Strange ego weapons/missiles

Issues, news, and discussion specific to the Ironman variant.
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PowerWyrm
Balrog
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Strange ego weapons/missiles

Post by PowerWyrm » Fri 02.12.2005, 18:20

A lot of the ego weapons/missiles I have found with my current warrior have gotten the "extra dice" property: I've seen a lot of stuff like a dagger (2d4), bolts (2d5) and so on... However, each time I leave the game and come back all those increases in dice seem to be lost. Sounds like a weird bug...
Probability of getting extra dice shouldn't be that high anyway, maybe that's the reason.

Jug
King Lich
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Re: Strange ego weapons/missiles

Post by Jug » Sat 03.12.2005, 04:39

A few people have mentioned this.  I'll look into it.

- Jug

Jug
King Lich
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Re: Strange ego weapons/missiles

Post by Jug » Tue 13.12.2005, 09:18

I have still yet to see an example of this where the reason hasn't been that the odd hit dice are due to the item being an artifact.

If anyone does find an item with odd hit dice, give me a shout in the game and I will take a look at it.  Until then, I'm going to put this down to artifacts and too much beer whilst playing. :-)

Of course that's very Ironmanish.  All real Ironmen play whilst completely drunk.:D

- Jug

Warrior
Ancient MultiHued Dragon
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Re: Strange ego weapons/missiles

Post by Warrior » Tue 13.12.2005, 09:58

Totally agreed.
To me all lxbow's are x4 and all long swords 4d5. If they don't haste me I just assume my strength has been drained and that the 500 healing pots are slowing me down.

I'll try to pay more attention to extra dice though.

- Warrior
-- Mangband Project Team Member

Berendol
Evil Iggy
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Re: Strange ego weapons/missiles

Post by Berendol » Tue 13.12.2005, 16:24

There is a VERY small chance upon item creation that it will have an extra die or side. It is possible.
By appreciation, we make excellence in others our own property. (Voltaire)

Jug
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Re: Strange ego weapons/missiles

Post by Jug » Thu 15.12.2005, 11:15

Good to know.  I'll stop accusing players of being drunken hallucinating mad men.  ;D

- Jug

MunkYBoY
Skeleton Hobgoblin
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Re: Strange ego weapons/missiles

Post by MunkYBoY » Fri 16.12.2005, 14:17

i just found a tulwar of extra attacks with 3d4 hit die. is that what you guys are talking about?

Berendol
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Re: Strange ego weapons/missiles

Post by Berendol » Fri 16.12.2005, 17:13

Yes.

Thus saith the 0.7.2a Source, in the function a_m_aux_1, from the file src/server/object2.c, lines 1890 through 1894:

[tt]/* Hack -- Super-charge the damage dice */
while (rand_int(10L * o_ptr->dd * o_ptr->ds) == 0) o_ptr->dd++;

/* Hack -- Lower the damage dice */
if (o_ptr->dd > 9) o_ptr->dd = 9;[/tt]

Note that this is within the hafted/polearm/sword ego-item (Very Good; power > 1) block.

Thus, upon creation of an ego-item, you will have a 1 in (10 * dice * sides) chance of an extra die or side, and re-calculate that if it's successful, and so on and so forth. For a 2d5 weapon, you'd have a 1 in 100 chance of that ego-item having better hit dice.

This can also happen for bolts, arrows, and shots.
By appreciation, we make excellence in others our own property. (Voltaire)

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