• alignment manipulation when ascending

    From Pat Rankin@21:1/5 to Janis on Sun May 16 15:12:10 2021
    Subject was "Re: [slashem] Advice on extraordinary summon storms?"

    On Sunday, May 16, 2021 at 11:43:17 AM UTC-7, Janis wrote:
    [...] I had my focus on some helm of opposite alignment
    management (constantly uncursing and re-wearing) until I got
    lawful as the altar was, [...]

    Slash'EM is based on nethack 3.4.3, where that worked. However,
    it no longer works in nethack 3.6.x. If you're lawful and put on a
    helm of opposite alignment you'll become chaotic and vice versa,
    but if you're neutral any particular helm will either always change
    you to lawful or always change you to chaotic. So you'd need at
    least two, maybe more, to be prepared to switch at either one of
    the wrong high altars. (If you carry them with you, you can test
    them in advance, but wishing for one on the spot won't be reliable.
    Using two consecutive wishes will be though, provided no other
    objects get created--or split off from stacks--in between, either by
    you or by monster activity or by newly created monsters' initial
    inventory.)

    Holy water and remove curse work the same, but prayer no longer
    uncurses a worn helm of opposite alignment. The current god isn't
    going to make it easier to switch to a rival one by helping you take
    off the helm. (Anywhere in the dungeon, not just on Astral level.)

    was bestowed with the number one highscore in
    my local slashem record file.

    In 3.6.x you also get a lower final score if you ascend with different alignment than you started with. Normal ascension yields 2x points,
    the same as in older versions, but using helm of opposite alignment
    to temporarily get back to your original alignment after undergoing
    alignment conversion at some point yields 1.5x points, and having
    different alignment due to either conversion or helm or both doesn't
    get any ascension bonus so yields 1x points. Not many players who
    manage to ascend care but in this case it might have mattered.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Janis Papanagnou@21:1/5 to Pat Rankin on Mon May 17 02:07:43 2021
    On 17.05.2021 00:12, Pat Rankin wrote:

    was bestowed with the number one highscore in
    my local slashem record file.

    In 3.6.x you also get a lower final score if you ascend with different alignment than you started with. Normal ascension yields 2x points,
    the same as in older versions, but using helm of opposite alignment
    to temporarily get back to your original alignment after undergoing
    alignment conversion at some point yields 1.5x points, and having
    different alignment due to either conversion or helm or both doesn't
    get any ascension bonus so yields 1x points. Not many players who
    manage to ascend care but in this case it might have mattered.

    Indeed, score doesn't really matter. That's why I'm a bit astonished
    to hear how many effort had been put into the score polishing in the
    newer Nethack versions. There was (IMO) certainly other stuff that
    needed more attention.

    I never had a closer look at the actual score computation algorithm;
    my impression was that carrying tons of gems or gold would help, and
    many monster kills. This time I had 5500+ monsters on my kill list -
    in Nethack I had typically around 3200 and in Slashem it's typically
    around 4200 monsters -, and quite some dangerous 'A's amongst them
    3 Solars, 2 Planetars, 5 Archons, an astral deva,
    3 crystal golems, a steel golem, a sapphire golem,
    Demogorgon, Asmodeus, Orcus, Yeenoghu, Juiblex,
    Pestilence, Vecna, The Wizard of Yendor (thrice),
    Shelob, Girtab, an arch-lich, 3 vorpal jabberwocks,
    a vampire mage, ...
    I mean killing those beasts is certainly an achievement, even if
    some of these species can be petrified, but the points are quickly
    made (if you are sufficiently prepared; still very dangerous).

    Janis

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Pat Rankin@21:1/5 to Janis on Sun May 16 23:04:44 2021
    On Sunday, May 16, 2021 at 5:07:45 PM UTC-7, Janis wrote:
    On 17.05.2021 00:12, Pat Rankin wrote:
    In 3.6.x you also get a lower final score if you ascend with different
    alignment than you started with. [2x, 1.5x, or 1x points]

    Indeed, score doesn't really matter. That's why I'm a bit astonished
    to hear how many effort had been put into the score polishing in the
    newer Nethack versions.

