New unique: Death


If it doesn't fit anywhere else, it belongs here. Also, come here if you just need to get hammered.

Swamp Slogger

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Post Tuesday, 13th October 2015, 18:51

New unique: Death

Death.
Will appear on same floor as player after 270k turns have passed, before 300k turns (random location on level).
If player exits the floor, Death will keep on appearing on every level until defeated.

Appearance: Like Reaper, but bigger.
Player receives a message "Death has come for you! You feel it might be for real this time".

HP: 270
HD: 27
XP: 27000
Speed: 27
AC: 27
EV: 27
Attack: 27 (physical)
Resistances: rf+++, rc+++, rpois+++, relec+++ (everything)
Vulnerabilities: None
Intelligence: High
Uses: Weapons & Armour, Opens doors
Holiness: Nonliving (yep not a demon)
Size: Large
Flags: Fighter, See invisible, unique

Wields and drops:
+0 cursed Great Scythe of Death
unrand polearm, draining brand
Damage: 27
Accuracy: 0
Base delay: 27
Hands: 2

The concept is an unique that appears as reminder that maybe you should go win already.
Probably not much of a real challenge for characters 270k turns in to the game.
Non-undead players should get rN+ mutation when defeating it, and maybe one extra life for felids (just for flavor).
Last edited by hannobal on Tuesday, 20th October 2015, 05:36, edited 1 time in total.

Ziggurat Zagger

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Post Tuesday, 13th October 2015, 19:02

Re: New unique: Death

I do appreciate your attempt to make as many things 27 as possible, but for some of them, particularly speed, 27 is not a very good value. Especially when it has reaching, if you tried to walk up to melee this guy he'd probably get 4-5 good whacks in on you first. His attack speed would be somewhat lowered by the 27 base delay weapon, but still.

I think the core concept of death coming after you after far too many turns is interesting, but the monster itself needs some work. And it'll never show up in 99.9% of games, but that seems to be intended. My highest turn count game is 145k turns, because I was a spriggan conjurer and had to kite everything; it was only 3 runes. In contrast a naga wizard game where I was going to mega zig managed to get 15 runes and complete 4 zigs in 135k turns. If you want the monster to be seen, consider a limit somewhere around 120-150k turns?
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Dis Charger

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Post Tuesday, 13th October 2015, 19:29

Re: New unique: Death

Did you choose Non-Living for Flavour reasons, or because unlike Demons, non-living can't be affected by needles? Anyways it's not actually that deadly. It's like a combo of a hell sentinel and an executioner with a scythe and no spells.

  Code:
Hell Sentinel (1) | Spd: 10 | HD: 19 | HP: 122-163 | AC/EV: 25/3 (spiny 5d4) | Dam: 40, 25 | demonic, doors, see invisible | Res: magic(immune), hellfire, fire+++, cold+++, elec+++, poison+++, rot, neg+++, torm | Vul: holy++ | XP: 2907 | Sp: hellfire (3d20) [!sil], iron shot (3d33) [!sil] | Sz: Large | Int: human.


  Code:
Executioner (1) | Spd: 20 | HD: 12 | HP: 54-80 | AC/EV: 10/15 | Dam: 30, 10, 10 | demonic, doors, fighter, evil, see invisible | Res: magic(140), fire, cold, elec, poison, rot, neg+++, torm  | Vul: holy++ | XP: 2306 | Sp: pain (d14) [!sil], haste [!sil] | Sz: Large | Int: human.


It would join Roxanne on the short list of Uniques that are non-living and the Royal Jelly and Dissolution as the only ones with rAcid (if you really meant everything).
I'm beginning to feel like a Cat God! Felid streaks: {FeVM^Sif Muna, FeWn^Dithmenos, FeAr^Pakellas}, {FeEE^Ashenzari, FeEn^Gozag, FeNe^Sif Muna, FeAE^Vehumet...(ongoing)}

Spider Stomper

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Post Tuesday, 13th October 2015, 19:31

Re: New unique: Death

I'unno, I think it needs 25 more hands and a scythe in each one for maximum lethality
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Tomb Titivator

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Post Tuesday, 13th October 2015, 20:37

Re: New unique: Death

Why isn't the scythe +27 too?
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Shoals Surfer

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Post Wednesday, 14th October 2015, 00:40

Re: New unique: Death

I was thinking about a unique in the same vein as this, except as a headless horseman. Only its head spawns at first, and it screams (like a flying skull, but maybe with unique speech) and vanishes when you find it. If you don't leave the current level within X turns, it returns with its body. Head is a beefed-up curse skull with all that entails (torment, summons), body is a fast, hard-hitting melee monster that also has a head toss ability to block you in corridors. Mid-D, S-branches and maybe even late Lair (places that players will not be prepared for it and may want to either leave the level or burn consumables to handle it).

Could even be in a portal of sorts, since you can always return to previous dungeon levels once you're tough enough to handle a curse skull taped to a hasted vampire knight, but portal loot is gone forever once you leave so you have a real incentive to do everything as fast as possible (or just be tough enough to take the horseman out when he spawns). That would have some overlap with the lava flow volcanoes though.

