[crawl] bug raport

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Display:
Display of wealded wand charges don't change when used.

When weakened on 1 digit str and might ends from 2 digit str there is one
extra ")" sign at end.

Missing space between words in ghoul description

Not certain:
Lava in swamp.Should it be like that?

Gaining glow from Torg's extention of rage by killing.

Magical staves eatan away while hitting jellys?
"Your staff of energy is eaten away!
The jelly is lightly wounded.
The jelly misses you.
The jelly misses you."

I can wield bow and fire from it with shield on. Is it ok?

In hell I got the message that something just walked on my grave (I was in
Lichform).

In Lichform I have meele drain atack even though I wear gloves.

In Elven Halls "1" summoned two deep elves.

Monster:
In abbys I stumbled on a wall which had a bug description, and I could
target it with auto-target.

In hell a monster standed on my title. It teleported/generated there?

--
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Roman "Seek" Sêk
 
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bork bork bork Seek bork 12:16:02 AM bork 1/7/2005 bork bork:

> Not certain:
> Lava in swamp.Should it be like that?

Yes; lava can be dang near anywhere.

> I can wield bow and fire from it with shield on. Is it ok?

As OK as the existence of elves, hippogriffs, and magic is... it was a game
design decision. Sure it would require you to have three hands, but "magical
extra, invisible arms" are a time-worn tradition in roguelikes. Think of it
as a counterbalance for the various disadvantages of bows (don't train
fighting and thus don't raise your HP, sap away your XP into two skills just
to do one new thing -- to fire bows, ammo is heavy, ammo is not unlimited,
less punch than melee weapons, etc.... not to say that bows are useless,
however... but making them two-handed would be the final blow).

> Gaining glow from Torg's extention of rage by killing.

Game design decision, this time perhaps for simplicity's sake. The basic
model is that having certain of the most powerful enchantments (I think it's
rage, invisibility, and haste) extended contaminates you. My hunch is that
the rationale was that adding one exception would lead to another and
another, until things got unnecessarily complicated. Crawl dislikes
unnecessary complications. That, and the fact that the extension of rage is a
powerful thing, and powerful things (like, say, ranged melee attacks :))
tend to have balancing disadvantages in Crawl.

> In Lichform I have meele drain atack even though I wear gloves.

It's your eeeeevil aura. What's a centimeter of leather gonna do to stop that?

> In Elven Halls "1" summoned two deep elves.

And?

> Monster:
> In abbys I stumbled on a wall which had a bug description, and I could
> target it with auto-target.

The abyss is said to be quite buggy; I'm not surprised.

> In hell a monster standed on my title. It teleported/generated there?

Yes -- teleported. A bug, obviously. (And if it were to cast a beneficial
spell on itself, it would benefit you as well. Both of these things happened
to me for the first time last night. Boy, was I confused for a minute...
"what mysterious benefactor has hasted me... oh, it's that deep elf knight
that just blinked onto my square! Uhhhhhhhhhhhhhhhhhhhhhhhhhhh.... Gee,
thanks! Now, die!"

The remaining things in your original post are obviously bugs.

Erik
 
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"Erik Piper" <efrniokr@sdky.cz> wrote:
>It's your eeeeevil aura. What's a centimeter of leather gonna do to stop that?

Mostly, stop you from bending your fingers :)

Couple of millimetres, tops.
--
Martin Read - my opinions are my own. share them if you wish.
 
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bork bork bork Martin Read bork 1:00:52 PM bork 1/7/2005 bork bork:

> "Erik Piper" <efrniokr@sdky.cz> wrote:
> > It's your eeeeevil aura. What's a centimeter of leather gonna do to stop
> > that?
>
> Mostly, stop you from bending your fingers :)
>
> Couple of millimetres, tops.

Somehow, I always imagined those medieval-type battle gloves to be really
thick. For the extra protection, you know.

I guess that much leather really would get in the way. A couple of
millimeters it is, then.

Erik
 
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"Erik Piper" <efrniokr@sdky.cz> wrote in
news:347f41F49ap9pU1@individual.net:

> Somehow, I always imagined those medieval-type battle gloves to be
> really thick. For the extra protection, you know.
>
> I guess that much leather really would get in the way. A couple of
> millimeters it is, then.