    It effectively changed
    if (ascended) {
    add(points, points) /* doubling the points value */
    }
    to
    if (ascended and current_alignment == original_alignment) {
    tmp = (base_alignment == original_alignment) ? points : points/2;
    add(points, tmp)
    }
    That isn't the exact code but that does accurately reflect the
    complexity of this particular change, one that was made 14 years
    ago according to the commit logs. [current_alignment is what
    is shown on the status lines; base_alignment will be the same as
    that unless you're wearing a helm of opposite alignment.]

    There was (IMO) certainly other stuff that needed more attention.

    The game's plot, such as it is, is that you're on a mission to
    recover the Amulet for your patron deity. Acquiring it and lugging
    it to the Astral Plane, then offering it to a rival deity should count
    as loss rather than a win. The reduced or omitted score bonus is
    just a less drastic way to emphasize that point.

    I never had a closer look at the actual score computation algorithm;

    Killing monsters yields the most points by far. If you die, escape,
    or quit then the depth you made it into the dungeon is also a
    significant factor. Gold, gems, and artifacts (plus invocation tools
    even though they aren't artifacts) add to the score, but not by very
    much compared to monsters. For ascension or escape from the
    dungeon, adjacent pets also add a small amount.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Janis Papanagnou@21:1/5 to Pat Rankin on Mon May 17 13:28:00 2021
    On 17.05.2021 08:04, Pat Rankin wrote:
    On Sunday, May 16, 2021 at 5:07:45 PM UTC-7, Janis wrote:
    On 17.05.2021 00:12, Pat Rankin wrote:
    In 3.6.x you also get a lower final score if you ascend with different
    alignment than you started with. [2x, 1.5x, or 1x points]

    Indeed, score doesn't really matter. That's why I'm a bit astonished
    to hear how many effort had been put into the score polishing in the
    newer Nethack versions.

    It effectively changed
    if (ascended) {
    add(points, points) /* doubling the points value */
    }
    to
    if (ascended and current_alignment == original_alignment) {
    tmp = (base_alignment == original_alignment) ? points : points/2;
    add(points, tmp)
    }
    That isn't the exact code but that does accurately reflect the
    complexity of this particular change, one that was made 14 years
    ago according to the commit logs. [current_alignment is what
    is shown on the status lines; base_alignment will be the same as
    that unless you're wearing a helm of opposite alignment.]

    The point was not meant as "many lines of code" but *unnecessary*
    complexity, and why in the first place the designers focused on a
    detail like that. But don't get me wrong; it's not my business to
    question a Devteam's member's design decision. As said, there are
    certainly many much more important issues to focus on, and I have
    no intention to stress this irrelevant one.

    There was (IMO) certainly other stuff that needed more attention.

    The game's plot, such as it is, is that you're on a mission to
    recover the Amulet for your patron deity. Acquiring it and lugging
    it to the Astral Plane, then offering it to a rival deity should count
    as loss rather than a win. The reduced or omitted score bonus is
    just a less drastic way to emphasize that point.

    I think with such an argument you enter difficult terrain. Killing
    thousands of creatures isn't particularly on the official agenda[*] -
    and this contributes most to win score?!

    And the "patron deity" is only mentioned with the ^X command; there
    seems to be no mention that it's (score-wise or else) bad to convert.

    It's probably a safer argument to say that the plot is artificially
    woven around a game only loosely coupled. Incidentally I observed
    that the introductory text in the NH-Guidebook is in that respect
    quite identical to the Rogue-Guidebook, not much has changed here,
    but the game - and I think all the pantheon things - are newer (or
    am I misremembering?).

    [*] At least the Guidebook speaks about gathering treasure, getting
    the Amulet, and escaping (not offering) with it.


