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{paste in request from other post}
"Severoth" <severoth@bigpond.net.au> wrote in message
news:d3ab9g$181k$1@news.vol.cz...
> On 2005-04-09 20:13:19, "pete mack" <pmac360@hotmail.com> wrote:
>
> I really wish all the rogue things would get explained actually. From when
> people start searching for you to the haste thing. So much information
that
> would be better off telling us.
>
> Could include the things like traps as well.
>
Here you go. I agree that some of this stuff should be in the
helpfiles.....
All players get an increased chance to hit a sleeping monster (5 + player
level / 5. The rogue combat flag increases this number by 50%.
You can steal from monsters. The formula for determining successful theft
is complicated. The biggest factors for determining if the theft is
successful are:
-monster level
-player level
-monster intelligence
-monster & player speed
-you have a much better chance when the monster is asleep, confused, or
stunned.
-monsters that can steal themselves are very hard to steal from
-creatures that carry good or great objects, or chests are harder to steal
from, but on the other hand this is where the reward is worth it.
In general, I made failing to steal a bad thing. It can aggravate the whole
dungeon if you do it too often, and not even leaving the level helps this.
All monsters are given the maximum "normal" speed variance that usually
means they get 11 turns to your 10 if you are the same speed. In the town,
all the shops close for a while. I did this for game balance purposes, so a
player can't take a creature with excellent drops down to one star and just
stand there and steal excellent items all day long. And I know it makes no
sense that the monsters don't mind you hacking them to bits and plundering
their corpse but stealing from them really makes them mad, but it is a game
balance issue.
In general, a good steal should be planned. Try creatures with decent
object drops that are sleeping, confused or stunned and all alone. Haste
yourself, and give stealing a try. Just do this occasionally, don't fail
five times in a row.
You do get hasted for two turns (at normal speed) after a theft
attempt....just to let you try to get away.
rogues get increased damage from slings - 66% of player level added to total
damage.
They are very good with throwing weapons, and can do great damage with a
well balanced weapon. Try throwing one of the *thancs sometime. Can really
do damage to creatures pre-statgain.
Rogues get to hit bonus with slings - 3 + (player level / 4)
rogues get an extra shot at level 26.
rogues can set traps - monsters become wary when they see a trap being set,
or set off by another monster. They are best set around corners, ideally
when creatures walk into them one at a time without too many other creatures
seeing the trap get set off. Again, the chance of the monster setting off
the player trap depends on monster level, player level, monster
intelligence, evasiveness, etc....
you can modify a trap, the higher the player level, the more choices the
player gets:
The default is the basic trap. Individual trap damage varies each time but
goes up exponentially as the player gains levels:
n = player level + (player level * player level)/ 12);
"trap damage" = 3 + randint👎 + n;
(damage from a plain trap is half of that "trap damage" number calculated
above)
players also get a sturdy trap option right away, which does 33% damage of
the trap damage figure (or 66% of a regular trap) but is almost 3 times less
likely to break - useful for helping getting away from a room of lice or
rats.
level 6 - slowing trap - slows monsters (obviously) - helpful to set up
pillar dancing.
level 12 - confusion trap - confuses monsters (obviously) - useful to set up
thefts. Note that unless the monster has the no_confuse flag, they get no
saving throw unlike confusion spells, so it can be used to confuse some
uniques. Note: Too late for version 0.4.1, but I just changed the slowing
trap to make creatures with the NO_SLOW flag immune to slowing. Before it
had the unique flag, because when I put in the monster traps, I hadn't done
4gai yet and the NO_SLOW flag didn't exist.
level 18 - poison trap - poison ball spell with damage 66% of that "trap
damage" number calculated above, or 33% more than a normal trap.
level 24 - life draining trap - this one is probably the most useful trap -
ball spell with damage 75% of that "trap damage" number calculated above, or
50% more than a normal trap. No damage to the non-living.
level 30 - electricity trap - electric ball spell with damage 87.5% of that
"trap damage" number calculated above. Can destroy things on the ground
susceptible to electricity.
