Tartarus Sorceror
Posts: 1881
Joined: Saturday, 7th September 2013, 21:16
Location: Itajubá, MG, Brazil.
If it doesn't fit anywhere else, it belongs here. Also, come here if you just need to get hammered.
Tartarus Sorceror
Posts: 1881
Joined: Saturday, 7th September 2013, 21:16
Location: Itajubá, MG, Brazil.
Tomb Titivator
Posts: 802
Joined: Sunday, 30th March 2014, 21:06
xentronium wrote:I just cleared out the vestibule of hell by stairdancing, and after I was done I realized that I hadn't been wearing my armour the whole time...
Spider Stomper
Posts: 203
Joined: Monday, 17th November 2014, 18:23
Location: britland
Slime Squisher
Posts: 415
Joined: Monday, 8th December 2014, 10:31
Location: Sweedledome
Ziggurat Zagger
Posts: 4478
Joined: Wednesday, 23rd October 2013, 07:56
Dis Charger
Posts: 1949
Joined: Monday, 18th February 2013, 07:59
Location: France
Slime Squisher
Posts: 415
Joined: Monday, 8th December 2014, 10:31
Location: Sweedledome
Found three items.
There is an open door here.
The book is a mimic!
The book mimic snickers and vanishes in a puff of smoke!
The sack of spiders is a mimic!
The sack of spiders mimic chortles and vanishes in a puff of smoke!
The scroll is a mimic!
The scroll mimic snickers and vanishes in a puff of smoke!
Ziggurat Zagger
Posts: 2996
Joined: Tuesday, 28th June 2011, 20:41
Location: Berlin
Tartarus Sorceror
Posts: 1881
Joined: Saturday, 7th September 2013, 21:16
Location: Itajubá, MG, Brazil.
Slime Squisher
Posts: 346
Joined: Thursday, 15th August 2013, 11:33
Lair Larrikin
Posts: 26
Joined: Sunday, 26th October 2014, 21:25
Slime Squisher
Posts: 415
Joined: Monday, 8th December 2014, 10:31
Location: Sweedledome
Tomb Titivator
Posts: 856
Joined: Friday, 31st October 2014, 10:03
celem wrote:Slogged my way through to midway through the Lair somewhere as a follower of Ash. D done to 11. Noted my piety is obnoxiously low.
No rings, no amulets, no cloaks, no boots, no gloves, no helmets/hats. Absolutely none whatsoever have been spawned.
Curse you RNG!
Dis Charger
Posts: 1949
Joined: Monday, 18th February 2013, 07:59
Location: France
Slime Squisher
Posts: 374
Joined: Saturday, 29th March 2014, 20:53
Snake Sneak
Posts: 104
Joined: Tuesday, 21st October 2014, 20:47
Tartarus Sorceror
Posts: 1881
Joined: Saturday, 7th September 2013, 21:16
Location: Itajubá, MG, Brazil.
Slime Squisher
Posts: 415
Joined: Monday, 8th December 2014, 10:31
Location: Sweedledome
Ziggurat Zagger
Posts: 11111
Joined: Friday, 8th February 2013, 12:00
Ziggurat Zagger
Posts: 11111
Joined: Friday, 8th February 2013, 12:00
Tartarus Sorceror
Posts: 1667
Joined: Saturday, 11th October 2014, 06:12
Location: Brazil. RS, Santa Cruz do Sul.
Ziggurat Zagger
Posts: 2996
Joined: Tuesday, 28th June 2011, 20:41
Location: Berlin
cerebovssquire wrote:There's a far stretch between summons being a joke skill compared to .12 summons and it being an actual joke skill. And yes, permanent summons are problematic. Twisted res in particular was ridiculously good in the days where you could, for a minimal investment (say 10 necromancy), have dozens of large abominations following you everywhere. It was mostly balanced by the fact that few people bothered with it. Even the permanent summons that don't follow you (animate skeleton/dead) have an exceptional exp investment/strength ratio.
