Changes in v1.03:
- The dungeon is now 12 levels deep instead of 10: the quest uniques
are found on DL11 and DL12. (This should give you more of a chance to
pick up speed rings, dungeon books and the better artifacts)
- The L11 quest unique has more HP and can summon its kin, and drops
less stuff (but still v.good quality)
- Priest 'unblessed blade' penalty now applies to bows and crossbows as
well (but slings are OK)
- ?WoR is found in the Alchemist's shop a bit more consistently
- Speed potions are more common in the dungeon
- Priests no longer start with !Healing
- Some artifact rarities have changed
Cheers,
A.
do Nexus attacks still scramble stats ?
Kind of a killer when stat potions are non-existing ;|
My 18 con priest now suddenly is an 18 chr priest !
T.
> Get it from http://www.guildgame.com/quickband.htm.
>
> Changes in v1.03:
>
> - The dungeon is now 12 levels deep instead of 10: the quest uniques
> are found on DL11 and DL12. (This should give you more of a chance to
> pick up speed rings, dungeon books and the better artifacts)
>
> - The L11 quest unique has more HP and can summon its kin, and drops
> less stuff (but still v.good quality)
Just reached Dl11 with L29 Ranger, ~75k turns, 278 HP's, +3 speed, cleared
every level once except 8 and 9 twice because of very high feelings, one mage
book (excapes):
a) The Bastard Sword 'Fitzardis' (4d4) (+12,+14) (+3) {@w0}
b) a Long Bow (x3) (+5,+4)
c) a Jasper Ring of Damage (+13)
d) an Emerald Ring of Accuracy (+16)
e) (nothing)
f) The Phial of Galadriel
g) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
h) a Cloak of Stealth [1,+5] (+3 to stealth)
i) The Large Metal Shield of Anarion [5,+20]
j) an Iron Helm of Intelligence [5,+11] (+1)
k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
l) a Pair of Soft Leather Boots of Stealth [2,+10] (+2)
Cleared quest unique, he is way too easy for that depth, there are D's on that
level which are insanely harder and instant death, Death Drake's for example
but even the Elemental Dragons are very hard when they are double moving. Only
two speed potions seen.
If the stealth items were changed to elvenkind, which have stealth + speed, it
would be more likely to be at a decent speed at that depth. I have a con ring
which puts him at over 300 HP's so he should be able to take a nether breath I
assume so I might tool on DL11 to see if I can't pick up some speed and a
decent bow.
--
Cliff Stamp
sst...@physics.mun.ca http://www.physics.mun.ca:80/~sstamp/
The one unforgivable sin, the offence against one's own integrity,
is to accept anything at all simply on authority -- Maureen Johnson Long
Anyone can hold the helm when the sea is calm. -- Publilius Syrus
How many minutes/hours did this take you?
--
Jim Strathmeyer
konijn_ wrote:
> Hello Antoine,
>
> do Nexus attacks still scramble stats ?
Yes
> Kind of a killer when stat potions are non-existing ;|
Yes :)
> My 18 con priest now suddenly is an 18 chr priest !
Cheer up, at least he will be popular...
(Do you think I should change it? Perhaps only scramble 2 stats instead
of all 6?)
A.
L11 and L12 are a bit tough. Slow down the level progression a bit when
you get that deep, and drastically reduce the chance of pits/vaults
below DL10.
Toughen up the L11 quest unique.
Nexus to only swap 2 stats instead of scrambling all
More good amulets in the early game.
Items 'of elvenkind' more common, 'of stealth' less common
!Speed still needs to be a bit more common
A.
Swapping a main stat with a minor stat will still be lethal then.
My priest just died, a very good looking dead fellow ;)
T.
konijn_ wrote:
> > Nexus to only swap 2 stats instead of scrambling all.
>
> Swapping a main stat with a minor stat will still be lethal then.
Hmm
Can you think of a different effect that Nexus could have?
I'm wondering about it randomising your name or changing your sex... :)
A.
T.
> L11 and L12 are a bit tough. Slow down the level progression a bit when
> you get that deep, and drastically reduce the chance of pits/vaults below
> DL10.
I would reverse that, the problem is now there isn't enough items in L1-10
to prepare you for DL11-12.
> Toughen up the L11 quest unique.
He is way underpowered, I just cleared a bunch which are harder, Waldern is
massively tougher, as is Lorgan.
I found two con rings now so I can hang on DL11 and not get killed, but
there are somethings that can't be fought without chewing through a stack of
!healing.
> Can you think of a different effect that Nexus could have?
It could swap points, lose one STR gain one INT. This would make it still
something you would want to avoid, but not instant death.
Before racial/class mods were reworked it used to swamp full stats so you
could get a half troll warrior with a 3 STR which was crippling.
