• Yet Another Stupid Death...

    From Harriet Bazley@21:1/5 to All on Sat Aug 7 16:50:17 2021
    XPost: rec.games.roguelike.angband

    [Last Messages]

    The Floating eye gazes at you.
    *** LOW HITPOINT WARNING! ***
    The Floating eye gazes at you.
    *** LOW HITPOINT WARNING! ***
    The Floating eye gazes at you.
    *** LOW HITPOINT WARNING! ***
    The Floating eye gazes at you.
    *** LOW HITPOINT WARNING! ***
    You resist the effects!
    The Giant white centipede bites you.
    *** LOW HITPOINT WARNING! ***
    The Giant white centipede stings you.
    *** LOW HITPOINT WARNING! ***
    The Floating eye gazes at you.
    You die.


    Nostalgia rules supreme!

    --
    Harriet Bazley == Loyaulte me lie ==

    I'm all for computer dating.... But I wouldn't want one to marry my sister.

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  • From Sebastian Barthel@21:1/5 to All on Mon Aug 16 19:18:39 2021
    XPost: rec.games.roguelike.angband

    Am Sat, 07 Aug 2021 16:50:17 +0100 schrieb Harriet Bazley:

    [Last Messages]

    The Floating eye gazes at you.
    *** LOW HITPOINT WARNING! ***
    The Floating eye gazes at you.
    *** LOW HITPOINT WARNING! ***
    The Floating eye gazes at you.
    *** LOW HITPOINT WARNING! ***
    The Floating eye gazes at you.
    *** LOW HITPOINT WARNING! ***
    You resist the effects!
    The Giant white centipede bites you. *** LOW HITPOINT WARNING! ***
    The Giant white centipede stings you.
    *** LOW HITPOINT WARNING! ***
    The Floating eye gazes at you.
    You die.


    Nostalgia rules supreme!


    Nobody needs to be killed by an Floating Eye !


    Lastely I tried to eat (and ate) a Mushroom of Terror ... that's an real problem. Never try to do this !


    It seems essential not to do things, wich are unknown in their effect or
    to run into such a combined trap like the Floating Eye and the Giant
    white Centipede are.

    A good idea ist to enter a room and in the next step to leave it again
    before then other things can happen. I died by unexpected "things" in
    long corridors too, spacially if one runs through them to speed up the
    overall gameplay - wich then led to an unexpected end.

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  • From Harriet Bazley@21:1/5 to Sebastian Barthel on Wed Aug 18 00:44:13 2021
    XPost: rec.games.roguelike.angband

    On 16 Aug 2021 as I do recall,
    Sebastian Barthel wrote:


    Nobody needs to be killed by an Floating Eye !


    Lastely I tried to eat (and ate) a Mushroom of Terror ... that's an real problem. Never try to do this !

    Yes, but it gives you a speed bonus. :-D

    It seems essential not to do things, wich are unknown in their effect or
    to run into such a combined trap like the Floating Eye and the Giant
    white Centipede are.

    A good idea ist to enter a room and in the next step to leave it again
    before then other things can happen. I died by unexpected "things" in
    long corridors too, spacially if one runs through them to speed up the overall gameplay - wich then led to an unexpected end.

    Yes, the classic way to die in Angband is by holding down a movement
    key....

    For my next character I tried a Kobold warrior (born with poison
    resistance) who was either extremely lucky or else extremely reckless,
    or both. But mainly her big advantage was finding *three* Scrolls of Acquirement when he was only about nine levels down in the dungeon, and
    getting the Cloak of Thingol and Flail 'Totila' as a result, neither of
    which I've ever seen with even my most powerful characters.

    With fire brand, plus to speed and resist confusion, she was completely overpowered for most of the next twenty or so levels. She also got
    extremely lucky with Potions of Brawn, which raise your strength but
    decrease another random stat - in my case, generally either wisdom or
    charisma, neither of which mattered that much. I now have a warrior
    with Strength 18/100, Wisdom 8 and Charisma 10, who was at one point
    doing three attacks per round and killing most monsters with a single
    blow without waking up other creatures standing next to them; fighting a
    pack of wolves was as simple as walking into the middle of the pack and
    picking them off three at a time.