Sar

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Ziggurat Zagger

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Post Wednesday, 14th October 2015, 04:13

Re: New unique: Death

my first thought was "I'd hate having to spend 300k only to have a chance to fight this thing"

then again my average turncount is pretty close to 300k
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Dis Charger

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Post Wednesday, 14th October 2015, 04:28

Re: New unique: Death

Sar wrote:my first thought was "I'd hate having to spend 300k only to have a chance to fight this thing"

then again my average turncount is pretty close to 300k


  Code:
[12:27.03] <Bcadren> !lg . won s=turn,char^god,urune
[12:27.03] <Sequell> 8 games for Bcadren (won): 122124 (DEMo^Dith (9)), 124561 (CeMo^Makh (15)), 97902 (TrMo^Sif (15)), 145963 (FeMo^Kiku (14)), 119253 (MuMo^Gozag (3)), 127018 (KoMo^Chei (15)), 136549 (FoMo^Ash (15)), 191006
(SpMo^Zin (15))


What do you do to take that long? Seriously? [I don't speedrun, so]
I'm beginning to feel like a Cat God! Felid streaks: {FeVM^Sif Muna, FeWn^Dithmenos, FeAr^Pakellas}, {FeEE^Ashenzari, FeEn^Gozag, FeNe^Sif Muna, FeAE^Vehumet...(ongoing)}

Sar

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Ziggurat Zagger

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Post Wednesday, 14th October 2015, 05:38

Re: New unique: Death

It's a joke, my turncounts are bad but they are not close to 300k.

Swamp Slogger

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Post Wednesday, 14th October 2015, 07:25

Re: New unique: Death

Yep this is a semi-serious rough draft, that's why its in CYC :) everything doesn't have to be 27, maybe 170-200k turncount would be enough to guarantee it's appearance. I'd prefer to have some band on the turncount for surprise element. It should be something you normally don't see, unless you are really wasting turns. Scythe is not plus 27, I wanted to keep it as novelty item, not as something player would really want to use.

Abyss Ambulator

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Post Wednesday, 14th October 2015, 08:32

Re: New unique: Death

Why call it death? Why not 'The 27-nator' or just '27'. Also make ALL of its stats 27, including things like rPois, rF, and MR. Fuck the coders.
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Crypt Cleanser

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Post Friday, 16th October 2015, 09:09

Re: New unique: Death

Why does it have to be unique? Just pop 27 of 'em.

For this message the author varsovie has received thanks:
Sar
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Pandemonium Purger

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Post Friday, 16th October 2015, 16:42

Re: New unique: Death

If speed 10 normal player speed speed 27 is fine. even if it triple moves on you it can only deal 81 damage if it hits all three times and rolls max all three times. Most characters by that point have haste so it will only be double/single moving on most characters. hitting for 27 twice is nothing compared to something like an etin.

closing vs the reach may be a little harder for chei characters but with 27 fighting and UC you could easily one-shot this thing in melee and a chei character by that point should have cBlink.
http://crawl.akrasiac.org/scoring/playe ... speon.html. I started playing in 0.16.1
I achieved greatplayer in less than a year.
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Vestibule Violator

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Post Friday, 16th October 2015, 16:43

Re: New unique: Death

Chei characters will spam temporal distortion till it's adjacent to them.
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Temple Termagant

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Post Friday, 16th October 2015, 17:53

Re: New unique: Death

My chei characters would spam slouch with that massive speed difference.

Ziggurat Zagger

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Post Monday, 19th October 2015, 19:01

Re: New unique: Death

WingedEspeon wrote:If speed 10 normal player speed speed 27 is fine. even if it triple moves on you it can only deal 81 damage if it hits all three times and rolls max all three times.

As far as I know, you can't have a monster attack with just "27 cold", the cold attack has to be attached to a physical attack, like how ice beasts do 5 physical + 5-14 cold, or azure jellies are 12 physical + 15-44 cold. And if the physical attack is fully negated by armor, then you don't take the cold damage at all either. Regardless, let's assume it just had 3 plain physical attacks per turn for 27 each for simplicity.

That's 81 damage per monster action, and at 27 speed, it will generally triple act, for 243 potential damage. Now anyone with > 10 ac isn't going to see nearly the full damage because there's so many attacks, but the point is that this could in theory be one rounding people, and it's got reaching. That's why I felt the speed should be lowered somewhat, of course in practice (and again assuming physical damage) anyone with 25+ ac would likely be able to take a lot of hits without suffering too much damage. 35+ ac and death would be somewhat harmless, unless you have extremely bad rolls repeatedly.

Swamp Slogger

Posts: 176

Joined: Wednesday, 11th September 2013, 04:59

Post Tuesday, 20th October 2015, 05:35

Re: New unique: Death

Yep surely it would need stat adjustments if it was to be implemented, not everything has to be 27.
I edited for it to have just one attack, with speed and reaching it's still quite a lot (27 attack + 27 base damage weapon).

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