• [evilhack] Shambling horror

    From Janis Papanagnou@21:1/5 to All on Wed Apr 26 15:54:12 2023
    Dungeon level 17 had a "shambling horror" in a room separated by lava,
    so it's fine, since the monster is shown as being of danger-level "5"! Meanwhile (on the same level!) such a shambling horror approached to
    me; when he came adjacent he stole an experience level an grabbed me.
    In the Wiki I read that this monster varies "from game to game", it
    may be some "very weak" or some "incredibly powerful" monster. If I
    understand correctly, all shambling horrors are now of this sort.
    Curious how to get rid of a monster whose abilities are completely
    unknown to me. The two observed properties (grab attack, level drain,
    and the "difficulty level" 5) are already quite a serious threat!

    Janis

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  • From Janis Papanagnou@21:1/5 to Janis Papanagnou on Wed Apr 26 16:15:50 2023
    On 26.04.2023 15:54, Janis Papanagnou wrote:
    Dungeon level 17 had a "shambling horror" in a room separated by lava,
    so it's fine, since the monster is shown as being of danger-level "5"! Meanwhile (on the same level!) such a shambling horror approached to
    me; when he came adjacent he stole an experience level an grabbed me.
    In the Wiki I read that this monster varies "from game to game", it
    may be some "very weak" or some "incredibly powerful" monster. If I understand correctly, all shambling horrors are now of this sort.
    Curious how to get rid of a monster whose abilities are completely
    unknown to me. The two observed properties (grab attack, level drain,
    and the "difficulty level" 5) are already quite a serious threat!

    Okay... - I tried it with a wielded cockatrice corpse...

    "You begin bashing monsters with your cockatrice corpse."
    "You miss the shambling horror."
    "The shambling horror claws you! The shambling horror claws you!"
    "The shambling horror grabs you! The shambling horror beheads you!"

    That's it. Yet another instant death.

    ...all other questions I rose are moot now. - Goodbye, Evilhack.

    (If someone finds my bones, there's a lot fine artifacts there.
    But take care of the surroundings!)

    Janis

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  • From Kid Umby@21:1/5 to Janis Papanagnou on Wed Apr 26 07:24:10 2023
    On Wednesday, April 26, 2023 at 10:15:55 AM UTC-4, Janis Papanagnou wrote:
    On 26.04.2023 15:54, Janis Papanagnou wrote:
    Dungeon level 17 had a "shambling horror" in a room separated by lava,
    so it's fine, since the monster is shown as being of danger-level "5"! Meanwhile (on the same level!) such a shambling horror approached to
    me; when he came adjacent he stole an experience level an grabbed me.
    In the Wiki I read that this monster varies "from game to game", it
    may be some "very weak" or some "incredibly powerful" monster. If I understand correctly, all shambling horrors are now of this sort.
    Curious how to get rid of a monster whose abilities are completely
    unknown to me. The two observed properties (grab attack, level drain,
    and the "difficulty level" 5) are already quite a serious threat!
    Okay... - I tried it with a wielded cockatrice corpse...

    "You begin bashing monsters with your cockatrice corpse."
    "You miss the shambling horror."
    "The shambling horror claws you! The shambling horror claws you!"
    "The shambling horror grabs you! The shambling horror beheads you!"

    That's it. Yet another instant death.

    ...all other questions I rose are moot now. - Goodbye, Evilhack.

    (If someone finds my bones, there's a lot fine artifacts there.
    But take care of the surroundings!)

    Janis

    Far as the horrors, it's somewhat trial and error - a bit cheeks, granted, but you usually have a lot of attack options by the time you encounter one, and a polymorphed pet can also help provide opportunities to see what works and what doesn't. Once you
    kill one, you can use the in-game monster lookup to see what abilities that game's horror has and prepare accordingly for future ones.

    In general, EvilHack is a variant where you definitely have to adjust your own play habits going in - role-specific conducts and playstyles have significantly more impact compared to vanilla (e.g. good luck trying to wield "overpowered" weapons without
    the relevant weapon skills), and build diversity and alignment actually matter (and they matter A LOT). You don't have to be Hypothetical Optimal Man and there's still some room for error, but there's also A LOT LESS such room from about the midgame on,
    so tightening up play and effectively managing inventory still carries the day.

    The #evilhack IRC channel is full of well-seasoned players that can provide pointers if you like.

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  • From Janis Papanagnou@21:1/5 to Kid Umby on Wed Apr 26 17:42:58 2023
    On 26.04.2023 16:24, Kid Umby wrote:

    Far as the horrors, it's somewhat trial and error - a bit cheeks,
    granted, but you usually have a lot of attack options by the time you encounter one, and a polymorphed pet can also help provide
    opportunities to see what works and what doesn't.

    In new games - unless spoiled - there's typically a lot of trial and
    error. In Evilhack too, of course. All trial and error is of no use,
    though, if it's - as with shambling horrors (and per design) - not a
    constant across different games; if you cannot learn from one game
    how to behave (or what to try next) in another game. - What shall I
    have learned here that would have helped me in the next game? - The
    only obvious thing [for me] is to completely avoid these monsters,
    not even try to defeat them with super-artifacts or classical means
    (like cockatrice corpses), not even to get into line of sight, since
    there's ranged magical attacks in that variant that could be fatal
    even from distance. Because of the arbitrariness of the properties
    in conjunction with masses of possible fatal attacks I also don't
    see how I could choose an _effective_ "attack option" I have. Just
    before that encounter I had contact with an "invincible" player
    character - I posted about it. Neither my monk nor my powerful pet
    (a very fast greater pegasus with about AC:-12 and HP:365, or so)
    could even place a hit. Hard to believe that my powerful pegasus
    would have helped here with the shambling horror; I'd rather have
    expected that he'd got killed (and it seems I did the right thing to
    leave him back, given the beheading attack of the shambling beast).