Think hockey or lacross gloves. Thin cloth or leather for the glove itself,
with panels of thick hard leather sewn/bolted/glued on top for protection.
 
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User "Erik Piper" <efrniokr@sdky.cz> wrote
> bork bork bork Seek bork 12:16:02 AM bork 1/7/2005 bork bork:
>
> > Not certain:
> > Lava in swamp.Should it be like that?
>
> Yes; lava can be dang near anywhere.
Yes, but it looks... weird. Come on, one square is lava, and next to it
water?

> > I can wield bow and fire from it with shield on. Is it ok?
>
> As OK as the existence of elves, hippogriffs, and magic is... it was a
game
> design decision. Sure it would require you to have three hands, but
"magical
> extra, invisible arms" are a time-worn tradition in roguelikes. Think of
it
> as a counterbalance for the various disadvantages of bows (don't train
> fighting and thus don't raise your HP, sap away your XP into two skills
just
> to do one new thing -- to fire bows, ammo is heavy, ammo is not unlimited,
> less punch than melee weapons, etc.... not to say that bows are useless,
> however... but making them two-handed would be the final blow).
Ok, it would have had some sense if they were at least remotely playable,
but because of all their disadvanteges nobody uses them. Allowing to wear a
shield with them won't change it, giving them a more firepower, or lowering
chances to loose amunition on the other hand...

> > Gaining glow from Torg's extention of rage by killing.
>
> Game design decision, this time perhaps for simplicity's sake. The basic
> model is that having certain of the most powerful enchantments (I think
it's
> rage, invisibility, and haste) extended contaminates you. My hunch is that
> the rationale was that adding one exception would lead to another and
> another, until things got unnecessarily complicated. Crawl dislikes
> unnecessary complications. That, and the fact that the extension of rage
is a
> powerful thing, and powerful things (like, say, ranged melee attacks :))
> tend to have balancing disadvantages in Crawl.
There is exception alredy, because Thorg warshipers don't loose
consciousness after berserk. Besides we end up with berserkers who are afrai
d to go berserk. It may sound funny, but where has gone the fealing of being
ruthless bane of magic users when you end up wraped by extensive use of
magic?

> > In Lichform I have meele drain atack even though I wear gloves.
>
> It's your eeeeevil aura. What's a centimeter of leather gonna do to stop
that?
>
> > In Elven Halls "1" summoned two deep elves.
>
> And?
Well, is it normal for demons to summon mortals for help? I repeat it's '1'
who summoned elves, not the other way around.

> Erik

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"Seek" <seek@poczta.fm> wrote in message
news:crpj5i$231$2@nemesis.news.tpi.pl...
> User "Erik Piper" <efrniokr@sdky.cz> wrote

> > Yes; lava can be dang near anywhere.
> Yes, but it looks... weird. Come on, one square is lava, and next to it
> water?

Hawaii? Iceland?

> > > In Elven Halls "1" summoned two deep elves.
> >
> > And?
> Well, is it normal for demons to summon mortals for help? I repeat it's '1'
> who summoned elves, not the other way around.

It's fine. They're casting the monster equivalent of Shadow Creatures. It
creates monsters appropriate to the level. In the Elven Halls, that's elves.

--
Jeremey
 
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In article <wg%Dd.12275$_X7.8490@newssvr33.news.prodigy.com>,
Jeremey Wilson <noaddressgiven@yahoo.com> wrote:
//
// "Seek" <seek@poczta.fm> wrote in message
// news:crpj5i$231$2@nemesis.news.tpi.pl...
// > User "Erik Piper" <efrniokr@sdky.cz> wrote
//
// > > Yes; lava can be dang near anywhere.
// > Yes, but it looks... weird. Come on, one square is lava, and next to it
// > water?
//
// Hawaii? Iceland?

Yellowstone, New Zealand, Japan, Fire Swamp of Guilder, etc. Plenty
of places where vulcanism and water co-exist.