Anyway, yred is still good if you like summons - though there's a cap on how many servitors/bone dragons you get now, so he's also not .12 good anymore.
Ziggurat Zagger
Posts: 6418
Joined: Friday, 6th July 2012, 12:48
Dis Charger
Posts: 1949
Joined: Monday, 18th February 2013, 07:59
Location: France
Ziggurat Zagger
Posts: 4478
Joined: Wednesday, 23rd October 2013, 07:56
Halls Hopper
Posts: 89
Joined: Thursday, 8th January 2015, 14:08
Ziggurat Zagger
Posts: 11111
Joined: Friday, 8th February 2013, 12:00
Casting: Flight
Confirm with . or Enter, or press ? or * to list all spells.
You call on the dead to rise... Nothing appears to happen.
Careful! You are starting to lose your buoyancy.
Casting: Animate Dead
Confirm with . or Enter, or press ? or * to list all spells.
You call on the dead to rise... Nothing appears to happen.
You float gracefully downwards. You fall into the lava!
The lava burns you to a cinder!
You die...
Tartarus Sorceror
Posts: 1667
Joined: Saturday, 11th October 2014, 06:12
Location: Brazil. RS, Santa Cruz do Sul.
Tartarus Sorceror
Posts: 1667
Joined: Saturday, 11th October 2014, 06:12
Location: Brazil. RS, Santa Cruz do Sul.
Tomb Titivator
Posts: 802
Joined: Sunday, 30th March 2014, 21:06
Snake Sneak
Posts: 108
Joined: Thursday, 21st February 2013, 22:00
Snake Sneak
Posts: 106
Joined: Wednesday, 21st September 2011, 23:43
c - the amulet of Utsiesav (around neck) {rN++ Regen+ Str-2 SInv}.
It is an ancient artefact.
It affects your strength (-2).
It greatly protects you from negative energy.
It enhances your eyesight.
It increases your rate of regeneration.
You found it on level 4 of the Dungeon.
Spider Stomper
Posts: 195
Joined: Monday, 7th April 2014, 06:11
Cocytus Succeeder
Posts: 2184
Joined: Tuesday, 3rd February 2015, 22:05
Ziggurat Zagger
Posts: 11111
Joined: Friday, 8th February 2013, 12:00
Aiming: Bolt of Fire
Press: ? - help, Shift-Dir - straight line, f/p - Killer Klown
Aim: a Killer Klown (severely wounded)
You feel a strong surge of power! The bolt of fire hits the Killer Klown.
You kill the Killer Klown!
A glowing mist starts to gather...
The bolt of fire hits your spectral Killer Klown.
Your spectral Killer Klown is moderately damaged.
A spectral Killer Klown comes into view.
Ziggurat Zagger
Posts: 11111
Joined: Friday, 8th February 2013, 12:00
Ziggurat Zagger
Posts: 11111
Joined: Friday, 8th February 2013, 12:00
Cocytus Succeeder
Posts: 2229
Joined: Sunday, 18th December 2011, 13:31
Sandman25 wrote:
5200 | Temple | Became a worshipper of Cheibriados the Contemplative
and on turn 5930: J - a wand of hasting {!d}
Ziggurat Zagger
Posts: 11111
Joined: Friday, 8th February 2013, 12:00
7 matches : travel [toggle: !], show stacks [-], by dist [/], show useless [=]
a - [Elf:2] an amulet of resist corrosion
b - [Orc:1] an uncursed amulet of resist corrosion (260 gold)
c - [Orc:1] an uncursed amulet of resist corrosion (260 gold)
d - [D:13] an amulet of resist corrosion
e - [D:5] a cursed amulet of inaccuracy (unknown) (22 gold)
f - [D:5] an uncursed amulet of the gourmand (unknown) (330 gold)
g - [Spider:4] an uncursed amulet of warding {Ward, rN+, !d}
Ziggurat Zagger
Posts: 11111
Joined: Friday, 8th February 2013, 12:00
Tomb Titivator
Posts: 778
Joined: Thursday, 13th March 2014, 20:15
Ziggurat Zagger
Posts: 6454
Joined: Tuesday, 30th October 2012, 19:06
Dungeon Crawl Stone Soup version 0.16-a0-3706-g5dff784 (tiles) character file.