    I never had a closer look at the actual score computation algorithm;

    Killing monsters yields the most points by far. If you die, escape,
    or quit then the depth you made it into the dungeon is also a
    significant factor. Gold, gems, and artifacts (plus invocation tools
    even though they aren't artifacts) add to the score, but not by very
    much compared to monsters. For ascension or escape from the
    dungeon, adjacent pets also add a small amount.

    Yes, that closely fits my impression and probably explain the high
    score with the amount and severity of the killed monsters.

    Thanks.

    Janis

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From B. R. 'BeAr' Ederson@21:1/5 to Pat Rankin on Mon May 17 17:54:27 2021
    On Sun, 16 May 2021 23:04:44 -0700 (PDT), Pat Rankin wrote:

    On Sunday, May 16, 2021 at 5:07:45 PM UTC-7, Janis wrote:
    On 17.05.2021 00:12, Pat Rankin wrote:
    In 3.6.x you also get a lower final score if you ascend with different
    alignment than you started with. [2x, 1.5x, or 1x points]
    [...]
    There was (IMO) certainly other stuff that needed more attention.

    The game's plot, such as it is, is that you're on a mission to
    recover the Amulet for your patron deity. Acquiring it and lugging
    it to the Astral Plane, then offering it to a rival deity should count
    as loss rather than a win. The reduced or omitted score bonus is
    just a less drastic way to emphasize that point.

    When the helm of opposite alignment was first introduced into the game,
    I regarded it as a solely detrimental item (like dunce cap). Without
    being spoilered (much later) I never would have expected (or even have
    tried) to use it to offer the AoY to the "wrong" deity. So, severe
    punishment in score is the least, what (IMHO) should happen in such a
    case.

    BeAr
    --
    ===========================================================================
    = What do you mean with: "Perfection is always an illusion"? = ===============================================================--(Oops!)===

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Pat Rankin@21:1/5 to Janis on Mon May 17 11:56:46 2021
    On Monday, May 17, 2021 at 4:28:02 AM UTC-7, Janis wrote:
    [...]
    And the "patron deity" is only mentioned with the ^X command; there
    seems to be no mention that it's (score-wise or else) bad to convert.

    Your run-time config file has the 'legacy' option toggled off.
    Toggle it back on and start a new game, or start one with
    NETHACKOPTIONS='@/dev/null' nethack
    to force use of an empty config file. (You can't change legacy
    with the 'O' command because by the time you can execute
    that, it's too late.)

    That introduction states that you have been chosen to obtain
    the Amulet for <deity>. Not just chosen, but "heralded from
    birth to be the instrument of <deity>."

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Janis Papanagnou@21:1/5 to Pat Rankin on Tue May 18 14:32:35 2021
    On 17.05.2021 20:56, Pat Rankin wrote:
    On Monday, May 17, 2021 at 4:28:02 AM UTC-7, Janis wrote:
    [...]
    And the "patron deity" is only mentioned with the ^X command; there
    seems to be no mention that it's (score-wise or else) bad to convert.

    Your run-time config file has the 'legacy' option toggled off.

    Of course.

    It's probably a good idea to put all relevant information into the
    Guidebook (as opposed to an optional display feature).

    (Not that I think that score would be relevant, but if "correct"
    behavior shall be fostered that would be helpful. Same with other
    related information, like killing monsters as goal since it's a
    primary source of score. Of course then there's also other changes
    necessary; pacifism would not be a conduct any more, I suppose.)

    Maybe it's time to write up a new 'code of conduct' sort of thing
    that reflects the actual design mindset. The Guidebook is in my
    opinion the right place to lay out all the meta-information, but
    it seems to be outdated if I am thinking about the implications
    of the mentioned facts and intentions.

    Janis

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Benjamin Heiligenbrunner@21:1/5 to All on Tue May 18 14:56:52 2021
    Janis Papanagnou — 18.05.21 14:32:
    On 17.05.2021 20:56, Pat Rankin wrote:
    On Monday, May 17, 2021 at 4:28:02 AM UTC-7, Janis wrote:
    [...]
    And the "patron deity" is only mentioned with the ^X command; there
    seems to be no mention that it's (score-wise or else) bad to convert.
    Your run-time config file has the 'legacy' option toggled off.
    Of course.