// > > > In Elven Halls "1" summoned two deep elves.
// > >
// > > And?
// > Well, is it normal for demons to summon mortals for help? I repeat it's '1'
// > who summoned elves, not the other way around.
//
// It's fine. They're casting the monster equivalent of Shadow Creatures. It
// creates monsters appropriate to the level. In the Elven Halls, that's elves.

Exactly. And who said they're being summoned to "help"... not all
summoning is about calling in friends, a good part of it is about calling
in fodder to serve.

Brent Ross
 
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> > > I can wield bow and fire from it with shield on. Is it ok?
> >
> > As OK as the existence of elves, hippogriffs, and magic is... it
was a
> game
> > design decision. Sure it would require you to have three hands, but
> "magical
> > extra, invisible arms" are a time-worn tradition in roguelikes.
Think of
> it
> > as a counterbalance for the various disadvantages of bows (don't
train
> > fighting and thus don't raise your HP, sap away your XP into two
skills
> just
> > to do one new thing -- to fire bows, ammo is heavy, ammo is not
unlimited,
> > less punch than melee weapons, etc.... not to say that bows are
useless,
> > however... but making them two-handed would be the final blow).
> Ok, it would have had some sense if they were at least remotely
playable,
> but because of all their disadvanteges nobody uses them. Allowing to
wear a
> shield with them won't change it, giving them a more firepower, or
lowering
> chances to loose amunition on the other hand...

I agree with most you say, and I respect your opinions, but now...

Firstly, I find it very natural that you can both wear a shield and use
a bow at the same time.

Secondly, bows are not that useless. I use them. My best three
characters (xl >= 16) have all been centaur rangers (although in v3.3),
and when your Bows skill is >20, you are already killing everything
you have to face with few (maybe 2-10) arrows. And I have the
impression that crossbows are even more powerful. (By the way, I think
hand crossbows are too rare.)

Carrying ammunition is not that problematic. It can be; I had one CeRa
who was killed because of the lack of arrows. There were plenty of bolt
traps, but I did not have a crossbow and by crossbow skill was at 0. I
slaughtered a lot of monsters with decks of summoning (thanks to
Nemelex). Without arrows, hunters and rangers are worthless. [One trick
is to disarm every normal trap so that you get your "Traps & Doors"
higher, then disarm every arrow trap.] And you can carry 300 arrows, it
just means that you can not carry all that useless stuff you find; you
have to do some decisions. [If I find Staff of Olgreb or other artifact
for example from the bottom of the Vaults, I leave it there. I can not
carry it to altar, and I will not use it.]

I am certain that bows are powerful (at least in v3.3), when you have a
decent (read: non-cursed) bow with high Bows skill and plenty of arrows
around.

If the power of Bows have been tuned down in newer versions, I
apologize. My last centaur hunter with v4 died quickly at level 1. None
of his arrows ever hit anything; I had to kill everything with that
dagger. :-(

t. EVV

P.S. And when talking about something useless, think about ghouls. I
played a hundred or so ghouls few days ago (it was an experiment), and
less than 10 of them survived the first level. Only one managed to
survive to level 6. Well, that's useless!
 
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Seek wrote:

> User "Erik Piper" <efrniokr@sdky.cz> wrote
> > bork bork bork Seek bork 12:16:02 AM bork 1/7/2005 bork bork:
> >
> > > Not certain:
> > > Lava in swamp.Should it be like that?
> >
> > Yes; lava can be dang near anywhere.
> Yes, but it looks... weird. Come on, one square is lava, and next to it
> water?

Never thought of it that way. Still... it's, err, *magic* lava.

> > > I can wield bow and fire from it with shield on. Is it ok?
> >
> > As OK as the existence of elves, hippogriffs, and magic is... it was a
> game
> > design decision. Sure it would require you to have three hands, but
> "magical
> > extra, invisible arms" are a time-worn tradition in roguelikes. Think of
> it
> > as a counterbalance for the various disadvantages of bows (don't train
> > fighting and thus don't raise your HP, sap away your XP into two skills
> just
> > to do one new thing -- to fire bows, ammo is heavy, ammo is not unlimited,
> > less punch than melee weapons, etc.... not to say that bows are useless,
> > however... but making them two-handed would be the final blow).
> Ok, it would have had some sense if they were at least remotely playable,
> but because of all their disadvanteges nobody uses them. Allowing to wear a
> shield with them won't change it, giving them a more firepower, or lowering
> chances to loose amunition on the other hand...