level 36 - explosion - 2 ball spells - one fire 37.5% damage of that "trap
damage" number calculated above, than one shard 37.5% damage of that "trap
damage" number calculated above. This one does destroy stuff on the ground
as well. Probably not as useful as some lower level traps. In typing this
out I realize there is much room for improvement. I think I was thinking it
would hurt more monsters than the electricity because not many things resist
shards. For NPP 050, I just changed the fire burst to plasma, and upped the
damage of each ball spell to 66% of the trap damage number. More unresisted
damage, but that will really clear out inventory on the ground as well.
Should be very nice against zephyr hounds, though.
level 42 - teleport away - I just thought this might be useful to get
creatures away from a vault without having to be within LOS of them-
probably not very useful now that the monsters hold the objects in vaults.
Suggestions?
level 48 dispel monsters - this is the big one....between 100% and 200% of
that trap damage number (and I upped to up to 250% of trap damage number for
NPP 050) - to all creatures within LOS of trap, no chance for anything to
resist - getting a creature to set this one off in a crowded room is
extremely satisfying.
Rogues also get to set a second traps at level 26. Also note that any traps
set by the create monster trap scroll does not count against this total, and
can also be modified to one of the specialized traps above.
I hope that helps.
Also one final note for the competition - Items that have a random ability
can have more than one random ability. There is now a rod of *identify*
that should get heavy use when you find it. And there is always the store
service before you find one. While there are no artifacts, there are some
very artifact-like objects to be found. Keep *identifying* those shields
and armor of elvenkind, or items with random abilities. Cloaks of Aman have
a random immunity. You will eventually find some with 2 or rarely 3 of
them. 4 or more is possible but a very remote possibility. It
automatically adds one ability/high resist/immunity than continues to add
them every time it passes a one in 20 test.
I hope this helps......
--
-Jeff
replace the ".spam"s with comcast.net to reply
Author of NPPAngband. Check it out at:
http://home.comcast.net/~nppangband/
{paste in request from other post}
"Severoth" <severoth@bigpond.net.au> wrote in message
news:d3ab9g$181k$1@news.vol.cz...
> On 2005-04-09 20:13:19, "pete mack" <pmac360@hotmail.com> wrote:
>
> I really wish all the rogue things would get explained actually. From when
> people start searching for you to the haste thing. So much information
that
> would be better off telling us.

>
> Could include the things like traps as well.
>
Here you go. I agree that some of this stuff should be in the
helpfiles.....
All players get an increased chance to hit a sleeping monster (5 + player
level / 5. The rogue combat flag increases this number by 50%.
You can steal from monsters. The formula for determining successful theft
is complicated. The biggest factors for determining if the theft is
successful are:
-monster level
-player level
-monster intelligence
-monster & player speed
-you have a much better chance when the monster is asleep, confused, or
stunned.
-monsters that can steal themselves are very hard to steal from
-creatures that carry good or great objects, or chests are harder to steal
from, but on the other hand this is where the reward is worth it.
In general, I made failing to steal a bad thing. It can aggravate the whole
dungeon if you do it too often, and not even leaving the level helps this.
All monsters are given the maximum "normal" speed variance that usually
means they get 11 turns to your 10 if you are the same speed. In the town,
all the shops close for a while. I did this for game balance purposes, so a
player can't take a creature with excellent drops down to one star and just
stand there and steal excellent items all day long. And I know it makes no
sense that the monsters don't mind you hacking them to bits and plundering
their corpse but stealing from them really makes them mad, but it is a game
balance issue.
In general, a good steal should be planned. Try creatures with decent
object drops that are sleeping, confused or stunned and all alone. Haste
yourself, and give stealing a try. Just do this occasionally, don't fail
five times in a row.
You do get hasted for two turns (at normal speed) after a theft
attempt....just to let you try to get away.
rogues get increased damage from slings - 66% of player level added to total
damage.