    I've now got down to dungeon level 36, which is deeper than I've ever
    gone before, and achieved character level 30, which is higher than I've
    ever gone before, and am starting to have trouble from monster breaths
    damaging my equipment. I had to use a scroll of Teleport Level to
    escape from an Ancient Black Dragon and a pack of Nexus Hounds...

    Warriors now seem to get automatic ID on weapons, and I haven't found
    any cursed items in the dungeon at all; not a single one. I don't know
    if they have been completely removed from the game (presumably not, as
    scrolls of Remove Curse still exist - but those may be intended for
    cursed artifacts), but the result is that you can just pick everything
    up, try it on, and have an ID almost instantly. As I explore I have
    also been finding more than enough potions of cure wounds, food items,
    and staves and scrolls of Identify, so there are basically no supply
    management problems at all. I believe this was a deliberate change in
    order to get rid of the 'boring bits' of the game, but compared to the
    gameplay I remember, in which the early part of the game consisted
    largely of trying to find and sell enough stuff to refill your supplies,
    and you had to cope with the possibility that the shopkeepers might not
    have the items you needed in stock, it makes for a completely different experience.

    I love the new 'mixed blessing' items - a ring that gives you plus to
    attacks and immunity to fear, but also minus to armour and stealth, for
    example (basically, a permanent Berserk Strength item). Or the Ring of Escaping, which gives you a speed boost at the cost of spell-casting and
    attack penalties; put it on in order to run away very fast! Or the
    Mushroom of Emergency, which heals you by 200 hit points but gives you hallucinations, and is found at low levels - I'm still carrying a stack
    of three of those, just in case.

    One thing that is annoying is the way that staffs and wands stack as
    ypou pick them up, which means that in practice you end up carrying more
    and more of them with a smaller number of charges left in each, and it
    starts to become a weight problem. I never use up all the charges in a
    Staff of Identify before picking up the next one, which means in effect
    that a staff which had 16 charges when it was lying on the dungeon floor
    goes down instantly to about six charges as they all average out between
    the stack of eight or so part-used staffs that I'm already carrying....
    Charge stacking is a good thing in principle, and it certainly saves on inventory space. But it does mean you can't drain all the charges in an
    item and then drop it.

    --
    Harriet Bazley == Loyaulte me lie ==

    Power tends to corrupt and absolute power corrupts absolutely

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  • From Eddie Grove@21:1/5 to Harriet Bazley on Wed Aug 18 14:43:54 2021
    XPost: rec.games.roguelike.angband

    Harriet Bazley <harriet@bazleyfamily.co.uk> writes:

    One thing that is annoying is the way that staffs and wands stack as
    ypou pick them up, which means that in practice you end up carrying more
    and more of them with a smaller number of charges left in each, and it
    starts to become a weight problem.

    You can force things not to stack by giving them different inscriptions.
    I no longer remember if there is a way to pick up an uninscribed object
    without it merging with an inscribed object, but even then you could
    drop all your id staves, pick up the new one and inscribe it, and then
    pick them back up.

    E.g. inscribe staves originally "unused" and let them stack, except for
    one you inscribe "used" and use up that one first. It's a real pain, but
    it is doable.

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  • From Harriet Bazley@21:1/5 to Eddie Grove on Thu Aug 19 00:34:50 2021
    XPost: rec.games.roguelike.angband

    On 18 Aug 2021 as I do recall,
    Eddie Grove wrote:

    Harriet Bazley <harriet@bazleyfamily.co.uk> writes:

    One thing that is annoying is the way that staffs and wands stack as
    ypou pick them up, which means that in practice you end up carrying more and more of them with a smaller number of charges left in each, and it starts to become a weight problem.

    You can force things not to stack by giving them different inscriptions.
    I no longer remember if there is a way to pick up an uninscribed object without it merging with an inscribed object, but even then you could
    drop all your id staves, pick up the new one and inscribe it, and then
    pick them back up.

