2013, 10:10
by Confidence Interval
ontoclasm wrote:Yes, it's a vault. It places a bunch of uniques that missed their chance at generation earlier.

That is good. Everyone deserves a second chance.

Re: Odd things sighted in dungeon.

PostPosted: Sunday, 9th June 2013, 13:39
by aegis
I just found a room full of snakes. With a human skeleton and whip. I see what you did there.

Re: Odd things sighted in dungeon.

PostPosted: Tuesday, 11th June 2013, 15:17
by DracheReborn
aegis wrote:I just found a room full of snakes. With a human skeleton and whip. I see what you did there.


No hat? There ought to be a hat.

Re: Odd things sighted in dungeon.

PostPosted: Wednesday, 12th June 2013, 14:02
by mumra
aegis wrote:I just found a room full of snakes. With a human skeleton and whip. I see what you did there.


If it's the vault I designed, there ought to be a boulder trap somewhere nearby too...

Re: Odd things sighted in dungeon.

PostPosted: Tuesday, 18th June 2013, 00:26
by tasonir
Image

I feel like the local weapon emporium was having a sale on scythes. Or maybe the grim reaper is outsourcing these days.

Re: Odd things sighted in dungeon.

PostPosted: Sunday, 30th June 2013, 10:22
by Xion350
  Code:
You see here a sack of spiders.


Image

(This gif would be more appropriate if I was playing an Octopede.)