The only thing you could do in such cases was either retreat levels and
regain (*slow*) or just keep getting breathed on to restore the stats.
Cliff Stamp wrote:
> On Mon, 25 Jul 2005, Antoine wrote:
>
> > L11 and L12 are a bit tough. Slow down the level progression a bit when
> > you get that deep, and drastically reduce the chance of pits/vaults below
> > DL10.
>
> I would reverse that, the problem is now there isn't enough items in L1-10
> to prepare you for DL11-12.
I think I mean the same as you. Less pits on DL11/12 than previously.
> > Toughen up the L11 quest unique.
>
> He is way underpowered, I just cleared a bunch which are harder, Waldern is
> massively tougher, as is Lorgan.
Yah. He was meant to be comparable to the uniques on DL9 - 400'
shallower in original Angband terms...
A.
That could just make it worse if an important stat is swapped with
something low, as it could become harder to get "rescrambled" to
something bearable.
Another alternative could be to alter stat scrambling in a
different way. Rather than outright swapping stats, what about
having it adjust stats a few points, as long as the total net change
is zero. So your 18 con might become a 16 con, while your 7 charisma
becomes a 9? Shifting from 0 to 2 points per stat, within legal
bounds. (If you wanted to be really nice, you could keep track of
the original creation stats and weight any future changes slightly in
favor of trying to return to those numbers.)
Could you really not find any useful amulet??
A.
Finally found a RoS +6, so base speed is now +9. I also have the number one
bad ass 4d6 sword, so I have decent damage. It is now either melee or bow
depending on if I find a bow + acid arrows before I get enough !speed and
!healing. Now at 4 and 5 respectively, and want at least 10 and 10. But more
likely 10 and 20 are realistic without enough base speed to prevent double
moves, or a huge stack of CCW, which I currently run through faster than I
can stock.
> Could you really not find any useful amulet??
Nothing significant. I wore resist amulets until it was covered. I could
have wore +wis for saving throw.
Yes, growing convinced that DL10/11/12 are too tough, will tone down.
Glad to hear you found the =Speed. I was beginning to wonder if they
didn't exist!
What sword is that which you found?
Cliff Stamp wrote:
> On Mon, 25 Jul 2005, Antoine wrote:
>
> > Could you really not find any useful amulet??
>
> Nothing significant. I wore resist amulets until it was covered. I could
> have wore +wis for saving throw.
I'm thinking of adding some amulets. I might add something with RDark
since Saruman throws darkness storms. Perhaps a bit of perma lite on it
as well.
And/or a +speed amulet (but restrict it to quite low +'s, say 2-4)
A.
Sounds like Amulets of Devotion (rdark, permalight) and Trickery (speed)
maybe they could be a bit more common/shallower?
Sounds like a plan.
A.
> What sword is that which you found?
Zarcuthra, which is one of the god class weapons. You can't run it as main,
as the aggravation is killer with low speed.
> I'm thinking of adding some amulets. I might add something with RDark
> since Saruman throws darkness storms. Perhaps a bit of perma lite on it
> as well.
>
> And/or a +speed amulet (but restrict it to quite low +'s, say 2-4)
I have seen one amulet of resistance, trickery, magi and weaponmastery in
total (not with the same char, with all games so far). So they are a bit
rare.
After spending 300k turns clearing DL11 over and over, and killing a bunch
of uniques including W's, I figured it was time to give the big A a shot.
Still no bow or arrows, so it was going to be melee with an amulet of
weaponmastery and I don't have the resources (10 potions of healing are not
going to be enough with ~400 hp's), but this is vanilla level time playing
so off I go .
However I have cleared DL12 twice with no sign of him. There are no stairs
down, but he doesn't show even in vaults.
On an amusing note, I have two RoS but can only wear one because I need con
in the other. The lack of potions to boost stats really makes a huge
difference in game play.
> Two bugs :
>
> -there are potions of augmentation, very rare, but one turned up
> -if you have an item squelched you can't pick it up off the floor
I think the command is ']', but I am not sure.
Eddie
>On a side note, can you delete an item from the inventory and set it to be
>sqelched at the same time?
Hi Cliff,
Since Quickband is based on NPP, there should be (unless Antoine changed
that). If you kill an object, the prompt should read "Really Destroy a
Foo? [y/n/s]". If you reply "s", the item will be destroyed and set to
auto-squelch at the same time.
Best, Hugo
--
Your sig line (k) was stolen! (more)
There is a puff of smoke!
(Remove NO and SPAM to get my e-mail address)
Cliff Stamp wrote:
> > On Mon, 24 Jul 2005, Antoine wrote:
> >
> >> - The dungeon is now 12 levels deep instead of 10: the quest uniques
> >> are found on DL11 and DL12.
>
> After spending 300k turns clearing DL11 over and over, and killing a bunch
> of uniques including W's, I figured it was time to give the big A a shot.