    E.g. inscribe staves originally "unused" and let them stack, except for
    one you inscribe "used" and use up that one first. It's a real pain, but
    it is doable.

    Interesting idea - I did try inscribing the staves with "!g" and
    dropping one for use on the floor in the hopes that I would get a prompt instead of auto-pickup of stackable objects, but that didn't work,
    presumably because they were all inscribed the same and auto-pickup
    wasn't the same as an explicit 'get' command!


    --
    Harriet Bazley == Loyaulte me lie ==

    Let a fool hold his tongue and he will pass for a sage.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Toronto Backlawn@21:1/5 to Harriet Bazley on Sat Aug 21 16:11:50 2021
    XPost: rec.games.roguelike.angband

    On Wed, 18 Aug 2021 00:44:13 +0100, Harriet Bazley wrote:

    On 16 Aug 2021 as I do recall,
    Sebastian Barthel wrote:


    Nobody needs to be killed by an Floating Eye !


    Lastely I tried to eat (and ate) a Mushroom of Terror ... that's an
    real problem. Never try to do this !

    Yes, but it gives you a speed bonus. :-D

    It seems essential not to do things, wich are unknown in their effect
    or to run into such a combined trap like the Floating Eye and the Giant
    white Centipede are.

    A good idea ist to enter a room and in the next step to leave it again
    before then other things can happen. I died by unexpected "things" in
    long corridors too, spacially if one runs through them to speed up the
    overall gameplay - wich then led to an unexpected end.

    Yes, the classic way to die in Angband is by holding down a movement
    key....

    For my next character I tried a Kobold warrior (born with poison
    resistance) who was either extremely lucky or else extremely reckless,
    or both. But mainly her big advantage was finding *three* Scrolls of Acquirement when he was only about nine levels down in the dungeon, and getting the Cloak of Thingol and Flail 'Totila' as a result, neither of
    which I've ever seen with even my most powerful characters.

    With fire brand, plus to speed and resist confusion, she was completely overpowered for most of the next twenty or so levels. She also got
    extremely lucky with Potions of Brawn, which raise your strength but
    decrease another random stat - in my case, generally either wisdom or charisma, neither of which mattered that much. I now have a warrior
    with Strength 18/100, Wisdom 8 and Charisma 10, who was at one point
    doing three attacks per round and killing most monsters with a single
    blow without waking up other creatures standing next to them; fighting a
    pack of wolves was as simple as walking into the middle of the pack and picking them off three at a time.

    I've now got down to dungeon level 36, which is deeper than I've ever
    gone before, and achieved character level 30, which is higher than I've
    ever gone before, and am starting to have trouble from monster breaths damaging my equipment. I had to use a scroll of Teleport Level to
    escape from an Ancient Black Dragon and a pack of Nexus Hounds...

    Warriors now seem to get automatic ID on weapons, and I haven't found
    any cursed items in the dungeon at all; not a single one. I don't know
    if they have been completely removed from the game (presumably not, as scrolls of Remove Curse still exist - but those may be intended for
    cursed artifacts), but the result is that you can just pick everything
    up, try it on, and have an ID almost instantly. As I explore I have
    also been finding more than enough potions of cure wounds, food items,
    and staves and scrolls of Identify, so there are basically no supply management problems at all. I believe this was a deliberate change in
    order to get rid of the 'boring bits' of the game, but compared to the gameplay I remember, in which the early part of the game consisted
    largely of trying to find and sell enough stuff to refill your supplies,
    and you had to cope with the possibility that the shopkeepers might not
    have the items you needed in stock, it makes for a completely different experience.

    I love the new 'mixed blessing' items - a ring that gives you plus to
    attacks and immunity to fear, but also minus to armour and stealth, for example (basically, a permanent Berserk Strength item). Or the Ring of Escaping, which gives you a speed boost at the cost of spell-casting and attack penalties; put it on in order to run away very fast! Or the
    Mushroom of Emergency, which heals you by 200 hit points but gives you hallucinations, and is found at low levels - I'm still carrying a stack
    of three of those, just in case.

