PSA: New Tartarus enemy, the Doom Hound


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Post Friday, 4th December 2015, 05:57

PSA: New Tartarus enemy, the Doom Hound

https://github.com/crawl/crawl/commit/7 ... 123f2f4636

  Code:
Add Doom Hounds

New enemy for Tartarus. Use a smitey hex that causes more hounds
(avg ~4) to spawn nearby for the next 12-18 turns. An escalation
of the situation, vaguely like Sentinel's Mark.
Wins (Does not include my GrEE^Veh 15-runer...stupid experimental branch)

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Post Friday, 4th December 2015, 07:15

Re: PSA: New Tartarus enemy, the Doom Hound

Aw, Spirit Wolves are back!

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Post Friday, 4th December 2015, 08:35

Re: PSA: New Tartarus enemy, the Doom Hound

lol

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tabstorm

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Post Friday, 4th December 2015, 18:00

Re: PSA: New Tartarus enemy, the Doom Hound

Fuck I wrote the kinda same post but tapatalk didn't sent it!

Well at least it's hell so I suppose it's okay to put all the shittiest and annoying things there, a player already knows it's going to be painfully bad and boring
screw it I hate this character I'm gonna go melee Gastronok

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Post Friday, 4th December 2015, 18:38

Re: PSA: New Tartarus enemy, the Doom Hound

So the spawned hounds are themselves Doom Hounds that can spawn more Doom Hounds? Are these summons that time out, or does "spawn" suggest they are permanent? If the latter, I'm curious what the tests done before the commit showed it takes to fill a level with Doom Hounds. This would be exponential growth, so there's a tipping point to where it gets out of control--does the player really, really have to screw up for this to happen, or can RNG himself make it happen? Now it isn't fatal necessarily, just always make sure you can get to an upstairs in Tartarus and be prepared to have a 14 rune game if a level gets too many hounds, but I bet that would be unfun. And I freely admit I'm saying this having never dared even contemplate doing extended, so ignore me if I'm just shooting my mouth off.
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Post Friday, 4th December 2015, 18:50

Re: PSA: New Tartarus enemy, the Doom Hound

Yo dawg I heard you like summoned dogs so we summoned some dogs that summon some herds of dogs

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Post Friday, 4th December 2015, 18:51

Re: PSA: New Tartarus enemy, the Doom Hound

It's a status on the player so the growth is linear.

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Post Friday, 4th December 2015, 19:10

Re: PSA: New Tartarus enemy, the Doom Hound

Well alrighty then. Actually sounds kinda fun, can we get them in Depths please?
Won (52). Remaining (15): 5 species: Ba, Fe, Mu, Na, Op; 5 Backgrounds: AM, Wr, Su, AE, Ar; 5 gods: Jiyv, newNem, WJC, newSif, newFedh
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Barkeep

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Post Friday, 4th December 2015, 19:35

Re: PSA: New Tartarus enemy, the Doom Hound

They are metal as fuck; I had to burn a half dozen scrolls and most of my cancellation pots to get away from them in D:15. And, as far as I can tell, new ones never go away...

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Post Friday, 4th December 2015, 19:40

Re: PSA: New Tartarus enemy, the Doom Hound

archaeo wrote:They are metal as fuck; I had to burn a half dozen scrolls and most of my cancellation pots to get away from them in D:15. And, as far as I can tell, new ones never go away...

https://www.youtube.com/watch?v=psAssknvO10
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Abyss Ambulator

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Post Saturday, 5th December 2015, 01:17

Re: PSA: New Tartarus enemy, the Doom Hound

Why did spirit wolves get readded to the game except now maybe farm-able?
remove food
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Barkeep

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Post Saturday, 5th December 2015, 01:21

Re: PSA: New Tartarus enemy, the Doom Hound

To add to my previous point: I think maybe the code needs to be looked at, because for a Dis enemy, I sure had about twenty of these on my D:14. Is it possible that a shapeshifter in the form of a Doom Hound used Howl, and then the new spawns were just normal Doom Hounds?

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Post Saturday, 5th December 2015, 01:32

Re: PSA: New Tartarus enemy, the Doom Hound

tabstorm wrote:Why did spirit wolves get readded to the game except now maybe farm-able?
it's like that one person in your group of friends that nobody actually likes, but no matter how often you try to ditch him, change phone numbers, etc. he somehow always finds you again. spirit wolves, elemental wellsprings, item destruction, traps, etc. are that guy

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Post Saturday, 5th December 2015, 02:31

Re: PSA: New Tartarus enemy, the Doom Hound

To be fair, Crawl needs that guy to balance out the unreliable stoner friend that is Chei.

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Post Saturday, 5th December 2015, 06:54

Re: PSA: New Tartarus enemy, the Doom Hound

Farming potential has been addressed:
https://github.com/crawl/crawl/commit/2 ... beeca4aba0
  Code:
Don't give XP for howl-called doom hounds

Infinite XP Considered Abusable, Say Killhole Experts

Also:
https://github.com/crawl/crawl/commit/2 ... d6f0138078
  Code:
Shift doom hound HD (not HP) up

To reduce unfortunate poly accidents. (If that remains a problem,
they can become demons.)
Wins (Does not include my GrEE^Veh 15-runer...stupid experimental branch)

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Post Tuesday, 8th December 2015, 18:26

Re: PSA: New Tartarus enemy, the Doom Hound

nago wrote:Fuck I wrote the kinda same post but tapatalk didn't sent it!

Well at least it's hell so I suppose it's okay to put all the shittiest and annoying things there, a player already knows it's going to be painfully bad and boring

Except they will follow you everywhere and soon you fill the entire dungeon with them on the orb run...

Shoals Surfer

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Post Tuesday, 8th December 2015, 23:09

Re: PSA: New Tartarus enemy, the Doom Hound

Not annoying enough, call them Hounds of Tindalos and spawn them on Zot traps/Tloc miscasts/abyss.

Also discourage luring and killhole tactics by having a 1/270 chance for each turn spent with a corner ("sharp angle") in LoS to give you the howl status.

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