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Old July 26, 2010, 08:43   #61
Timo Pietilš
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Quote:
Originally Posted by ewert View Post
Can monsters with breaths or ball spells cast them next to you without LoS? Felt like that sometimes, of course could just be the knight-jump LoS.
Not in vanilla. IIRC monsters in variants with 4GAI can do that.
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Old July 26, 2010, 15:54   #62
Derakon
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Quote:
Originally Posted by Timo Pietilš View Post
Not in vanilla. IIRC monsters in variants with 4GAI can do that.
To clarify: monsters do not try to place ball spells or breaths in squares near to the player; if they can't hit you directly, they will not cast. However, they can and will cast on you when you can't see them, by abusing asymmetric LOS.
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Old July 26, 2010, 23:08   #63
fizzix
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Epilogue:

Playing a full-casting mage was fun, but the no-melee-at-any-cost was a bit much, especially very early on. The new spell costs are good, but casting spells is still prohibitive in the early game. There really needs to be a more SP per level curve and a lesser dependence on the stat. Having only 20 SP at clevel 10 is rough. You can't do much with that.

Overall, recording my play was a fun experience, albeit an arduous one. That means I probably won't repeat this anytime soon. I found it made me more attentive to certain decisions that I made, especially when I felt I had to justify certain actions. As humans, we tend to react viscerally to mistakes, specifically character deaths. While my fear of certain monsters (drolems, azriel) is borne out well by repeated deaths, my inordinate fear of dracolichs from having been killed by one very early on in my angbanding career, seems a bit misplaced. Having to justify my actions allows me to assess these idiosyncrasies a little better.

However, constantly stopping to take notes did have a noticeable impact on my short-term in-game memory. I probably wouldn't have dropped my rpois randart dagger, or forgotten that the dracolisk was lurking down there, had I not been stopping constantly to record stuff.

What's amazing to me is how almost a month after playing, and after having played several games in the meantime, I still can picture a lot of the levels pretty well from memory just from my scattered notes. Although, I wish I could remember exactly where the Hydra was at the end. I automatically flush through the -more commands, reading them in a subwindow. So after I banished A the next screen I saw was the tombstone.

I'm very happy with how the game went overall, minus the death at the end obviously.

anyway here are some randarts that I wish I had found:

really fire immunity on anything would've been great, but this sword is just killer. This was the only item with fire immunity.

The Blade of Chaos 'Halor' (9d5) (+14,+20) [+28]
------------------------------------------------
+4 strength, intelligence, wisdom, dexterity, constitution, charisma.
Slays animals, evil creatures, undead, orcs, trolls, giants.
*Slays* dragons, demons.
Branded with acid, frost.
Provides immunity to fire.
Provides resistance to acid, lightning, cold, fear, light, chaos,
disenchantment.
Cannot be harmed by acid, electricity, fire, cold.
Blessed by the gods. Speeds regeneration. Grants the ability to see
invisible things.

When activated, it fires a ball of electricity in all directions, each one
causing 150 damage.
Takes 342 to 648 turns to recharge

3 immunity dagger!!!

The Dagger 'Bring' (1d4) (+21,+16) [+1]
---------------------------------------
+2 wisdom.
Slays undead, giants.
*Slays* dragons.
Provides immunity to acid, lightning, cold.
Provides resistance to fire, fear, dark, nexus.
Cannot be harmed by acid, electricity, fire, cold.
Blessed by the gods. Sustains your life force.

When activated, it confuses all non-unique creatures within line of sight.
Takes 110 to 200 turns to recharge.

Radius 1 light.

Min Level 57, Max Level 127, Generation chance 1, 0.9 lbs



The Long Bow of Goron (x5) (+9,+18)
-----------------------------------
+2 intelligence, constitution, charisma, tunneling, shooting power.
Provides immunity to acid.
Provides resistance to lightning, fire, fear, dark, chaos.
Cannot be harmed by acid, electricity, fire, cold.
Sustains intelligence.
Speeds regeneration. Prevents paralysis.

When aimed, it grants acid resistance for d20+20 turns and creates an acid
ball of damage 70.
Takes 132 to 242 turns to recharge.

Radius 1 light.

Min Level 51, Max Level 127, Generation chance 1, 4.0 lbs

if I had both fire and acid immunity, I would've been in much better shape (and would've kept more of my magi staves)


The Pair of Steel Shod Boots of Riendaldi [6,+21]
-------------------------------------------------
+2 dexterity, charisma, stealth, speed, shooting speed.
Provides resistance to acid, confusion.
Cannot be harmed by acid, electricity, fire, cold.
Slows your metabolism. Feather Falling. Speeds regeneration.


Min Level 42, Max Level 127, Generation chance 1, 7.2 lbs

+ 2 shooting speed on boots just should not happen...


The Pair of Steel Shod Boots of Beluviel [6,+19]
------------------------------------------------
+2 intelligence.
Provides immunity to acid.
Provides resistance to confusion.
Cannot be harmed by acid, electricity, fire, cold.
Grants the ability to see invisible things.

Radius 1 light.

Min Level 22, Max Level 96, Generation chance 1, 8.0 lbs

I would've liked these...

randart rings were not all that great.

Big problem for me in the randarts this game was the lack of immunities and big speed items. Lack of speed is common, but lack of immunities is kind of rare for randarts. There were only 10 immunities total and 3 were on the same dagger. I only found 1 item with an immunity, the randart amulet. Immunities are key when you have a low HP character, as my death shows.
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Old July 26, 2010, 23:34   #64
Timo Pietilš
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Quote:
Originally Posted by fizzix View Post
really fire immunity on anything would've been great, but this sword is just killer. This was the only item with fire immunity.

The Blade of Chaos 'Halor' (9d5) (+14,+20) [+28]
------------------------------------------------
+4 strength, intelligence, wisdom, dexterity, constitution, charisma.
Slays animals, evil creatures, undead, orcs, trolls, giants.
*Slays* dragons, demons.
Branded with acid, frost.
Provides immunity to fire.
Provides resistance to acid, lightning, cold, fear, light, chaos,
disenchantment.
Cannot be harmed by acid, electricity, fire, cold.
Blessed by the gods. Speeds regeneration. Grants the ability to see
invisible things.

When activated, it fires a ball of electricity in all directions, each one
causing 150 damage.
Takes 342 to 648 turns to recharge
That looks like Massive Iron Crown, Bladeturner or The One Ring turned to artifact weapon. Double-branded, all slays and only missing kill slay is undead, huge dice and to_dam, +4 to every stat and big bunch of resist in top of that.
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Old July 26, 2010, 23:40   #65
fizzix
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Originally Posted by Timo Pietilš View Post
That looks like Massive Iron Crown, Bladeturner or The One Ring turned to artifact weapon. Double-branded, all slays and only missing kill slay is undead, huge dice and to_dam, +4 to every stat and big bunch of resist in top of that.
iron crown and the one don't get changed in the randart code, so it's gotta be something like bladeturner.
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Old July 27, 2010, 08:11   #66
Rizwan
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Originally Posted by fizzix View Post
Epilogue:

However, constantly stopping to take notes did have a noticeable impact on my short-term in-game memory. I probably wouldn't have dropped my rpois randart dagger, or forgotten that the dracolisk was lurking down there, had I not been stopping constantly to record stuff.
A record and replay option would have been nice here. Maybe record your commentary along with the game.
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