[B.O.B.] Version 0.3.1 mini-contest (closed)

If you have a module that you'd like comments on or would like to know how to create your very own module, post here

Moderator: Moderator

Message
Author
madmonk
Reaper
Posts: 2257
Joined: Wed Dec 12, 2007 12:21 am
Location: New Zealand

Re: [B.O.B.] Version 0.3.1 mini-contest

#16 Post by madmonk »

I have got to level 15... That was fun!

Comments - especially with the Thaumaturge...

Resting was really, really, really, really slow. To the point that I was browsing the net whilst waiting for resting to finish. One of the obvious things is that if their are NPCs nearby this seems to slow things down.
Thaumaturgy spells need to be sorted into power order (from lowest to highest...). It would make for simplicity when trying to find the best spell for the occasion.
Never really used mutations except to get armour bonuses and I did not get too many of them.

Other than that copious use of healing and mending potions (especially when I got surrounded/swamped) allowed me to clear each level before I went down.

Code: Select all

  [Burned Oatmeal Biscuits 0.3.1 @ www.te4.org Character Dump]

Name: Zap                     HP: 261/261
Level: 19                     MP: 435/435
Exp: 57%                      Current dungeon level: 15
Essence: 28515                Deepest dungeon level: 15

STR: 8                        [Speeds]
DEX: 10                       General: 0
CON: 9                        Move: 0
POW: 17                       Combat: 0
MAN: 15                       Spell: 0
CRE: 9                        Inventory: 0

Slash Resist:   0%            Slash Armor:  15
Pierce Resist:   0%           Pierce Armor:   9
Crush Resist:   0%            Crush Armor:   5
Fire Resist:   0%             Fire Armor:   0
Cold Resist:   0%             Cold Armor:   0
Electricity Resist:   0%      Electricity Armor:   0
Acid Resist:   0%             Acid Armor:   0
Poison Resist:   0%           Poison Armor:   0
Death Resist:   0%            Death Armor:   0

  [Bosses defeated]

At character level 6 and dungeon level 3, Zap destroyed the Eternal Guardian.

  [Character skills]

Remaining skill points: 21

Weapon-mastery
  Weapon fighting: 1/10
Bare-hand combat
  Pugilism: 4/10
  Mighty punches: 0/4
Magical strikes
  Flame strike: 0/5
  Chilling strike: 0/5
  Lightning strike: 0/4
  Corrosive strike: 0/4
Elemental control
  Elemental casting: 0/10
Rune casting
  Rune mastery: 0/10
  Runic memory: 0/5
Thaumaturgy
  Thaumaturgic knowledge: 9/10
Mutations
  Refined mutations: 4/10
  Malleable body: 1/6

  [Character abilities, mutations and effects]

Abilities                     Mutations (1/4)               Current effects
Cold blast (level 17)         crocodile claws               
Death bolt (level 1)                                        
Cold bolt (level 15)                                        
Electricity ball (level 22)                                 
Cold blast (level 27)                                       
Poison ball (level 10)                                      
Cold blast (level 14)                                       
Death beam (level 5)                                        
Fire blast (level 25)                                       
Electricity beam (level 16)                                 
Fire blast (level 8)                                        
Cold beam (level 6)                                         
Fire ball (level 23)                                        
Fire beam (level 9)                                         
Poison beam (level 13)                                      
Poison blast (level 24)                                     
Fire bolt (level 3)                                         
Acid ball (level 18)                                        
Cold bolt (level 4)                                         
Electricity beam (level 12)                                 
Fire beam (level 26)                                        
Acid ball (level 11)                                        
Death ball (level 21)                                       
Electricity blast (level 7)                                 
Death blast (level 20)                                      
Fire beam (level 19)                                        
Fire bolt (level 2)                                         

  [Character melee blows and blocks]

Bare hand
Damage: 4d10 slash            Accuracy: 22                  
Bare hand
Damage: 4d10 slash            Accuracy: 22                  

  [Character equipment]

 *In hand*

 *Main armor*

a) spiked leather armor 10/5/4
   Type: armor / light armor

It increases your armor by: 10 (slash), 5 (pierce), 4 (crush)

 *On head*

b) iron mask 2/2/1
   Type: helmet / light helmet

It increases your armor by: 2 (slash), 2 (pierce), 1 (crush)

 *Cloak*

c) leather cloak 1/0/0
   Type: cloak / cloak

It increases your armor by: 1 (slash)

  [Character inventory]

a) blood of life
   Type: usable / potion

b) 7 clarity potion
   Type: usable / potion

c) 8 healing potion
   Type: usable / potion

d) 5 mending potion
   Type: usable / potion

  [Last messages]