I just played my first major game with a fighter type, and made TREMENDOUS use
of bows. (Their sheer efficacy may well have won me the game -- I reached D:27
-- if it weren't for all a horrible set of mutations.) Being a fighter-mage
made this somewhat easier, as I could "blink and plink," and could use
Swiftness to pretend to be a centaur, but I believe they would still be far
more than remotely playable even without that.

> Allowing to wear a shield with them won't change it

Shields are a very powerful thing, and besides the occasional artifact shield,
it's not uncommon to find shields of protection. Let's put it this way: my High
Elf Crusader, who otherwise could develop Conjurations and Bows/Throwing about
equally, mostly ignored Conjurations and strongly developed bows, just because
serious conjuration involves wielding staves, which means no shield. (Of
course, great swords also mean no shield, so conjuring/great swords would also
be an interesting combination, but bows/1-hands/shields worked just fine too.)

> giving them a more firepower

Their strength is, and should be in, the ability to hurt without getting hurt
back, not in raw firepower (though with some training,they're not bad in that
department either).

> lowering chances to lose ammo

With a character focused about 65/35 on melee/missiles, I played out nearly the
entire game, and never ran out. Just watch where you fire (not into deep water)
and what you fire at (not at corroding monsters, and maybe not even near them
-- not sure how that works yet). If you have an amulet of the gourmand and some
patience, you could probably even scum for arrows a little after the initial
supply in the Halls runs out.

Sorry for arguing one side, and then going on to argue the opposite side -- I'm
a Libra. :p

>
> > > Gaining glow from Torg's extention of rage by killing.
> >
> > Game design decision, this time perhaps for simplicity's sake. The basic
> > model is that having certain of the most powerful enchantments (I think
> it's
> > rage, invisibility, and haste) extended contaminates you. My hunch is that
> > the rationale was that adding one exception would lead to another and
> > another, until things got unnecessarily complicated. Crawl dislikes
> > unnecessary complications. That, and the fact that the extension of rage
> is a
> > powerful thing, and powerful things (like, say, ranged melee attacks :))
> > tend to have balancing disadvantages in Crawl.
> There is exception alredy, because Thorg warshipers don't loose
> consciousness after berserk.

Neither do PC's who wear an amulet of resist slowing. I've never played with
Trog; sounds like he gives you a free invisible neck and puts an "oRS on it,
but with a few prices attached.

But anyway -- so Trog worshippers get TWO advantages when beserking; all the
more reason to have a price attached to berserking.

> Besides we end up with berserkers who are afraid to go berserk.

Replace "go beserk" with "go beserk too often," and you're right. Contamination
decays over time; wait long enough after an extended beserking and you'll be
fine.

> It may sound funny, but where has gone the fealing of being
> ruthless bane of magic users when you end up wraped by extensive use of
> magic?

God-magic.


> > > In Elven Halls "1" summoned two deep elves.
> >
> > And?
> Well, is it normal for demons to summon mortals for help? I repeat it's '1'
> who summoned elves, not the other way around.

Aha. I misunderstood you.

Sounds like a bug. Or maybe they were even more evil than the "1" itself. :)

Erik
 

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Erik Piper wrote:
[bows]
>> giving them a more firepower
>
> Their strength is, and should be in, the ability to hurt without
> getting hurt back,

i can do that with bolt of fire :-/

> not in raw firepower (though with some
> training,they're not bad in that department either).

they are great in the early game, but the problem is that they don't
scale well in the mid-late game; partly because they are penalised by
the rules on enchantment, but also because there's no missile equivalent
of triple sword/executioners axe, etc.

something like an arbalest, or composite bow (to take two historical
examples) would go down a treat. and potentially make yaktaur captains
scarier ;-)

>> lowering chances to lose ammo
>
> With a character focused about 65/35 on melee/missiles, I played out
> nearly the entire game, and never ran out.

unfortunately if you want to play 80% missile/20% melee (not
unreasonable for a hunter!), it doesn't work out that way. (i also
suspect you would be less sanguine about their damage output as well)

when this thread started i began a mountain dwarf hunter as an
experiment; halfway through level 2 i ran out of bolts, and didn't see
any more until dungeon level 9, when i quit in frustration. just for
roleplaying considerations alone, this is not my idea of fun.

the big advantage to bows over spells is the fact that you can wear
heavy armour. (shields too, even if it is stoopid)

also, how common is a randart bow? i don't think i've ever picked one
up.


