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Vault minmay_guarded_unrand_sceptre_of_torment depth

PostPosted: Thursday, 13th October 2016, 18:34
by Midn8
I feel that this vault is a little bit too difficult to spawn in depths without runed doors. Many extended characters would have trouble taking care of 3 greater mummies at once, let alone ones in depths 3.

A morgue with evidence of it spawning in depths 3: http://crawl.akrasiac.org/rawdata/99app ... 182137.txt

Just search depths: 3 to find the vaults section.

Re: Vault minmay_guarded_unrand_sceptre_of_torment depth

PostPosted: Thursday, 13th October 2016, 20:16
by Brannock
Unless I've overlooked something, this vault has a total of one recorded kill online:

<+Brannock> !lg * map=minmay_guarded_unrand_sceptre_of_torment
<Sequell> 1. rosier the Phalangite (L25 MfSk of Okawaru), slain by an emperor scorpion (summoned by a greater mummy) on Depths:3 (minmay_guarded_unrand_sceptre_of_torment) on 2016-07-05 17:47:56, with 520250 points after 48077 turns and 4:24:29.

Re: Vault minmay_guarded_unrand_sceptre_of_torment depth

PostPosted: Thursday, 13th October 2016, 20:25
by Brannock
After some more digging, I find that there are fourteen kills for Depths greater mummies. Most of them are attributable to ragdoll_tomb_raider and lemuel_MiniTomb. Possibly worth taking a look at, but at a glance the danger level doesn't seem disproportionate from other Depths vaults.

Re: Vault minmay_guarded_unrand_sceptre_of_torment depth

PostPosted: Friday, 14th October 2016, 00:21
by Shard1697
when you see them you can just walk away, though

I don't see how speed 10 monster without ranged attack is very dangerous in depths unless you really overestimate what you can handle, you should be taking greater mummies slowly always by the nature of their design(torment+summon spam, aka "please lure me to stairs")

Re: Vault minmay_guarded_unrand_sceptre_of_torment depth

PostPosted: Tuesday, 18th October 2016, 03:14
by Midn8
Except that greater mummies have a total of 3 ranged attacks (smiting, torment, summons) and a death curse. And the specific design of the vault brings 2 into view at once with a corner, and another which will soon be attracted, which seems very hard to deal with if you haven't seen the vault before. The part where it is hard to deal with if you haven't seen the vault before is the main part I am against, as it promotes spoilers.

And I am not saying to remove the vault entirely. Just put it in either Crypt or Zot instead of Depths.

Re: Vault minmay_guarded_unrand_sceptre_of_torment depth

PostPosted: Tuesday, 18th October 2016, 05:50
by duvessa
Midn8 wrote:And the specific design of the vault brings 2 into view at once with a corner
it doesn't do that unless they've managed to move from their original positions in a very specific way (which isn't something a vault can prevent)
  Code:
NAME:    minmay_guarded_unrand_sceptre_of_torment
ORIENT:  float
DEPTH:   Depths, Crypt
MONS:    mummy priest, greater mummy
: if you.unrands("sceptre_of_torment") then
KITEM:   d = any weapon good_item randart no_pickup
: else
KITEM:   d = sceptre_of_torment no_pickup
: end
KMONS:   d = greater mummy
MAP
ccccccccccc@ccccccccccc
 cc2.....cc..c.....1cc
  cc..cc..cc...cc..cc
   cc..cc..cc1cc..cc
    cc..cc..ccc..cc
     cc..cc..c..cc
      cc..cc...cc
       cc..cc2cc
        cc..ccc
         ccdcc
          ccc
ENDMAP
they almost always come into view one at a time
like yeah mummies are terrible monsters but lol if you think they are actually dangerous in depths

and who does crypt after depths?