• Named orcs??

    From Jist Anidiot@21:1/5 to All on Thu Sep 29 17:18:19 2022
    My orcish wizard was tooling around the mines on NAO when he encountered a hill orc that was named Ugoraithos of Ogzu. Unlike most orcs, he was hostile to my character. I was worried at first that this must be some powerful orc. However I quickly
    realized he was no better than any other hill orc and dispatched him with Magicbane.

    On the next level of the mines, I suspect it is Minetown. However I encounter another named orc, Ogakhuthos of Ogzu who is also hostile to my orc wizard.

    I've never encountered named orcs before. Is this something new in 3.6 or just some NAO quirk? Are they special beyond being hostile and named? What else should I know about them?

    Thanks in advance.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Pat Rankin@21:1/5 to Jist Anidiot on Thu Sep 29 18:16:30 2022
    On Thursday, September 29, 2022 at 5:18:21 PM UTC-7, Jist Anidiot wrote:
    My orcish wizard was tooling around the mines on NAO when he
    encountered a hill orc that was named Ugoraithos of Ogzu. Unlike
    most orcs, he was hostile to my character. I was worried at first that
    this must be some powerful orc. However I quickly realized he was
    no better than any other hill orc and dispatched him with Magicbane.

    On the next level of the mines, I suspect it is Minetown. However I
    encounter another named orc, Ogakhuthos of Ogzu who is also
    hostile to my orc wizard.

    I've never encountered named orcs before. Is this something new
    in 3.6 or just some NAO quirk? Are they special beyond being hostile
    and named? What else should I know about them?

    There are several variations of Mine Town and one of them is known
    as orctown or orcish town. In that one, the temple and most of the
    shops have been plundered with the attending priest and shopkeepers
    killed. 3.6.2 added some roaming orc marauders who carry some
    items that would have been in the shops or held by the shopkeepers
    or priest for the other variations of the town.

    They don't actually travel from mine town, they're just random orcs
    in the mines who are given randomly constructed names and might
    carry an item or two that orcs don't ordinarily start with. If the pool
    of items doesn't get used up in the mines, random orcs in the main
    dungeon can become clan members with extra items too.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From jerk-o@21:1/5 to All on Fri Sep 30 00:32:28 2022
    On Thu, 29 Sep 2022 18:16:30 -0700 (PDT), Pat Rankin <[email protected]> wrote
    There are several variations of Mine Town and one of them is known
    as orctown or orcish town. In that one, the temple and most of the
    shops have been plundered with the attending priest and shopkeepers
    killed. 3.6.2 added some roaming orc marauders who carry some
    items that would have been in the shops or held by the shopkeepers
    or priest for the other variations of the town.

    They don't actually travel from mine town, they're just random orcs
    in the mines who are given randomly constructed names and might
    carry an item or two that orcs don't ordinarily start with. If the pool
    of items doesn't get used up in the mines, random orcs in the main
    dungeon can become clan members with extra items too.

    Are there any plans on "expanding" the Roaming Orc Marauder idea? One possible idea: Once you get the amulet, add in several different items pools so that any
    random monsters that spawn on the way back up get extra items that make them more !!FUN!! to come across.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Janis Papanagnou@21:1/5 to jerk-o on Fri Sep 30 11:52:17 2022
    On 30.09.2022 09:32, jerk-o wrote:
    On Thu, 29 Sep 2022 18:16:30 -0700 (PDT), Pat Rankin <[email protected]> wrote
    [...] roaming orc marauders who carry some
    items that would have been in the shops or held by the shopkeepers
    or priest for the other variations of the town.

    Are there any plans on "expanding" the Roaming Orc Marauder idea? One possible
    idea: Once you get the amulet, add in several different items pools so that any
    random monsters that spawn on the way back up get extra items that make them more !!FUN!! to come across.


    The variant Slashem, actually, addresses that. Not additional items
    carried by monsters, primarily (that also exist though), but midgame
    (dlvl: 19..26) random "storage rooms" may appear in the dungeon[*];
    that's basically just a chest with a handful of useful items and an
    unsettling engraving (like "Property of the Wizard") beneath.