--
ru
 
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bork bork bork ru bork 3:17:48 PM bork 1/10/2005 bork bork:

> Erik Piper wrote:
> [bows]
> >> giving them a more firepower
> >
> > Their strength is, and should be in, the ability to hurt without
> > getting hurt back,
>
> i can do that with bolt of fire :-/

But a reasonable-strength bolt of fire is not available to everyone... and
you yourself state that attack strength is important. And many characters
will not be able to cast it or a similar spell at all, either because they
never find a book with decent attack spells, or because they're worshipping
Trog, or because their low int/low skill aptitude/heavy armor/heavy shield
gets in the way.

> > not in raw firepower (though with some
> > training,they're not bad in that department either).
>
> they are great in the early game, but the problem is that they don't
> scale well in the mid-late game;

Not in my experience.

> partly because they are penalised by the rules on enchantment,

Any character that chooses bows over spells is probably not going to have too
much trouble reaching a strength of 13! Even the weakest of my high elves can
do it within a few level-ups.

> but also because there's no missile equivalent
> of triple sword/executioners axe, etc.

I found my +6, +5 bow (enchanted by hand) and high skill to do just fine.

> something like an arbalest, or composite bow (to take two historical
> examples) would go down a treat. and potentially make yaktaur captains
> scarier ;-)

They exist. They're called "crossbows."

Yaktaur captains don't need to be made any scarier than they already are,
BTW. :)

> >> lowering chances to lose ammo
> >
> > With a character focused about 65/35 on melee/missiles, I played out
> > nearly the entire game, and never ran out.
>
> unfortunately if you want to play 80% missile/20% melee (not
> unreasonable for a hunter!), it doesn't work out that way. (i also
> suspect you would be less sanguine about their damage output as well)
>
> when this thread started i began a mountain dwarf hunter as an
> experiment; halfway through level 2 i ran out of bolts, and didn't see
> any more until dungeon level 9, when i quit in frustration. just for
> roleplaying considerations alone, this is not my idea of fun.

Darts and rocks come early and are weak; arrows come somewhat later and are
stronger than these; bolts come later than arrows, and are the strongest of
all. That's the way Crawl is. Dungeon level 9 is too early for major boltage.

By the end of my (sad, sad) last major game, there were so many bolts lying
around even just in the Vaults, I could have quit my career as an adventurer
and made a fortunate selling bolts at the low, low price of 1 GP apiece.

> roleplaying considerations alone,

There I have to agree with you; there is no room for successfully roleplaying
a hunter in Crawl. They are a very powerful tool, but a missiles-only game is
simply gonna be tough.

[...]

> also, how common is a randart bow? i don't think i've ever picked one
> up.

Found two or three in my last game; otherwise, I don't keep track.

Actually, and interestingly, playing my first real "warrior" game taught me
that randart weapons and armor aren't everything. I found lots of each, but I
ended up using a hand-enchanted elven long sword of slicing (via a scroll of
vorpalise weapon) and an elven bow for my real weapons, and the only randart
armor I used constantly was a helmet. Much of the time, the "balancing
factor" on a randart is something so awful that you would never wear/wield it
for serious work, and with weapons specifically, it's not easy to find a
randart with properties that make up for not it not matching your race and
not being scroll-enchantable. (Unless you're Rubenstein, of course.) :)

Erik
 

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Erik Piper wrote:
> bork bork bork ru bork 3:17:48 PM bork 1/10/2005 bork bork:
>> Erik Piper wrote:

>> > Their strength is, and should be in, the ability to hurt without
>> > getting hurt back,
>> i can do that with bolt of fire :-/
> But a reasonable-strength bolt of fire is not available to everyone... and
> you yourself state that attack strength is important. And many characters
> will not be able to cast it or a similar spell at all, either because they
> never find a book with decent attack spells, or because they're worshipping
> Trog, or because their low int/low skill aptitude/heavy armor/heavy shield
> gets in the way.

eh, the last Trog worshipper i played was one of the more dangerous
ranged combatants i've had. evocations beats bows every time, i've
found. as for a spellcaster never picking up an attack spell, that's
cripplingly bad luck.