    One thing that is annoying is the way that staffs and wands stack as
    ypou pick them up, which means that in practice you end up carrying more
    and more of them with a smaller number of charges left in each, and it
    starts to become a weight problem. I never use up all the charges in a
    Staff of Identify before picking up the next one, which means in effect
    that a staff which had 16 charges when it was lying on the dungeon floor
    goes down instantly to about six charges as they all average out between
    the stack of eight or so part-used staffs that I'm already carrying.... Charge stacking is a good thing in principle, and it certainly saves on inventory space. But it does mean you can't drain all the charges in an
    item and then drop it.

    Re: depths.

    I'm sure you already do, but jusdt in case ~ when in the character stats
    screen (shift-c), hit the space bar to see a grid/graph representation of
    your character. Gotta fill that stuff in! I'm sure, at your depth, you
    already have, but in that depth range (1000' to 2000' / level 20 to 40),
    make sure you get your "low" resists covered (Cold, Fire, Lightning,
    Acid). And, be sure to get See Invisible ability and Free Action (immune
    to paralysis) going on.

    Staff/wand stacking + averaging out charges can be a slight annoyance, but
    its purpose is to minimize invetory slot usage. Otherwise, you might end
    up with a bunch of slots with differently-charged staves/wands going on -
    and of course invetory space is at a premium! Bit of a tradeoff there. You
    can sell/drop a staff/wand in the shop 6, and it should re-appear, re-
    charged so you can buy it. Encumberance can be an issue when one is with
    an early character without much strength - that is, carrying 5 staves of
    X, with 6 charges left. But, as your STR increases, that becomes less of
    an issue.

    The automatic partial-ID you've encountered is "Pseudo-ID", that lets characters learn a bit about their equipment over time. Oh, just realized
    you mentioned "Charisma" - that would indicate that you are perhaps
    playing an older build of the game (later, Charisma as a stat was removed
    as part of a broader clean-up of the game).

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Harriet Bazley@21:1/5 to Toronto Backlawn on Sun Aug 22 17:56:42 2021
    XPost: rec.games.roguelike.angband

    On 21 Aug 2021 as I do recall,
    Toronto Backlawn wrote:

    On Wed, 18 Aug 2021 00:44:13 +0100, Harriet Bazley wrote:

    [snip]


    I've now got down to dungeon level 36, which is deeper than I've ever
    gone before, and achieved character level 30, which is higher than I've ever gone before, and am starting to have trouble from monster breaths damaging my equipment. I had to use a scroll of Teleport Level to
    escape from an Ancient Black Dragon and a pack of Nexus Hounds...

    I got to clevel 33... four times, thanks to Dreads. :-D

    Eventually killed by Gorlim, Betrayer of Barahir at 2100 feet - I
    deserved it, because I'd had a lot of hair's-breadth escapes already.

    [Last Messages]

    Gorlim, Betrayer of Barahir tries to cast a spell, but fails.
    You miss Gorlim, Betrayer of Barahir.
    You burn Gorlim, Betrayer of Barahir.
    Gorlim, Betrayer of Barahir hits you.
    Gorlim, Betrayer of Barahir misses you.
    Gorlim, Betrayer of Barahir hits you.
    Your Heavy Crossbow of Power (b) was disenchanted!
    You burn Gorlim, Betrayer of Barahir.
    Gorlim, Betrayer of Barahir fires a jet of water.
    You resist the effect!
    You have been stunned.
    You burn Gorlim, Betrayer of Barahir.
    You miss Gorlim, Betrayer of Barahir.
    Gorlim, Betrayer of Barahir casts a bolt of raw magic.
    You die.


    I don't know what "a bolt of raw magic" is, as I don't remember getting
    hit by one previously - just a magic missile?

    He was very nearly dead, and I hung on for one last blow instead of
    escaping or using up one of my potions of *Healing*.