They are very good with throwing weapons, and can do great damage with a
well balanced weapon. Try throwing one of the *thancs sometime. Can really
do damage to creatures pre-statgain.
Rogues get to hit bonus with slings - 3 + (player level / 4)
rogues get an extra shot at level 26.
rogues can set traps - monsters become wary when they see a trap being set,
or set off by another monster. They are best set around corners, ideally
when creatures walk into them one at a time without too many other creatures
seeing the trap get set off. Again, the chance of the monster setting off
the player trap depends on monster level, player level, monster
intelligence, evasiveness, etc....
you can modify a trap, the higher the player level, the more choices the
player gets:
The default is the basic trap. Individual trap damage varies each time but
goes up exponentially as the player gains levels:
n = player level + (player level * player level)/ 12);
"trap damage" = 3 + randint👎 + n;
(damage from a plain trap is half of that "trap damage" number calculated
above)
players also get a sturdy trap option right away, which does 33% damage of
the trap damage figure (or 66% of a regular trap) but is almost 3 times less
likely to break - useful for helping getting away from a room of lice or
rats.
level 6 - slowing trap - slows monsters (obviously) - helpful to set up
pillar dancing.
level 12 - confusion trap - confuses monsters (obviously) - useful to set up
thefts. Note that unless the monster has the no_confuse flag, they get no
saving throw unlike confusion spells, so it can be used to confuse some
uniques. Note: Too late for version 0.4.1, but I just changed the slowing
trap to make creatures with the NO_SLOW flag immune to slowing. Before it
had the unique flag, because when I put in the monster traps, I hadn't done
4gai yet and the NO_SLOW flag didn't exist.
level 18 - poison trap - poison ball spell with damage 66% of that "trap
damage" number calculated above, or 33% more than a normal trap.
level 24 - life draining trap - this one is probably the most useful trap -
ball spell with damage 75% of that "trap damage" number calculated above, or
50% more than a normal trap. No damage to the non-living.
level 30 - electricity trap - electric ball spell with damage 87.5% of that
"trap damage" number calculated above. Can destroy things on the ground
susceptible to electricity.
level 36 - explosion - 2 ball spells - one fire 37.5% damage of that "trap
damage" number calculated above, than one shard 37.5% damage of that "trap
damage" number calculated above. This one does destroy stuff on the ground
as well. Probably not as useful as some lower level traps. In typing this
out I realize there is much room for improvement. I think I was thinking it
would hurt more monsters than the electricity because not many things resist
shards. For NPP 050, I just changed the fire burst to plasma, and upped the
damage of each ball spell to 66% of the trap damage number. More unresisted
damage, but that will really clear out inventory on the ground as well.
Should be very nice against zephyr hounds, though.
level 42 - teleport away - I just thought this might be useful to get
creatures away from a vault without having to be within LOS of them-
probably not very useful now that the monsters hold the objects in vaults.
Suggestions?
level 48 dispel monsters - this is the big one....between 100% and 200% of
that trap damage number (and I upped to up to 250% of trap damage number for
NPP 050) - to all creatures within LOS of trap, no chance for anything to
resist - getting a creature to set this one off in a crowded room is
extremely satisfying.
Rogues also get to set a second traps at level 26. Also note that any traps
set by the create monster trap scroll does not count against this total, and
can also be modified to one of the specialized traps above.
I hope that helps.
Also one final note for the competition - Items that have a random ability
can have more than one random ability. There is now a rod of *identify*
that should get heavy use when you find it. And there is always the store
service before you find one. While there are no artifacts, there are some
very artifact-like objects to be found. Keep *identifying* those shields
and armor of elvenkind, or items with random abilities. Cloaks of Aman have
a random immunity. You will eventually find some with 2 or rarely 3 of
them. 4 or more is possible but a very remote possibility. It
automatically adds one ability/high resist/immunity than continues to add
them every time it passes a one in 20 test.
I hope this helps......
--
-Jeff
replace the ".spam"s with comcast.net to reply
Author of NPPAngband. Check it out at:
http://home.comcast.net/~nppangband/