5.4 The RNG hates me, or at least has fun torturing me.

So i started an insane game at a random large map as the Wizard with Keplin as my primary hero.

The starting location was great: 2 tiles with 2 food, no tiles with production whatsoever, 1 tile with 1 essence, and 1 tile with 2 essences around. I like hard games, so i was not too worried.

Great starting location

After playing 70 turns i have acquired:

  • Only one extra hero (Varda) from the skill tree;
  • Found no other hero statues, because i have to avoid every fight so scouting is slow;
  • Got a few outposts;
  • But no second city.

And as you can see my principal army with two heroes in it is no match for even a bandit hideout.

My super army

Now you might be wondering how the hell i made his rather pathetic progress, because normally around turn 70 i am ready to go and seriously wipe out the enemy forces (including the LTs).

The answer is simple, the RNG (Random Number Generator) hates me. Or Scott has programmed the game to just torture me with 'bad' luck, and the game is reporting back to him so that the guys (and gals) at SD can have a good laugh at my misery.

In the 70 turns i played:

  • I found no flagons and therefor no healing potions to brew for me;
  • The only iron lies directly against a SK city, which i have no way in hell of being able to conquer;
  • The only horses (quite useless without iron) are in range of the above pictured Bandit hide out, which i can not defeat;
  • The spell book has not offered me either the Heal or the Well spring spell;
  • The SK has destroyed at least three shards. So very many shards on the map, and no way for me to reach all (make that none) of them in time. And the doomsday counter increase per destroyed shard is brutal. The 'Reduce Doomsday Counter' spell consumes most of my mana.

No healing whatsoever means limited fighting capability. Limited fighting capability means less loot and experience. Less loot means less chance at things like flagons (and other useful resources). No flagons means no healing potions. And around we go.

In pure misery i have been forced to craft three Cleric Rings (which are awesome by the way) just to have some healing. So Sir William, Sir Teddy and a nameless soldier have been promoted to healers. And this depleted my stock of Silver Bands and thus limiting the number of Cleric Rings i could craft.

Even while this game frustrates me endlessly because of the lack of healing, i will continue because i find going against impossible odds is very enjoyable. I will simple have to sneak around, kill weak armies building up my experience, hope for a good loot or chest, and hope the healing spells will come around eventually.

But the RNG hates me, so i am reciprocating that feeling toward him.

On a serious note: the drop rate for essential items (like the flagon) could be a little better. And the chance to get a healing spell offered in the spell book could also use a little tweak.

19,447 views 3 replies
Reply #1 Top

if (IsPlayer( "TheCW" ) == TRUE)

{

   g_pWorld->ScrewThatGuy( bOhYeah );

}


;)

I'll pay attention to the Flagon drops. I always tend to be swimming in those things, so I'm really surprised you didn't get one.

I'm also really surprised Heal never came up...that has a VERY high likelihood. I always see it as research option 1 or 2.

Send your save to [email protected] if you want us to investigate further!

Thanks! 

+1 Loading…
Reply #2 Top

Quoting ScottTykoski, reply 1

if (IsPlayer( "TheCW" ) == TRUE)

{

   g_pWorld->ScrewThatGuy( bOhYeah );

}

I knew it had to be there. It is my punishment for always harassing you and Adam in the dev streams with bugs and balance problems, or in Adams case for making fun of him for hiding under his desk.:grin:

Thanks for the quick (and humorous) response.

For now i will see and wait for the spells (and flagons) to show up when i continue the game.

Reply #3 Top

Scott,

loaded my save (from turn 69) and continued the game. After completing the spell research the spell book offered me the Heal spell. So got that and started researching it.\o/

Just for the fun of knowing:

Loaded up my main army with two scouts, destroyed a few wandering monsters, created another Clerics Ring, and gave the rings to the scouts in the main army. Defeated the bandit hide out, got my horses, loaded up my army with 10 aspects of speed (Keplin 6 and Varda 4). Finished research of the heal spell.

And it is smooth sailing all the way (except for the occasional SK army with more than a thousand hit points). There is no stopping me now; when i am (not) running away - cue a laughing Adam: 'Brave Sir TheCW, bravely ran away, away'.:grin:

The doomsday counter is almost unstoppable, resulting in massive SK armies. The speed with which he increases, since the last patch, may be a little to fast.

Still no flagons, but they might now also be found, because i know there is code like this:

if (PlayerHasSpell (iSpellHeal) == TRUE && IsPlayer( "TheCW" ) == TRUE)

{

    // He can heal by using a spell, lets rub it in by allowing him now to find flagons.

    g_pWorld->AllowPlayerToFindResource ( iResourceFlagon, bNowYouCanHaveThemSucker );

}

:P