A general post-OC guidelines

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the_sandman
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A general post-OC guidelines

Post by the_sandman »

Hi all, I just want to reiterate common hints and tips for diving past the Orc Caves (or similar depths).

The name of the game is LOS avoidance and AI manipulation, really. Charging head on into rooms becomes more of an exception. You don't want to do that unless you're very sure nothing will go wrong (something invariably will). Actually, you really don't want to do that.

This doesn't require expensive or rare gear/equipment: all you need is a shovel. If you are in Gondolin, a climbing set is a fair substitute. You want to fight in mountains, if that's the case. Carry a shovel still, though.

Pits
Image
You will need to scout/map the safest approach. This is usually a thin layer of walls that you can make a hole in. Make an approach and dig your bunker (1), and then when you're ready, tunnel that last wall to let the mobs in (2). As soon as that wall collapses, you run to the corner. This way you limit yourself to only having in Line of Sight of ONE monster (i.e., you take 100% damage from this one), and in partial LOS of ONE other monster (i.e., you will take 50% breath damage from these).

If you die at the red X, I will laugh at you. If you die at any of the red X, chances are your death loot will be walked over and some will get breathed on. Do not stand at red X spots.

This is one of the safest way to kill things and works for almost any type of monsters-- not limited to pits. Works well for single Greater Wyrms and unique mobs. You want to dig deep enough-- 3 steps minimum from the entrance (4 steps deep in picture) where the mobs usually clump up.

On a similar note, say you have a Z pack in a room: NEVER WALK INTO THE ROOM. The chance of them being clear hounds are small. Hounds have a special AI that will keep at a distance unless you walk into the room (then they charge at you). They also charge at you once you're near 50% HP. That doesn't mean you have to fight in the room.

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Standing at spot A will put you at semi-LOS of ALL the hounds, but since they can't directly target you, their breaths will do 50% damage. You do this to lower your HP. Move between A and B as needed.

This is not limited to hounds. If that pack had been Tiamat and her greater wyrm escort, you can stand at the corner (X) and shoot to wake them up and fight them around B. You funnel them into your tight corridor and fight 1.5 at a time at worst. "But hey!" says you, "They can summon behind you!"

Good thinking: http://i.imgur.com/UkNtv3F.png sit yourself at C if those aren't hounds but something else. Improvise. Walls are your best friends.

Remember folks, LOS avoidance. If they can't see you, they can't murder you.

So far this is only applicable to melee characters. How about ranged characters? Well, they're more flexible, actually, and can use corners to high impact. A shovel is still important (Spell 'Dig' for mages). The name of the game becomes finding corners:

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Bad. Terrible. Don't do this.

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Better (3 digs)

Image
Best (2 digs)

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Bestest (4 digs)


Also note the amount of digging you have to do. You want this optimized.

What about things that don't die in one session? Just phase and kite. Use corners and corridors to your advantage.

Image


Some notes about in depth monster spell mechanics.

Monsters can target floors around you. These spells usually have radius of 2. That means:

Code: Select all

............
.......111..
.D.....1X1..
.......111..
............
The monster can target X (standing there means you take 100% damage), but the surrounding area will take less. 50% less. Basically, you want to be in the 1 spot and force the monster to cast at X (where you are not). This is the main reasoning behind \/\/ (zig-zag) tunnels and the likes.

Code: Select all

#########
#@#D#.#.#
##X#.#.#.
#########

The @ is at '1' from 'X', since D can only target X.
This is also true for summoning, if you're in range.

A short glyph illustration for safe guard against summons.

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Inadequate: he can summon on the corridor above; things from corridor above can summon on you

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Adequate

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Optimal (with stone prison spell)


As always, carry teleport scrolls/staves. Don't be afraid to use them.

Stone to Mud wands are effective but less reliable (limited to charges, drains, etc.)

Digging skill for melee characters (mimic/warrior/pally) are decent. You don't have to max them.
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tangar
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Re: A general post-OC guidelines

Post by tangar »

Interesting strategy, thanks.

But as I understand, creatures would wake up if you start to dig around. And another problem - its quite hard to dig solid walls, you need several turns for it.

So "digging" tactics could be used only before monster started to attack you? Is it ok to dig while in a battle or its stupid idea?
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tokariew
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Re: A general post-OC guidelines

Post by tokariew »

make corridors earlier, not in the fight :D
If you took damage you will stop digging.
Ok, you can start digging if you have pick/shovel of earthquakes, nearly instant mess near you :D (i think this can knocked you out)
stone to mud wand (or maybe it was staff) do good job, if you don't fail to use it, it dig in one turn
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PowerWyrm
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Re: A general post-OC guidelines

Post by PowerWyrm »

Digging has become way more difficult due to the addition of the skill. Even a +7/+8 shovel/pick of digging will take a lot of turns before digging a single square. So yeah, if you don't plan on wasting precious skill points skilling Digging, you have to plan your corridors way in advance. Stealth is your friend here, or better, cloaking if you play a rogue.
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tangar
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Re: A general post-OC guidelines

Post by tangar »

Thanks, guys! I'll try it :)
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