>> partly because they are penalised by the rules on enchantment,
> Any character that chooses bows over spells is probably not going to have too
> much trouble reaching a strength of 13! Even the weakest of my high elves can
> do it within a few level-ups.

hmm. the damage calculations are different enough to make comparisons
problematic; when i have more time i'll plug in some example numbers and
see what falls out. some interesting observations from the code so far,
though: crossbows get their full enchantment bonus, but no stat bonus
(naturally). bows get double the skill bonus of crossbows. the real
difference is that missile bonuses are additive, while most melee
bonuses are multpliers.

>> roleplaying considerations alone,
> There I have to agree with you; there is no room for successfully roleplaying
> a hunter in Crawl.

that's a sine qua non, as far as i'm concerned. but then i'm a roleplayer
first, and a gamer second.


--
ru
 
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I find often bolts on level 1,sometimes i have 100 with me when i reach
level 3,but i had never found a crossbow to use them.
 
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bork bork bork ru bork 8:22:25 PM bork 1/10/2005 bork bork:

> Erik Piper wrote:
> > bork bork bork ru bork 3:17:48 PM bork 1/10/2005 bork bork:
> >> Erik Piper wrote:
>
> >> > Their strength is, and should be in, the ability to hurt without
> >> > getting hurt back,
> >> i can do that with bolt of fire :-/
> > But a reasonable-strength bolt of fire is not available to everyone... and
> > you yourself state that attack strength is important. And many characters
> > will not be able to cast it or a similar spell at all, either because they
> > never find a book with decent attack spells, or because they're
> > worshipping Trog, or because their low int/low skill aptitude/heavy
> > armor/heavy shield gets in the way.
>
> eh, the last Trog worshipper i played was one of the more dangerous
> ranged combatants i've had. evocations beats bows every time, i've
> found. as for a spellcaster never picking up an attack spell, that's
> cripplingly bad luck.

s/attack spell/decent attack spell

It's easy to pick up an attack spell. It's not easy to pick up an attack
spell on the level of Bolt of Fire, and especially not to pick it up anywhere
near as early as you can kill a centaur, take his bow, and get bow damage
into a similar range. It's also non-trivial to get the point where you can
even train it without risking a shower of bad mutations -- you have to start
by pumping experience into a lower spell. A bow, you can just pick it up and
start.

Evocations and rods? Very nice things, but forget about a shield... which is
certainly an option, but is a significant sacrifice of its own. And forget
about developing spellcasting early (as you otherwise will not be able to get
a rod from your first scroll of acquirement). And forget about maintaining a
constant barrage; once your spell points run out, you'll have to pull out
that axe. ("But once a monster closes, I have to pull it out anyway," you
might say. True enough... if you aren't able or allowed to cast supporting
spells. If you are able to cast spells, even low-level spells, then you can
use Conjure Flame, Mephitic Cloud, Blink, Swiftness, Haste, Evaporate, or
other spells to maintain range.)

I realize of course that many melee types will already be "forgetting about
spellcasting" anyway. Many others, however, will not. I think the fact that
you apparently have recent experience with the former type and I have recent
experience with the latter is strongly influencing this discussion. :)

In the end... it's quite simple, really. I *just* *played* [1] a game where
bows *kicked* *ass*. Not as my only tool, no, but as an extremely powerful
and constantly used tool. In light of that experience, I must warn you that
your efforts to convince me that X, Y or Z beats them every time are simply
going to crash into a brick wall.