>
> Still no bow or arrows, so it was going to be melee with an amulet of
> weaponmastery and I don't have the resources (10 potions of healing are not
> going to be enough with ~400 hp's), but this is vanilla level time playing
> so off I go .
>
> However I have cleared DL12 twice with no sign of him. There are no stairs
> down, but he doesn't show even in vaults.
Damn!
Never had that problem before: will try to suss out what's going on.
This is on v1.03??
A.
> Never had that problem before: will try to suss out what's going on.
> This is on v1.03??
Yes. Lots of nasty monsters are turning up, no sign of him though.
-there are potions of augmentation, very rare, but one turned up
-if you have an item squelched you can't pick it up off the floor
On a side note, can you delete an item from the inventory and set it to be
sqelched at the same time?
--
> If you reply "s", the item will be destroyed and set to
> auto-squelch at the same time.
Thanks, that makes it a lot faster. Whoever invented squelch deserves a
no-prize. That removes one of the most boring elements of the game.
> On Tue, 26 Jul 2005, Antoine wrote:
>
>> Never had that problem before: will try to suss out what's going on.
>> This is on v1.03??
>
> Yes. Lots of nasty monsters are turning up, no sign of him though.
I just cleared it three more times, same thing. It may be a flag problem as
I have killed Fang and Grip about a half a dozen times each. I thought I was
confusing them with other games at first, so I made a note and they turned
up again. It is just them so far though.
Will fix. In a shop, or in the dungeon?
> -if you have an item squelched you can't pick it up off the floor
>
> On a side note, can you delete an item from the inventory and set it to be
> sqelched at the same time?
Sorry - can't help you on anything squelching related - that falls in
the category of stuff I imported from NPP without modification.
Will also fix the Saruman-not-appearing bug! This is obviously a major
problem; one I haven't had before but it can't be too uncommon if it
already happened for you. (This was with Quick v1.03, right?)
A.
Cliff Stamp wrote:
> On Tue, 26 Jul 2005, Cliff Stamp wrote:
>
> > On Tue, 26 Jul 2005, Antoine wrote:
> >
> >> Never had that problem before: will try to suss out what's going on.
> >> This is on v1.03??
> >
> > Yes. Lots of nasty monsters are turning up, no sign of him though.
>
> I just cleared it three more times, same thing. It may be a flag problem as
> I have killed Fang and Grip about a half a dozen times each. I thought I was
> confusing them with other games at first, so I made a note and they turned
> up again. It is just them so far though.
That's weird!!!!!
Will investigate
A.
Cliff Stamp wrote:
> On Tue, 26 Jul 2005, Cliff Stamp wrote:
>
> > On Tue, 26 Jul 2005, Antoine wrote:
> >
> >> Never had that problem before: will try to suss out what's going on.
> >> This is on v1.03??
> >
> > Yes. Lots of nasty monsters are turning up, no sign of him though.
>
> I just cleared it three more times, same thing. It may be a flag problem as
> I have killed Fang and Grip about a half a dozen times each. I thought I was
> confusing them with other games at first, so I made a note and they turned
> up again. It is just them so far though.
Did you start the game in 1.02 and then migrate to 1.03? Or has it been
1.03 all the way?
A.
I have tried a few warriors (Half-Troll, Half-Orc and Dwarven ones) and the
low Charisma makes the game a bit weird. Gold is very hard to accumulate.
At dlvl 7, I have trouble getting enough gold to re-stock (a few scrolls
of Phase Door, two WoR, maybe one CCW and I am cleaned again). This means
almost everything has to be indetified by use or selling.
If the shopkeeper has a bad race, Weapons of Slays and Armor of Resist
Elements sell for 1 gold piece.
The problem is that potions of restore stat or life levels are way too expensive
for Warriors (and probably Brigands too)
Perhaps the Cha effect is a little too strong. Will reassess.
A.
> Did you start the game in 1.02 and then migrate to 1.03? Or has it been
> 1.03 all the way?
The save file comes way back from the first release. The character is
however started fresh each time. I just suicide and then started up another
from the same savefile (monster memory).
>> -there are potions of augmentation, very rare, but one turned up
>
> Will fix. In a shop, or in the dungeon?
Dungeon, I can't recall if it was a drop or on the floor, I was clearing a
Dragon pit and it was just in the inventory after it was over.
Cliff Stamp wrote:
> On Wed, 26 Jul 2005, Antoine wrote:
>
> > Did you start the game in 1.02 and then migrate to 1.03? Or has it been
> > 1.03 all the way?
>
> The save file comes way back from the first release. The character is
> however started fresh each time. I just suicide and then started up another
> from the same savefile (monster memory).
OK. I may have broken backwards compatibility: try starting anew with a
fresh file. Sorry about that!!
A.