169 Brax the Skirmisher (level 5, -1/54 HPs)
Began as an Ogre Arcane Marksman on Feb 13, 2015.
Killed from afar by a fire giant (55 damage)
... with a bolt of fire
... on level 2 of the Dungeon.
The game lasted 00:16:39 (3889 turns).
Brax the Skirmisher (Ogre Arcane Marksman) Turns: 3889, Time: 00:16:39
Health: -1/54 AC: 5 Str: 16 XL: 5 Next: 50%
Magic: 7/7 EV: 10 Int: 12 God:
Gold: 115 SH: 0 Dex: 10 Spells: 2 memorised, 3 levels left
rFire . . . SeeInvis . a - +0 flail
rCold . . . Clarity . q - +1 robe
rNeg . . . SustAb . (shield restricted)
rPois . Gourm + (helmet restricted)
rElec . Spirit . h - +0 cloak (curse)
rCorr . Warding . (gloves unavailable)
rMut . Stasis . (boots unavailable)
MR ..... s - amulet of the gourmand
Stlth +......... (no ring)
(no ring)
Ziggurat Zagger
Posts: 11111
Joined: Friday, 8th February 2013, 12:00
Siegurt wrote:Really RNG, D:2 fire giant?
// Scale monster generation parameter with time spent on level. Note:
// (target_value - base_value) * dropoff_ramp_turns must be < INT_MAX!
static int _scale_spawn_parameter(int base_value,
int target_value,
int final_value,
int dropoff_start_turns = 3000,
int dropoff_ramp_turns = 12000)
{
if (!_is_spawn_scaled_area(level_id::current()))
return base_value;
const int turns_on_level = env.turns_on_level;
return turns_on_level <= dropoff_start_turns ? base_value :
turns_on_level > dropoff_start_turns + dropoff_ramp_turns ?
final_value :
// Actual scaling, strictly linear at the moment:
(base_value +
(target_value - base_value)
* (turns_on_level - dropoff_start_turns)
/ dropoff_ramp_turns);
}
static void _apply_ood(level_id &place)
{
// OODs do not apply to any portal vaults, any 1-level branches, Zot and
// hells. What with newnewabyss?
if (!is_connected_branch(place)
|| place.branch == BRANCH_ZOT
|| is_hell_subbranch(place.branch)
|| brdepth[place.branch] <= 1)
{
return;
}
// The OOD fuzz roll is not applied at level generation time on
// D:1, and is applied slightly less often (0.75*0.14) on D:2. All
// other levels have a straight 14% chance of moderate OOD fuzz
// for each monster at level generation, and the chances of
// moderate OODs go up to 100% after a ramp-up period.
if (place.branch == BRANCH_DUNGEON
&& (place.depth == 1 && env.turns_on_level < 701
|| place.depth == 2 && (env.turns_on_level < 584 || one_chance_in(4))))
{
return;
}
#ifdef DEBUG_DIAGNOSTICS
level_id old_place = place;
#endif
if (x_chance_in_y(_scale_spawn_parameter(140, 1000, 1000, 3000, 4800),
1000))
{
const int fuzzspan = 5;
const int fuzz = max(0, random_range(-fuzzspan, fuzzspan, 2));
// Quite bizarre logic: why should we fail in >50% cases here?
