Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Vanilla

Reply
 
Thread Tools Display Modes
Old October 2, 2020, 01:20   #1
spacepenguin
Rookie
 
Join Date: Apr 2019
Location: Marysville, Wa
Posts: 4
spacepenguin is on a distinguished road
Noise in Angband

I've started trying out a kobold rogue in 4.2.1 and sneaking around the dungeon with sleeping monsters made me wonder if "making noise" impacts if monsters wake up. If so, does closing doors help deafen the noise created outside of the door (I believe Sil had noise mechanisms that operated like this)?
spacepenguin is offline   Reply With Quote
Old October 2, 2020, 02:33   #2
Sky
Veteran
 
Join Date: Oct 2016
Location: London-ish
Age: 48
Posts: 1,787
Sky is on a distinguished road
nope. you can fireball an enemy right next to a sleeping monster and it won't change a thing.

soft leather footsteps > banging chainmail.
__________________
"i can take this dracolich"
Sky is offline   Reply With Quote
Old October 2, 2020, 03:26   #3
Nick
Vanilla maintainer
 
Nick's Avatar
 
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,552
Donated: $60
Nick will become famous soon enough
There are variants which give noise to different actions, but currently in V monster waking only depends on player stealth and how close player and monster are (via dungeon path, not straight line distance).
__________________
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.
Nick is offline   Reply With Quote
Old October 2, 2020, 05:07   #4
Sky
Veteran
 
Join Date: Oct 2016
Location: London-ish
Age: 48
Posts: 1,787
Sky is on a distinguished road
it would be nice to build an entire new Angband game around this concept of stealth and noise; sleeping mobs are harder to wake, but once awakened, their noise, and the noise from fighting, spreads through the level, jumping from mob to mob.

I had adapted this .. uh .. over 30 years ago, in my D&D campaigns. Traditional D&D modules will happily have mobs wait in a room while there is fighting in the next.
Instead of cranking up the mob level as my players levelled up, i just put in bigger dungeons, and more real-life disadvantages - alarms being the first. Then they would have this scenario where just killing a few screaming mobs would lead to the entire dungeon emptying onto them. Classic D&D never prepared you for 140 goblin archers.

Of course they got around this by fumigating the dungeon with burning smoke, collapsing it via earth elementals, or hiring an army. They were pretty smart.
__________________
"i can take this dracolich"
Sky is offline   Reply With Quote
Old October 2, 2020, 05:08   #5
spacepenguin
Rookie
 
Join Date: Apr 2019
Location: Marysville, Wa
Posts: 4
spacepenguin is on a distinguished road
Thanks for the responses!
spacepenguin is offline   Reply With Quote
Old October 2, 2020, 06:29   #6
DavidMedley
Knight
 
Join Date: Oct 2019
Posts: 828
DavidMedley is on a distinguished road
IIRC, monsters from the same pack being awake are given a chance to wake their friends as well. It's not as obvious or effective as in Sil, but it's there.
DavidMedley is offline   Reply With Quote
Old October 2, 2020, 16:41   #7
whartung
Apprentice
 
Join Date: May 2020
Posts: 56
whartung is on a distinguished road
Quote:
Originally Posted by Sky View Post
it would be nice to build an entire new Angband game around this concept of stealth and noise; sleeping mobs are harder to wake, but once awakened, their noise, and the noise from fighting, spreads through the level, jumping from mob to mob.
That's always been the way in WoW. You enter a building and there's a long corridor with 3 or 4 different groups. You go up, kill one with fire and sword, and the other group is just lallygagging.

But, at the same time, I've been on the other side of that coin.

In WoW, your "aggro" (aggravation) radius is a function of the differences in character level. The bigger the (positive) difference, the wider it is. So, low level characters attract high level monsters from farther away.

In one of the dungeon, the map is effectively a spiral to the top of a mound.

With my high level character, I took in another player with a character too low for the dungeon. His aggro radius was enough to trigger the boss monster at the top of the hill. Another thing monsters will do, is if the aggro'd monster passes those that are not triggered, it will wake them up.

The net result was that we pulled the top monster, and he pulled the entirety of that spiral up that hill, and a torrent of monsters came raining down on us. It was a sight to behold, no we didn't live lol.

This vision of those monsters are the kind of thing that keeps you up at night when you sit in the dark.
whartung is offline   Reply With Quote
Old October 2, 2020, 19:08   #8
Sky
Veteran
 
Join Date: Oct 2016
Location: London-ish
Age: 48
Posts: 1,787
Sky is on a distinguished road
Quote:
Originally Posted by whartung View Post
so, low level characters attract high level monsters from farther away.
LEEEEEERROOOOOOY
jenkins !!
__________________
"i can take this dracolich"
Sky is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Reviving Iso-Angband, an isometric view addon for Angband Hajo Development 111 August 3, 2014 20:44
something makes a strange noise quarague Vanilla 2 May 20, 2013 16:13
Sleeping Monsters, Noise, Stealth etc. fizzix Vanilla 15 July 25, 2011 11:58
Annoying 'beep' noise Schnitzel Vanilla 8 December 18, 2009 03:26


All times are GMT +1. The time now is 07:27.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2020, vBulletin Solutions Inc.