Tartarus Sorceror
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Re: Proposal: Ru, god of balance and sacrifice
"the walls crumble under the pressure of your aura"
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Tartarus Sorceror
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Slime Squisher
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Hirsch I wrote:you know what would be a cool penalty to Cataclysm? you destroy every wall in los. blam, you pretty much killed everything, but also lost every chokehole you had and drained your skills.
"the walls crumble under the pressure of your aura"
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duvessa wrote:Christ, you can't remove anything without tavern complaining about it.
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duvessa wrote:Christ, you can't remove anything without tavern complaining about it.
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Tartarus Sorceror
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Lasty wrote:Cataclysm may get some light wall destruction just so that Ru worshippers who sacrifice Earth Magic, Evocations, and Translocations still have a way to get at the Slimy rune. I don't want it to have heavy wall destruction, since that would be a lot like Shatter.
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Sandman25 wrote:Mutations which change AC and EV clearly display the amount in their description so there should be nothing wrong in displaying "-3 AC" IMHO
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nago wrote:Oh, I didn't think about A screen. It's totally questionable, but I don't think it really fits in that screen - sacrifices don't "sound" like mutation, but rather an "inability" given by the God (like chei's slow movement) which thematically is more suited on the ^ screen. But that is a minor question, the important thing it's they're displayed somewhere
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Lasty wrote: I'm going to put some effort into making sure that monsters -always- notice you under Sac Stealth, and also make it relatively hard to shake them.
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Lasty wrote:edit: I'm going to put some effort into making sure that monsters -always- notice you under Sac Stealth, and also make it relatively hard to shake them.
ASSERT(mon->foe != MHITNOT);
if (mon->foe_memory > 0)
{
// If we've arrived at our target x,y
// do a stealth check. If the foe
// fails, monster will then start
// tracking foe's CURRENT position,
// but only for a few moves (smell and
// intuition only go so far).
if (mon->pos() == mon->target
&& (!isFriendly || !crawl_state.game_is_zotdef()))
{ // hostiles only in Zotdef
if (mon->foe == MHITYOU)
{
// infallible tracking in zotdef
if (crawl_state.game_is_zotdef())
mon->target = PLAYER_POS;
else
{
if (x_chance_in_y(50, you.stealth())
|| you.penance[GOD_ASHENZARI] && coinflip()
|| mons_class_flag(mon->type, M_VIGILANT)
&& !one_chance_in(3))
{
mon->target = you.pos();
}
else
mon->foe_memory = 0;
}
}
else
{
if (coinflip()) // XXX: cheesy!
mon->target = menv[mon->foe].pos();
else
mon->foe_memory = 0;
}
}
}
// Move monsters around to fake them walking around while player was
// off-level. Also let them go back to sleep eventually.
static void _catchup_monster_moves(monster* mon, int turns)
{
...
// After x turns, half of the monsters will have forgotten about the
// player, and a quarter has gone to sleep. A given monster has a
// 95% chance of forgetting the player after 4*x turns, and going to
// sleep after 10*x turns.
int x = 0; // Quiet unitialized variable compiler warning.
switch (mons_intel(mon))
{
case I_HIGH:
x = 1000;
break;
case I_NORMAL:
x = 500;
break;
case I_ANIMAL:
case I_REPTILE:
case I_INSECT:
x = 250;
break;
case I_PLANT:
x = 125;
break;
}
...
// Creatures not currently pursuing another foe are
// alerted by a sentinel's mark
if (mon->foe == MHITNOT && you.duration[DUR_SENTINEL_MARK]
&& (!isFriendly && !mons_is_avatar(mon->type) && !isNeutral
&& !isPacified
|| mon->has_ench(ENCH_INSANE)))
{
new_foe = MHITYOU;
new_beh = BEH_SEEK;
break;
}
// During their wanderings, monsters will eventually relax
// their guard (stupid ones will do so faster, smart
// monsters have longer memories). Pacified monsters will
// also eventually switch the place from which they want to
// leave the level, in case their current choice is blocked.