    (In Slashem there's of course also more items in branches, and the
    number of existing items types is significantly enhanced; this also
    makes the game-play more interesting. In Nethack and Slashem there's
    of course also the morgues with all the chests that contain useful
    items. Existing special places include the Castle, the Valley, and
    Orcus town, where you can find interesting loot already.)

    Though, "once you get the amulet" would IMO not be that interesting
    as a trigger; at that point I don't need (and neither collect) items
    any more, I have my kit completed and just strive for the Sanctum.
    (YMMV.)

    More sources of items in the (early and) mid game might be good for
    added fun.

    Specifically more items early game would add to survivability. My
    observation is that it doesn't matter what type of items you get,
    but any item adds to the options to choose from for your tactics.
    Being unlucky and not find any shop - the primary source of items,
    especially early game - will not let you develop survival tactics
    beyond the "naked" standards (hit or flee). (Slashem, here as well,
    has addressed that by some dungeon design changes.)

    Janis

    [*] https://nethackwiki.com/wiki/Storage_room

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From jerk-o@21:1/5 to [email protected] on Fri Sep 30 11:50:14 2022
    On Fri, 30 Sep 2022 11:52:17 +0200, Janis Papanagnou <[email protected]> wrote
    On 30.09.2022 09:32, jerk-o wrote:
    On Thu, 29 Sep 2022 18:16:30 -0700 (PDT), Pat Rankin <[email protected]>
    wrote
    [...] roaming orc marauders who carry some
    items that would have been in the shops or held by the shopkeepers
    or priest for the other variations of the town.

    Are there any plans on "expanding" the Roaming Orc Marauder idea? One possible
    idea: Once you get the amulet, add in several different items pools so that any
    random monsters that spawn on the way back up get extra items that make them >> more !!FUN!! to come across.


    The variant Slashem, actually, addresses that. Not additional items
    carried by monsters, primarily (that also exist though), but midgame
    (dlvl: 19..26) random "storage rooms" may appear in the dungeon[*];
    that's basically just a chest with a handful of useful items and an >unsettling engraving (like "Property of the Wizard") beneath.


    It's not "more items for the player", it's "more items for monsters to use"

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Janis Papanagnou@21:1/5 to jerk-o on Sat Oct 1 00:28:56 2022
    On 30.09.2022 20:50, jerk-o wrote:
    On Fri, 30 Sep 2022 11:52:17 +0200, Janis Papanagnou <[email protected]> wrote
    On 30.09.2022 09:32, jerk-o wrote:
    On Thu, 29 Sep 2022 18:16:30 -0700 (PDT), Pat Rankin <[email protected]>
    wrote
    [...] roaming orc marauders who carry some
    items that would have been in the shops or held by the shopkeepers
    or priest for the other variations of the town.

    Are there any plans on "expanding" the Roaming Orc Marauder idea? One possible
    idea: Once you get the amulet, add in several different items pools so that any
    random monsters that spawn on the way back up get extra items that make them
    more !!FUN!! to come across.


    The variant Slashem, actually, addresses that. Not additional items
    carried by monsters, primarily (that also exist though), but midgame
    (dlvl: 19..26) random "storage rooms" may appear in the dungeon[*];
    that's basically just a chest with a handful of useful items and an
    unsettling engraving (like "Property of the Wizard") beneath.


    It's not "more items for the player", it's "more items for monsters to use"

    Ah, I misinterpreted your intention; I thought you wanted more death
    drops.

    (In that respect, BTW, Slashem monster already use more items, items
    that exist in Nethack but are unused by NH-monsters) as well as new
    items that Slashem implemented. Ideas that Nethack might borrow.)

    In the vein of your intention there could be yet more options to
    make the late game harder; peacefuls may get hostile, all monsters
    may get aggravated by you, frequency of monster generation may be
    increased - if that is not already implemented, I'm not sure here -,
    more attack wands in monsters' hands (like in Slashem). - But to be
    honest, not that it would be fun to get hit by a thrown potion of
    amnesia, zapped with a wand of cancellation, and other nastiness we
    know from Slashem.

    Janis

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)