    It's probably a good idea to put all relevant information into the
    Guidebook (as opposed to an optional display feature).

    (Not that I think that score would be relevant, but if "correct"
    behavior shall be fostered that would be helpful. Same with other
    related information, like killing monsters as goal since it's a
    primary source of score. Of course then there's also other changes
    necessary; pacifism would not be a conduct any more, I suppose.)

    Maybe it's time to write up a new 'code of conduct' sort of thing
    that reflects the actual design mindset. The Guidebook is in my
    opinion the right place to lay out all the meta-information, but
    it seems to be outdated if I am thinking about the implications
    of the mentioned facts and intentionsHmm, killing none (or only very few creatures, by accident) _could_
    trigger an alternative calculation / a huge bonus. Then the pacifist
    conduct would make sense again in that respect… I wouldn't take it out
    of the game, since it does add to variety.

    Benjamin


    --
    Seek freedom and become captive of your desires.
    Seek discipline and find your liberty.
    -- Frank Herbert, Dune Chronicles

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Benjamin Heiligenbrunner@21:1/5 to All on Tue May 18 14:58:47 2021
    [ Sorry for my newsreader misbehaving — trying again… ]

    Janis Papanagnou — 18.05.21 14:32:
    On 17.05.2021 20:56, Pat Rankin wrote:
    On Monday, May 17, 2021 at 4:28:02 AM UTC-7, Janis wrote:
    [...]
    And the "patron deity" is only mentioned with the ^X command; there
    seems to be no mention that it's (score-wise or else) bad to convert.
    Your run-time config file has the 'legacy' option toggled off.
    Of course.

    It's probably a good idea to put all relevant information into the
    Guidebook (as opposed to an optional display feature).

    (Not that I think that score would be relevant, but if "correct"
    behavior shall be fostered that would be helpful. Same with other
    related information, like killing monsters as goal since it's a
    primary source of score. Of course then there's also other changes
    necessary; pacifism would not be a conduct any more, I suppose.)

    Maybe it's time to write up a new 'code of conduct' sort of thing
    that reflects the actual design mindset. The Guidebook is in my
    opinion the right place to lay out all the meta-information, but
    it seems to be outdated if I am thinking about the implications
    of the mentioned facts and intentions.

    Hmm, killing none (or only very few creatures, by accident) _could_
    trigger an alternative calculation / a huge bonus. Then the pacifist
    conduct would make sense again in that respect… I wouldn't take it out
    of the game, since it does add to variety.

    Benjamin


    --
    Seek freedom and become captive of your desires.
    Seek discipline and find your liberty.
    -- Frank Herbert, Dune Chronicles

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Janis Papanagnou@21:1/5 to Benjamin Heiligenbrunner on Tue May 18 15:31:04 2021
    On 18.05.2021 14:58, Benjamin Heiligenbrunner wrote:

    Hmm, killing none (or only very few creatures, by accident) _could_
    trigger an alternative calculation / a huge bonus. Then the pacifist
    conduct would make sense again in that respect… I wouldn't take it out
    of the game, since it does add to variety.

    Oh, that was not what I suggested. I was merely pointing out that
    it may be time for an 'code of conduct' and that it might require a
    refactoring of the documentation and/or code to create a coherent
    game. At the moment we seem to have a mixture of anachronistic or
    historic to undocumented or only implicit hinted designs, some may
    be in the head of one developer/designer but it's unclear whether
    that's common sense amongst the Devteam; if it is, it should be
    quite simple to write it down, and reflect that in the game, of
    course making adjustments where necessary. (Often only documents
    are adjusted to avoid code changes. That's what I meant upthread
    by the "plot woven around game".) The good thing would be that
    we'd also get a clearer view about what behavior is deprecated; I
    recall someone saying here that traveling burdened is punished by
    the game because you hurt yourself when descending stairs, thus
    it is the intention of the designers that players don't do that.
    (Along that line was the argument of the poster.) I consider that
    only as game mechanics, not as [by designer] deprecated behavior.

