• [slashem] Ascended a hobbit yeoman

    From Janis Papanagnou@21:1/5 to All on Tue Sep 27 01:07:34 2022
    Just ascended a hobbit yeoman in Slashem.

    This time I had an exceptional amount of wraiths leaving corpses and I
    enhanced the hobbit to XL:30 quite early - being Lawful I had no fear
    of Astral's angelic beings (or titans) inducing summoning storms.

    With that high experience level the minions I got from sacrificing at
    that point where Solars, and eventually I had a guard of three of them.
    I had a close look that they don't get lost (by levelports, engulfing
    monsters, or polymorphs from traps or genetic engineers). These Solars
    killed almost everything, the Angels and Priests, the Wizard, and even
    the riders; Death (thrice), Pestilence (twice), Famine (13 times). - My
    hobbit yeoman hasn't killed any instance of them. His terrifying weapon
    was a blessed magic whistle!

    The fact that I had to visit all three altars wasn't an issue in this
    game, given that I just had to concert my minions appropriately. The
    only (minor, if at all) issue where the player characters; even three
    Solars around them many turns could not kill them - so they got simply teleported away (while cautiously avoiding line-of-sight with the zap
    to not target the riders or their corpses).

    Once you get there (XL:30 and Minions) you're quite unstoppable; a bit unbalanced, I'd say. If I compare that with non-Lawfuls that regularly
    die to summoning storms, e.g. at the Plane of Air - which I also think
    is very unbalanced,[*] but here the other way round.

    Janis

    [*] The same for Nethack, BTW. Any exponential effect should be limited,
    IMO. Which could be achieved by requiring more Mana-energy to cast that
    spell and more time to recover that energy.

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  • From Klaus Kassner@21:1/5 to All on Mon Nov 28 15:15:07 2022
    Am 27.09.2022 um 01:07 schrieb Janis Papanagnou:

    Congratulations!
    The
    only (minor, if at all) issue where the player characters; even three
    Solars around them many turns could not kill them - so they got simply teleported away (while cautiously avoiding line-of-sight with the zap
    to not target the riders or their corpses).

    I do not quite understand those parentheses: How can you avoid line of
    sight with a teleport-away zap? I don't think these can be reflected?
    But a non-reflected ray zapped be yourself should never be able to leave
    your line of sight (even though you may be unable to see where it
    hits...). The straight line of the zap always has you as its starting
    point...

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  • From Janis Papanagnou@21:1/5 to Klaus Kassner on Mon Nov 28 21:52:05 2022
    On 28.11.2022 15:15, Klaus Kassner wrote:
    Am 27.09.2022 um 01:07 schrieb Janis Papanagnou:
    The
    only (minor, if at all) issue where the player characters; even three
    Solars around them many turns could not kill them - so they got simply
    teleported away (while cautiously avoiding line-of-sight with the zap
    to not target the riders or their corpses).

    I do not quite understand those parentheses: How can you avoid line of
    sight with a teleport-away zap? I don't think these can be reflected?
    But a non-reflected ray zapped be yourself should never be able to leave
    your line of sight (even though you may be unable to see where it
    hits...). The straight line of the zap always has you as its starting point...

    Sorry for my unclear formulation. What I wanted to express was just the triviality that when you zap away any player-character there should not
    be one of the riders on that zap line @---@---& or @---@---% or
    @---&---@ or @---%---@
    It happens that I get inattentive, overconfident, or just sloppy if I'm
    so well equipped, and that would be the most prominent thing that could
    have killed me at that stage. (Been there a couple times.)

    Janis

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