    Once you kill one,
    you can use the in-game monster lookup to see what abilities that
    game's horror has and prepare accordingly for future ones.

    That's not helpful here. If you have been able to kill it you don't
    necessarily need any more information what stats it had (in _this_
    instance of the game). You were able to kill it, you had experienced
    some means that works. And in the next game you anyway start at zero information again; you don't know what beast it is that you meet.

    [...]

    The #evilhack IRC channel is full of well-seasoned players that can
    provide pointers if you like.

    Thanks, but I very rarely use chat channels for communication. And
    in this case, as already announced some weeks ago, I will switch to
    some other variant with a more reliable and deducible setup, better
    balanced (hopefully), and less new instances of instant, in practice unavoidable, deaths. (YMMV, of course.) - I was anyway surprised how
    long I traveled up and down before I got into the (from my previous observations on the game design already expected, as I posted) yet
    another instant death situation; excellent artifact weapon, excellent
    artifact armor, excellent pet - not a help for these instant death
    situations. But don't get me wrong; instant-deaths have a history in rogue-likes. Increasing the amount of such situations/possibilities
    is not exactly what I am considering as being fun. A player should
    have the option to perceive these situation (like: "the giant wields
    the Vorpal Blade", or "you are slowing down" - with a sensible time
    to be effective, e.g. like green slime in Vanilla), or at least be
    able to learn from it (as opposed to a arbitrary variable shambling
    horror). But that was just the last straw; a couple other things I
    considered also annoying (as posted earlier) that certainly aren't
    compensated by some (but only few) inventions that I actually liked.

    Happy hacking!

    Janis

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  • From Kid Umby@21:1/5 to Janis Papanagnou on Thu Apr 27 15:54:28 2023
    On Wednesday, April 26, 2023 at 11:43:02 AM UTC-4, Janis Papanagnou wrote:
    On 26.04.2023 16:24, Kid Umby wrote:

    Because of the arbitrariness of the properties
    in conjunction with masses of possible fatal attacks I also don't
    see how I could choose an _effective_ "attack option" I have. Just
    before that encounter I had contact with an "invincible" player
    character - I posted about it. Neither my monk nor my powerful pet
    (a very fast greater pegasus with about AC:-12 and HP:365, or so)
    could even place a hit. Hard to believe that my powerful pegasus
    would have helped here with the shambling horror; I'd rather have
    expected that he'd got killed (and it seems I did the right thing to
    leave him back, given the beheading attack of the shambling beast).

    I'd looked into that - you were playing as a monk trying to hit with an artifact long sword while having the skill still restricted. No amount of Luck-boosting is gonna salvage that.

    That's not helpful here. If you have been able to kill it you don't necessarily need any more information what stats it had (in _this_
    instance of the game). You were able to kill it, you had experienced
    some means that works.

    ...and by looking up its full information, you get an idea of *exactly* how it works so you go "Oh I can use X Y Z" know what means are available to you for future encounters in that game.

    Thanks, but I very rarely use chat channels for communication. And
    in this case, as already announced some weeks ago, I will switch to
    some other variant with a more reliable and deducible setup, better
    balanced (hopefully), and less new instances of instant, in practice unavoidable, deaths. (YMMV, of course.)

    The bones you've left have had incredibly heavy bags of holding, even after making sure they weren't cursed - there's a chance at least a handful of those deaths were more avoidable than first impressions give.

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  • From Loggers VIII@21:1/5 to All on Fri Apr 28 11:07:50 2023
    That's not helpful here. If you have been able to kill it you don't necessarily need any more information what stats it had (in _this_
    instance of the game). You were able to kill it, you had experienced
    some means that works. And in the next game you anyway start at zero information again; you don't know what beast it is that you meet.

    Janis, this is wrong. I often kill horrors from range and take unnecessarily cautious courses of action.
    Then, once I know the stats, I know what I can do to strategize. For example, if you killed your horror from range, you would know it had a beheading attack; then, if you ever got into a situation where you had to melee one, you would have the relevant
    information to defend yourself.

    I know you read the wiki, and saw that it could be incredibly dangerous; that, combined with the 5 on warning, should have been enough to encourage more passive, ranged play from you. This situation was no more "unavoidable" than dying to brain loss from
    a mind flayer or the touch of death from a spellcaster. And I understand if you don't like using chat channels, I can somewhat relate to that; but if you're going to ask for advice on here you might as well wait for an answer before you continue. Your
    monk could very well still be alive!


    Happy hacking!

    Also, I saw that you have started playing Hack'EM. Are you enjoying it? I think it is the sort of thing you would like :)

    Janis

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  • From RecRanger@21:1/5 to Janis Papanagnou on Tue May 2 23:41:05 2023
    On Wednesday, April 26, 2023 at 10:15:55 AM UTC-4, Janis Papanagnou wrote:
    On 26.04.2023 15:54, Janis Papanagnou wrote:
    Dungeon level 17 had a "shambling horror" in a room separated by lava,
    so it's fine, since the monster is shown as being of danger-level "5"!

    ...all other questions I rose are moot now. - Goodbye, Evilhack.

    Janis

    Oops. All of my previous posts earlier today have been rendered useless!

    Another unbalanced aspect of EvilHack. And interesting idea, but unbalanced.
    I had an ascension-worthy character by dungeon level 16 before. I went downstairs . . . and died. To a shambling mound that was Arch-Lich level and then some. I made 1 move, it teleported to me and that was that.

    --

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