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#1 |
Scout
Join Date: Nov 2012
Posts: 44
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RandArt light sources?
I've taken to playing with randarts (4.2.3) and like it a lot! I've had two characters advance to the point where I could accumulate a reasonable number of artifacts, and in both cases I generated randart torches and an Arkenstone. (Both Arkenstones were relatively early in the game, one when I was DL10 and the other DL20 or so.) In neither game did I get a Phial or a Star. (In one of the games I YASDed to Morgoth so I saw a lot of artifacts.)
This leads to two related questions... In randart games, are we still guaranteed to have Phials, Stars, and Akenstone artifact light sources (in addition to possible lanterns and torches)? If so, are the level requirements tweaked so that they don't necessarily occur when you would expect them? |
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#2 |
Swordsman
Join Date: Aug 2020
Location: London
Posts: 426
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The number of randart light sources isn't consistent. Also you're not guaranteed to have an arkenstone equivalent. Some games you'll just fine a couple of phials with boosts to stats you don't need.
It's always worth checking the randart files on death and you'll start to build an appreciation of what is generated. It can be frustrating playing with randarts sometimes but generally they will be better than the standart equivalents, especially in the later depths. I only play randart because for better or worse it makes the games more fun. |
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#3 |
Adept
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I've played half a dozen characters with randarts lately and I've seen every artifact light source except a lantern. I'm sure that's just the rng. Yes, arkenstones and stars seem to show up earlier than they do with the standard artifacts. With the standard set light sources, in my experience, show up in the order torch-lantern-phial-star-arkenstone.
I just generated a few characters and used the debug commands to look at the artifact lights. It looks like you don't necessarily get all the usual light sources. One character had a star and three torches. Seems to generate 4 light sources of random types. |
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#4 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,768
Donated: $40
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The trouble with this is torches have a low max depth, so you are likely to miss all of them if you dive. Even star will top out around 60(?).
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#5 |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 2,229
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1. No not every type of light source is guaranteed. In fact it is rare to have an arkenstone, and I have had many games without a star, too. I remember one set which had 4 lanterns and nothing else.
2. Thanks to the max level function, artifact light sources (and sometimes other great items) cant appear past a certain depths. I have made a habit of spending time between levels 20-40 till I find one or more randart lights. |
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#6 |
Swordsman
Join Date: Mar 2012
Posts: 439
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It's not that rare to have an Arkenstone. In one of the two games I'm currently playing, I found two different Arkenstones, as well as two other artifact light sources.
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#7 |
Swordsman
Join Date: Aug 2020
Location: London
Posts: 426
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It's more unlikely than it is likely. If you play standart then there's always one to be found.
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#8 |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 2,229
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In ~100 randart sets I have looked at, less than half had an arkenstone. I dont recall ever seeing 2.
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#9 |
Scout
Join Date: Nov 2012
Posts: 44
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Out of curiosity, what specific command can be used to dump the random artifacts? I didn't see it mentioned in the help files.
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#10 |
Adept
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Make a throwaway character to use these, the game will be marked and you can't be a legitimate winner
Debug mode commands (preceeded by the debug-command prefix ^a): space: ignore debug-command prefix, do nothing ": generate spoilers, do_cmd_spoilers() ?: help, do_cmd_wiz_help() a: cure all, do_cmd_wiz_cure_all() A: make the player powerful, do_cmd_wiz_advance() b: teleport to target, do_cmd_wiz_bamf() c: create any object, wiz_create_item(false) C: Create an artifact, wiz_create_item(true) d: detect everything (multiple calls to effect_simple) D: test for disconnected dungeon, disconnect_stats() e: edit character, do_cmd_wiz_change() E: perform an effect, do_cmd_wiz_effect() f: stats_collect() F: do_cmd_wiz_features() g: make 1-40 good objects, acquirement(..., false) G: GF demo, wiz_proj_demo() h: hitpoint rerating, do_cmd_rerate() H: hit all monsters in LOS, effect_simple() j: go up or down in the dungeon, do_cmd_wiz_jump() l: learn about objects, do_cmd_wiz_learn(100) L: do_cmd_keylog() m: magic mapping, effect_simple(EF_MAP_AREA.... n: summon named monster o: do_cmd_wiz_play p: phase door, effect_simple(EF_TELEPORT, player, near P: monster pit stats, pit_stats() q: query the dungeon, do_cmd_wiz_query() r: get full recall for a specific monster or all monsters s: summon 1-40 random monsters, do_cmd_wiz_summon(n) S: collect stats, stats_collect() [same as f] t: teleport, effect_simple(EF_TELEPORT, player, far T: make a trap u: un-hide all monsters, effect_simple(EF_DETECT_VISIBLE_MONSTERS, EF_DETECT_INVISBILE_MONSTERS v: create 1-40 very good objects, acquirement(..., true) V: create all items of a given tval w: wizard light the level, wiz_light() W: wipe recall for a specific monster or all monsters x: increase experience X: quit game without saving z: banish monsters within a given sight distance _: do_cmd_wiz_hack_nick() |
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