> >> partly because they are penalised by the rules on enchantment,
> > Any character that chooses bows over spells is probably not going to have
> > too much trouble reaching a strength of 13! Even the weakest of my high
> > elves can do it within a few level-ups.
>
> hmm. the damage calculations are different enough to make comparisons
> problematic; when i have more time i'll plug in some example numbers and
> see what falls out. some interesting observations from the code so far,
> though: crossbows get their full enchantment bonus, but no stat bonus
> (naturally). bows get double the skill bonus of crossbows. the real
> difference is that missile bonuses are additive, while most melee
> bonuses are multpliers.

The use of mere additives instead of multipliers is a fair exchange for the
advantages of adding missile weapons to the mix, in my opinion.

> >> roleplaying considerations alone,
> > There I have to agree with you; there is no room for successfully
> > roleplaying a hunter in Crawl.
>
> that's a sine qua non, as far as i'm concerned. but then i'm a roleplayer
> first, and a gamer second.

I see. I must confess, I am the opposite.

Erik

[1] Is it common for newsreaders to render *-text in bold and without the
stars when displaying messages, or is that just a quirk of my newsreader
(XanaNews)?
 
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User "Erik Piper" wrote...
> Seek wrote:
> > User "Erik Piper" <efrniokr@sdky.cz> wrote
[bow balance]
> > Ok, it would have had some sense if they were at least remotely
playable,
> > but because of all their disadvanteges nobody uses them. Allowing to
wear a
> > shield with them won't change it, giving them a more firepower, or
lowering
> > chances to loose amunition on the other hand...
>
> I just played my first major game with a fighter type, and made TREMENDOUS
use
> of bows. (Their sheer efficacy may well have won me the game -- I reached
D:27
> -- if it weren't for all a horrible set of mutations.) Being a
fighter-mage
> made this somewhat easier, as I could "blink and plink," and could use
> Swiftness to pretend to be a centaur, but I believe they would still be
far
> more than remotely playable even without that.
Eh.. I just knew, that if I write that someone will pop out and state that
he won the game using bows exclusively. Oh, well. I tryed one more (107th
probably) elven hunter, but this time I forgot about my vow to use only bows
and small blades. I wanted to survive, so I started to use every trick from
the book (picking everytging throw-able, and shooting/darting or needleing
like mad), and surprisingly - it worked. I quickly found sabre, so it helped
somewhat, and all my arrows are broken, but I'm on 4th dungeon level and
have lots of darts, stones and even some poisoned needles so my life
expectancy is quite good.
What pissed me off is that I cant now use my 4th level bow skill. I pumped
in it a lot of xp, and now I don't have anything from it. I really wouldn't
mind more arrows on the start, or some way to produce some from wooden
weapons.

[bows]
> > giving them a more firepower
>
> Their strength is, and should be in, the ability to hurt without getting
hurt
> back, not in raw firepower (though with some training,they're not bad in
that
> department either).
For support weapon it may be enoth, but at the start you don't hit your
target that often, and when you actually do - you don't hurt them more than
the wizard with magic arrow. Since I choose to be a hunter I shoud to be
able to take out most targets from distance, and to soften up the rest. But
if hobgoblin can come up to me practically unhurt and I have to use my
trusty knife on him I start to think that there is something wrong.

> > lowering chances to lose ammo
>
> With a character focused about 65/35 on melee/missiles, I played out
nearly the
> entire game, and never ran out. Just watch where you fire (not into deep
water)
> and what you fire at (not at corroding monsters, and maybe not even near
them
> -- not sure how that works yet). If you have an amulet of the gourmand and
some
> patience, you could probably even scum for arrows a little after the
initial
> supply in the Halls runs out.
Yes, but you use bows a lot less, and a lot later. I'm talking about novice
hunter with a knife, and low meele skill, and you talk about moderate
swordsman who starts learning bows as a hobby.

[berserking]
> > There is exception alredy, because Thorg warshipers don't loose
> > consciousness after berserk.
>
> Neither do PC's who wear an amulet of resist slowing. I've never played
with
> Trog; sounds like he gives you a free invisible neck and puts an "oRS on
it,
> but with a few prices attached.
>
> But anyway -- so Trog worshippers get TWO advantages when beserking; all
the
> more reason to have a price attached to berserking.
No. You still have to go through 'slow' faze after berserk, but you won't
pass out (paralize).