Zap hits giant turtle for 66.00 death damage.
Zap uses Cold bolt.
Zap hits giant turtle for 119.00 cold damage.
Zap uses Electricity beam.
Zap hits giant turtle for 229.00 electricity damage.
Zap killed giant turtle!
You pickup small tail (worth 507 essence and 45 HP)
You pickup fresh meat (worth 424 essence and 99 HP)
You pickup fresh meat (worth 116 essence and 28 HP)
Resting starts...
Rested for 1549 turns (stop reason: HP and MP at maximum).
You bought the iron mask 2/2/1 for 1500 essence.
Zap wears:  iron mask 2/2/1.
Zap drops on the floor:  thin metal cap 1/1/0.
You bought the 3 healing potion for 3600 essence.
Ran for 4 turns (stop reason: terrain change on left side).
Ran for 9 turns (stop reason: terrain change on left side).
Ran for 3 turns (stop reason: terrain change on right side).
Zap uses Death bolt.
Zap hits creeping slime for 42.00 death damage.
Zap uses Cold bolt.
Zap hits creeping slime for 110.00 cold damage.
Zap uses Electricity beam.
Zap hits creeping slime for 123.00 electricity damage.
Zap killed creeping slime!
You pickup soiled jelly salt (worth 27 essence and 16 MP)
You pickup spoiled jelly fluid (worth 20 essence, 4 HP, and 1 MP)
You pickup soiled jelly salt (worth 44 essence and 25 MP)
Ran for 6 turns (stop reason: terrain ahead blocks).
Ran for 3 turns (stop reason: terrain change on right side).
Ran for 2 turns (stop reason: terrain change on left side).
Ran for 2 turns (stop reason: terrain change on left side).
Ran for 3 turns (stop reason: terrain ahead blocks).
Ran for 2 turns (stop reason: terrain change on left side).
Ran for 9 turns (stop reason: terrain change on right side).
Ran for 2 turns (stop reason: terrain change on left side).
Resting starts...
Rested for 191 turns (stop reason: HP and MP at maximum).
Saving game...
Saving done.


Request

I have a couple of suggestions

1) Trapper

The trapper is a monster you cannot see.
It does NOT show up when Targetting is turned on.
It will not attack you.
It is an invisible blocking monster.
You can attack it and kill it but it takes a little time

When running for your life from that nasty corpse-eater for instance do not bump into the trapper. You will then be trapped, especially in its favourite haunt... a corridor

If you die next to a Trapper it will eat your dead body! Perhaps a neat animation...

2) The Drop Forge
When you kill a Guardian a Drop Forge is created and you can then make use of it. Here you will find the finest and most exquisitely wrought pieces of equipment... All at a price!
Regards

Jon.

Marcotte
Wyrmic
Posts: 203
Joined: Sat Jan 26, 2008 1:12 am

Re: [B.O.B.] Version 0.3.1 mini-contest

#17 Post by Marcotte »

Congratulation madmonk for winning the second part of the mini-contest!
madmonk wrote:Resting was really, really, really, really slow. To the point that I was browsing the net whilst waiting for resting to finish.
That annoys me too, so I will make regeneration much faster when resting. (That's also the solution in ToME.)
madmonk wrote:Thaumaturgy spells need to be sorted into power order (from lowest to highest...). It would make for simplicity when trying to find the best spell for the occasion.
I already planned to that for the next release, so it will happen.
madmonk wrote: 1) Trapper

The trapper is a monster you cannot see.
It does NOT show up when Targetting is turned on.
It will not attack you.
It is an invisible blocking monster.
You can attack it and kill it but it takes a little time

When running for your life from that nasty corpse-eater for instance do not bump into the trapper. You will then be trapped, especially in its favourite haunt... a corridor

If you die next to a Trapper it will eat your dead body! Perhaps a neat animation...
I will take that as your prize suggestion. However I'm not that warm at the idea of introducing invisibility, as it causes a bunch of problems (for example with the pathfinding and the targeting being able to "guess" where invisible monsters are). However, I don't think it is necessary for your idea: instead of an invisible monster, it will be an undetectable trap, which will spawn the monster when the player step on it. The monster will be immobile, but have an ability that will pin the player. Is that fine for you?

madmonk
Reaper
Posts: 2257
Joined: Wed Dec 12, 2007 12:21 am
Location: New Zealand

Re: [B.O.B.] Version 0.3.1 mini-contest (closed)

#18 Post by madmonk »

Neat!

Go Trapper! :mrgreen:
Regards

Jon.

Post Reply