    I'm sure you already do, but jusdt in case ~ when in the character stats screen (shift-c), hit the space bar to see a grid/graph representation of your character. Gotta fill that stuff in! I'm sure, at your depth, you already have, but in that depth range (1000' to 2000' / level 20 to 40),
    make sure you get your "low" resists covered (Cold, Fire, Lightning,
    Acid). And, be sure to get See Invisible ability and Free Action (immune
    to paralysis) going on.


    rAcid:.......++.... Nexus:.............
    rElec:........+.... Nethr:.............
    rFire:+.....+++.... Chaos:.............
    rCold:.......++.... Disen:.............
    rPois:............+ Feath:.............
    rLite:............. pFear:............+
    rDark:............. pBlnd:.........+...
    Sound:............. pConf:+............
    Shard:............. pStun:.............

    Light:............. Tunn.:.............
    Regen:............. Speed:+..+.......+.
    ESP:............. Blows:.............
    Invis:.........+... Shots:.............
    FrAct:.......+..... Might:.............
    HLife:............. S.Dig:.............
    Stea.:+............ ImpHP:.............
    Sear.:....+....+... Fear:.............
    Infra:............+ Aggrv:.............


    Staff/wand stacking + averaging out charges can be a slight annoyance, but its purpose is to minimize invetory slot usage. Otherwise, you might end
    up with a bunch of slots with differently-charged staves/wands going on -
    and of course invetory space is at a premium! Bit of a tradeoff there.

    Yes, it was a nuisance back in the days when they didn't stack, as well.
    You can't win.

    You can sell/drop a staff/wand in the shop 6, and it should re-appear,
    re- charged so you can buy it. Encumberance can be an issue when one
    is with an early character without much strength - that is, carrying 5
    staves of X, with 6 charges left. But, as your STR increases, that
    becomes less of an issue.

    Playing a Kobold, I found it an issue even with strength 18/100. I'm
    not sure if you get a racial penalty, or if a weak character's strength
    18 is the same as a strong one.


    The automatic partial-ID you've encountered is "Pseudo-ID", that lets characters learn a bit about their equipment over time. Oh, just realized
    you mentioned "Charisma" - that would indicate that you are perhaps
    playing an older build of the game (later, Charisma as a stat was removed
    as part of a broader clean-up of the game).

    This is an SDL-based port of Angband 3.3.2 - the original Acorn versions
    made it up to 3.0.9 with full integration into the RISC OS desktop, but unfortunately they don't work on the latest version of the hardware/OS,
    so Chris Gransden did a quick and dirty compilation that runs inside a
    sort of terminal display. I did manage to trace a reasonably up-to-date
    copy of Antony Sidwell's generic Angband Porting Kit with the old window templates, savebox protocol, iconbar support, etc., but you'd need to be
    a competent C programmer with an existing compiler set-up in order to
    get it working.

    What I was originally hoping to do was to get the old variants that I
    used to enjoy playing recompiled so that they would work on the current generation of processors - they crash with mysterious and probably
    misleading errors about errors in the raw text files (see message ID <5dbc635859.harriet@bazleyfamily.co.uk>). For example, the actual 'terrain.txt' file to which version 3.0.9 is objecting appears to be
    byte for byte identical to the one which works quite happily in version
    3.0.0. :-(

    The weird thing is that the *really* old variants compiled for 26-bit processors with Musus Umbra's earlier front-end can be made to run using
    26-bit emulation, but the supposedly 32-bit safe ones can't, which I
    would guess is some problem in something like half-word data addressing
    or something like that, and not anything to do with the actual
    instruction set, which would be why Aemulor doesn't help. Theoretically,
    where the source is still available (and for most of the variants it
    looks as if it is, thanks to the archiving habits of the Angband
    community!) it ought to be possible to fix the bug affecting these
    particular applications simply by recompiling for the newer
    architecture.

    But as far as I know, later versions of Vanilla dropped support for
    compiling for RISC OS altogether: the release notes for version 3.2.0
    include the statement "Remove RISC OS port".


    --
    Harriet Bazley == Loyaulte me lie ==

    Sir Francis Drake circumcised the world with a 100-foot clipper.

    --- SoupGate-Win32 v1.05
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