    Of course we could also just play and enjoy the game.[*]

    Janis

    [*] As opposed to discussing whether there should be a score penalty
    when wearing a helm of opposite alignment. Here the more interesting
    thing is anyway the game mechanics; e.g. you instantly lose all divine protection in a very hostile area. (Why should I care about score?)
    Less AC, necessary spare time for wardrobe management; that are the
    decisions to make, the things that tactically matter at that stage!

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Pat Rankin@21:1/5 to Janis on Tue May 18 14:26:06 2021
    On Tuesday, May 18, 2021 at 6:31:06 AM UTC-7, Janis wrote:
    (Why should I care about score?)

    No one said you should. You were the one who stated that
    your score made #1 on the local score file after using a helm
    of opposite alignment as a shortcut to avoid going to a second
    and perhaps even third high altar. I pointed out that it would
    have been only half as many points if you were running an up
    to date version of nethack rather than a decade-and-a-half or
    so old version of slash'em. That could easily have resulted in
    a score that wouldn't have become #1. Even if you don't care
    about score, somebody else might.

    As for rewriting the Guidebook, be sure to let everybody know
    when you've finished doing that.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Klaus Kassner@21:1/5 to All on Sat May 22 15:22:47 2021
    Am 18.05.2021 um 15:31 schrieb Janis Papanagnou:
    (Why should I care about score?)

    Yes, in a game where you can lose and still have a higher score than in
    another instance of the game where you won, score is not a major consideration... It just serves to sort the entries in the record file.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Janis Papanagnou@21:1/5 to Klaus Kassner on Sun May 23 11:35:09 2021
    On 22.05.2021 15:22, Klaus Kassner wrote:
    Am 18.05.2021 um 15:31 schrieb Janis Papanagnou:
    (Why should I care about score?)

    Yes, in a game where you can lose and still have a higher score than in another instance of the game where you won, score is not a major consideration... It just serves to sort the entries in the record file.

    One could keep them also just in the logfile, implicitly sorted by date.
    ;-)

    Janis

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Janis Papanagnou@21:1/5 to Pat Rankin on Sun May 23 11:32:28 2021
    On 18.05.2021 23:26, Pat Rankin wrote:

    As for rewriting the Guidebook, be sure to let everybody know
    when you've finished doing that.

    Not sure why you suggest that. I am certainly not the right person
    for a rewrite; I'm not a native speaker/writer, I have no insights
    in the design ideas of the Devteam, I don't know the NH36x changes,
    and I don't even play the new NH version. It was just a suggestion
    that it might be time to make game and documentation more coherent,
    since (as we could observe) there are occasionally assumptions and
    statements made that aren't reflected properly (or at all) in the
    main source of the documentation (in the Guidebook). I don't know
    whether you are still actively involved in the Devteam, but if so
    you can of course just ignore my suggestion. (It's not uncommon
    that software documentation is not updated by the game hackers,
    but I've seen "NH-36x labels" in the docs so I thought someone
    involved in the Devteam might care.)

    Janis

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From David Damerell@21:1/5 to All on Mon May 24 17:02:31 2021
    Quoting Pat Rankin <r.pat.rankin@gmail.com>:
    The game's plot, such as it is, is that you're on a mission to
    recover the Amulet for your patron deity. Acquiring it and lugging
    it to the Astral Plane, then offering it to a rival deity should count
    as loss rather than a win.

    I always thought it should be a celestial disgrace. Presumably at some
    point you get the HoOA off and "dear Odin, what have I done?"
    --
    David Damerell <damerell@chiark.greenend.org.uk>
    Clown shoes. I hope that doesn't bother you.
    Today is Teleute, June.
    Tomorrow will be Oneiros, June.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)