> > Besides we end up with berserkers who are afraid to go berserk.
>
> Replace "go beserk" with "go beserk too often," and you're right.
Contamination
> decays over time; wait long enough after an extended beserking and you'll
be
> fine.
Well, tell it to my last berserker. When he spot the mob he happily rushed
in that direction with Thorgs name. Thorg was that pleased, that he
prolonged my berserk ~5 times in a row (after every second kill). Do I have
to add that I ended up with hevy glow after just one fight? I know it isn't
constant, but it happens.

> > It may sound funny, but where has gone the fealing of being
> > ruthless bane of magic users when you end up wraped by extensive use of
> > magic?
>
> God-magic.
Heretic! Thorg hates magic! ;P

> Erik

--
Regards
Roman "Seek" Sêk
 
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Erik Piper wrote:

> bork bork bork Seek bork 12:16:02 AM bork 1/7/2005 bork bork:

<snip>

>My hunch is that
> the rationale was that adding one exception would lead to another and
> another, until things got unnecessarily complicated. Crawl dislikes
> unnecessary complications. That, and the fact that the extension of rage is a
> powerful thing, and powerful things (like, say, ranged melee attacks :))
> tend to have balancing disadvantages in Crawl.

Unfortunately this one is a very serious disadvantage when wearing an
amulet of resist slowing. You only get contaminated when wearing it I
believe, so what I've done is add a check to see if the character is
berserk or not before contamination.

>>In Elven Halls "1" summoned two deep elves.
>
>
> And?

Usually deep elves summon 1's, not the other way around.
 
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bork bork bork Graeme Dice bork 3:40:59 AM bork 1/30/2005 bork bork:

> Erik Piper wrote:
>
> > bork bork bork Seek bork 12:16:02 AM bork 1/7/2005 bork bork:
>
> <snip>
>
> > My hunch is that the rationale [for Trog's berserk extension being
> > contaminating] was that adding one exception would lead to another and
> > another, until things got unnecessarily complicated. Crawl dislikes
> > unnecessary complications. That, and the fact that the extension of rage
> > is a powerful thing, and powerful things (like, say, ranged melee attacks
> > :)) tend to have balancing disadvantages in Crawl.
>
> Unfortunately this one is a very serious disadvantage when wearing an
> amulet of resist slowing. You only get contaminated when wearing it I
> believe, so what I've done is add a check to see if the character is
> berserk or not before contamination.

You mean Trog's berserk extension only contaminates when you're wearing it? I
have spent lots of time berserking with an "oRS on with Crusaders and never
gotten contamination from this.

> > > In Elven Halls "1" summoned two deep elves.
> >
> >
> > And?
>
> Usually deep elves summon 1's, not the other way around.

Yeek! I've spent too much time spent in the Slavic language zone (and the
missing article didn't help, since it's a typical feature of Slavs' writing
in English). A typical feature of these languages is frequent
object-verb-subject order, which tends to carry over into English. And since
I couldn't believe that he was actually saying that a type "1" summoned
elves, I assumed he was saying the opposite. Of course it turned out in the
end that the "1" did indeed summon elves, and that that was in fact merely
unusual, not buggy...

Erik
 
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Erik Piper wrote:

> bork bork bork Graeme Dice bork 3:40:59 AM bork 1/30/2005 bork bork:

<snip>

>>Unfortunately this one is a very serious disadvantage when wearing an
>>amulet of resist slowing. You only get contaminated when wearing it I
>>believe, so what I've done is add a check to see if the character is
>>berserk or not before contamination.
>
>
> You mean Trog's berserk extension only contaminates when you're wearing it? I
> have spent lots of time berserking with an "oRS on with Crusaders and never
> gotten contamination from this.

The difference between those two, is that Trog tends to extend your
berserk rage after most kills. Each duration extension, while wearing
the amulet, causes contamination. Each duration extension, while not
wearing the amulet, does not cause contamination. A crusader has no way
to extend the duration of the berserk rage, and would only get
contamination from the haste effect if they cast extension or haste
after the rage ended, and before the haste ran out.