if (!proxFoe && !mons_is_avatar(mon->type) && mon->foe != MHITNOT
&& one_chance_in(isSmart ? 60 : 20)
&& !mons_foe_is_marked(mon)
|| isPacified && one_chance_in(isSmart ? 40 : 120))
{
new_foe = MHITNOT;
if (mon->is_travelling() && mon->travel_target != MTRAV_PATROL
|| isPacified)
{
#ifdef DEBUG_PATHFIND
mpr("It's been too long! Stop travelling.");
#endif
mon->travel_path.clear();
mon->travel_target = MTRAV_NONE;
if (isPacified && e_index != -1)
e[e_index].unreachable = true;
}
}
break;
int mons_tracking_range(const monster* mon)
{
int range = 0;
switch (mons_intel(mon))
{
case I_PLANT:
range = 2;
break;
case I_INSECT:
case I_REPTILE:
range = 4;
break;
case I_ANIMAL:
range = 5;
break;
case I_NORMAL:
range = LOS_RADIUS;
break;
default:
// Highly intelligent monsters can find their way
// anywhere. (range == 0 means no restriction.)
break;
}
if (range)
{
if (mon->can_cling_to_walls())
range += 4;
else if (mons_is_native_in_branch(mon))
range += 3;
else if (mons_class_flag(mon->type, M_BLOOD_SCENT))
range++;
}
if (player_under_penance(GOD_ASHENZARI))
range *= 5;
if (mons_foe_is_marked(mon) || mon->has_ench(ENCH_HAUNTING))
range *= 5;
return range;
}
Cocytus Succeeder
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Lair Larrikin
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- it come to my mind that sacrifice artifice would block also wand digging. That would broke the access of some areas - notably slimes' vault (very easy if you're out of tele scroll or you lack charms/ctele) - but also some vaults. I don't know if it is an intended behaviour, but I don't like the idea to be forcibly put out areas of the game, maybe could be worthwhile to find a workaround this problem.
- sacrificing a skill could means nothing or a big loss of exp (e.g. I sacrifice dodging while I've already 15 point in it). Does Ru consider that? I think those sacrifice should be also more valuable the more experience already spent you're going to forfeit.
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lrvs wrote:This was one of the reasons why wall destruction was added to Cataclysm.
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Barkeep
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Location: USA
Lasty wrote:lrvs wrote:This was one of the reasons why wall destruction was added to Cataclysm.
Actually, it hasn't yet. It's been discussed, and I think maybe it should be done, but I haven't done it yet. Adding it wouldn't solve another issue: if you sac Air or Charms and also sac Evo, you can't fly under any circumstances -- unless you can still use boots of flying. That means 1) a potential lock with Obsidian Axe and 2) potentially not being able to get through Cocytus unless you get lucky with teleports or there is a land bridge accessible with Power Leap. I'm not sure what, if anything, should be done about it.
Ziggurat Zagger
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Lasty wrote:Actually, it hasn't yet. It's been discussed, and I think maybe it should be done, but I haven't done it yet. Adding it wouldn't solve another issue: if you sac Air or Charms and also sac Evo, you can't fly under any circumstances ... I'm not sure what, if anything, should be done about it.
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Tartarus Sorceror
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Lasty wrote:Edit: I think we're going to not apply any solutions for now and just say "that's the consequence of making those sacrifices."
Tomb Titivator
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Ziggurat Zagger
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Sandman25 wrote:As Be I couldn't get into a huge vault in Zot because I had no source of flight (and ran out of potions of flights due to Shoals). It wasn't funny (at least to me).
Ziggurat Zagger
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Lasty wrote:Was this with Ru/Sac Evo? Was the vault mandatory to progress deeper into Zot? If it was mandatory, it might need to be reevaluated.
Ziggurat Zagger
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Crypt Cleanser
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Ziggurat Zagger
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crate wrote:imo the fix to the flying thing is to remove flying from crawl entirely!
Ziggurat Zagger
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Evocable flying provides an interesting choice when you face monsters with Airstrike and Shatter/LRD at the same time
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