if (fuzz)
{
place.depth += fuzz;
dprf(DIAG_MONPLACE, "Monster level fuzz: %d (old: %s, new: %s)",
fuzz, old_place.describe().c_str(), place.describe().c_str());
}
}
// On D:13 and deeper, and for those who tarry, something extreme:
if (env.turns_on_level > 1400 - place.absdepth() * 117
&& x_chance_in_y(_scale_spawn_parameter(2, 10000, 10000, 3000, 9000),
10000))
{
// this maxes depth most of the time
place.depth += random2avg(27, 2);
dprf(DIAG_MONPLACE, "Super OOD roll: Old: %s, New: %s",
old_place.describe().c_str(), place.describe().c_str());
}
}
Ziggurat Zagger
Posts: 6454
Joined: Tuesday, 30th October 2012, 19:06
duvessa wrote:mon-place.cc:In summary: OOD spawns on D:1 begin after 701 turns spent there. OOD spawns on all other levels that have them begin right away, however, on D:2 the chance is reduced by 25% if you have spent fewer than 584 turns there. If you have spent more than 1400-depth*117 turns, you start getting "super OOD" spawns, so D:2 fire giant is very normal if you spent many turns there (by the looks of 3889, you did). The chance of all OOD spawns also increases with time spent on the level in general and also has dumb breakpoints.
- Code:
// Scale monster generation parameter with time spent on level. Note:
// (target_value - base_value) * dropoff_ramp_turns must be < INT_MAX!
static int _scale_spawn_parameter(int base_value,
int target_value,
int final_value,
int dropoff_start_turns = 3000,
int dropoff_ramp_turns = 12000)
{
if (!_is_spawn_scaled_area(level_id::current()))
return base_value;
const int turns_on_level = env.turns_on_level;
return turns_on_level <= dropoff_start_turns ? base_value :
turns_on_level > dropoff_start_turns + dropoff_ramp_turns ?
final_value :
// Actual scaling, strictly linear at the moment:
(base_value +
(target_value - base_value)
* (turns_on_level - dropoff_start_turns)
/ dropoff_ramp_turns);
}
static void _apply_ood(level_id &place)
{
// OODs do not apply to any portal vaults, any 1-level branches, Zot and
// hells. What with newnewabyss?
if (!is_connected_branch(place)
|| place.branch == BRANCH_ZOT
|| is_hell_subbranch(place.branch)
|| brdepth[place.branch] <= 1)
{
return;
}
// The OOD fuzz roll is not applied at level generation time on
// D:1, and is applied slightly less often (0.75*0.14) on D:2. All
// other levels have a straight 14% chance of moderate OOD fuzz
// for each monster at level generation, and the chances of
// moderate OODs go up to 100% after a ramp-up period.
if (place.branch == BRANCH_DUNGEON
&& (place.depth == 1 && env.turns_on_level < 701
|| place.depth == 2 && (env.turns_on_level < 584 || one_chance_in(4))))
{
return;
}
#ifdef DEBUG_DIAGNOSTICS
level_id old_place = place;
#endif
if (x_chance_in_y(_scale_spawn_parameter(140, 1000, 1000, 3000, 4800),
1000))
{
const int fuzzspan = 5;
const int fuzz = max(0, random_range(-fuzzspan, fuzzspan, 2));
// Quite bizarre logic: why should we fail in >50% cases here?
if (fuzz)
{
place.depth += fuzz;
dprf(DIAG_MONPLACE, "Monster level fuzz: %d (old: %s, new: %s)",
fuzz, old_place.describe().c_str(), place.describe().c_str());
}
}
// On D:13 and deeper, and for those who tarry, something extreme:
if (env.turns_on_level > 1400 - place.absdepth() * 117
&& x_chance_in_y(_scale_spawn_parameter(2, 10000, 10000, 3000, 9000),
10000))
{
// this maxes depth most of the time
place.depth += random2avg(27, 2);
dprf(DIAG_MONPLACE, "Super OOD roll: Old: %s, New: %s",
old_place.describe().c_str(), place.describe().c_str());
}
}
Slime Squisher
Posts: 411
Joined: Saturday, 9th March 2013, 14:22
Tomb Titivator
Posts: 778
Joined: Thursday, 13th March 2014, 20:15
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