Difference between revisions of "Noise"

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{{version033}}
  
'''Noise''' in the dungeon can wake [[sleep]]ing monsters.  Monsters that hear a sound will generally [[wander]] toward it; if you get involved in a fight, monsters can come from all different directions to see what the fuss is about, potentially overwhelming you.
+
'''Noise''' in the dungeon can wake [[sleep]]ing monsters.  Monsters that hear a sound will generally wander toward it; if you get involved in a fight, monsters can come from all different directions to see what the fuss is about, potentially overwhelming you.
 +
 
 +
==Noise meter==
 +
Under default settings, the information panel in the top-right of the screen shows a noise meter. The colour and length of the bar indicates the maximum loudness of noise heard at the player's tile on that turn. Thus most player causes of noise will be reflected at their maximum loudness on the noise meter, but the noise meter will show noise centered a few tiles away from the player at the loudness the player heard, not the maximum loudness of the effect.
 +
 
 +
The noise meter colours correspond to the following loudness values:
 +
*'''White: 0-6''': Noise at this loudness will not propagate far beyond the player's [[line of sight]]. Most melee and ranged attacks and low-level spells are in this category.
 +
*'''Yellow: 7-13''': Noise at this loudness will attract monsters from outside the player's [[line of sight]]. The most damaging melee and ranged attacks, shouting, and a number of mid-level spells are in this category.
 +
*'''Red: 14-29''': Loud noises that will awaken and attract monsters from a large portion of the current floor. Most explosive effects fall into this category.
 +
*'''Magenta: 30+''': The loudest noises in the dungeon, which will awaken virtually the entire floor. Only [[Shatter]], [[alarm trap]]s, and a few other particularly loud effects fall into this category.
  
 
== Noise propagation ==
 
== Noise propagation ==
When a noisy action happens at a position, the noise will propagate to all the adjacent cells. Each time it advances a cell, the intensity suffers an attenuation. When the intensity or loudness, reaches a value less than 1, the noise is inaudible and it won't propagate further.
+
When a noisy action happens at a position, the noise will propagate to all the adjacent cells. Each time it advances a cell, the intensity suffers an attenuation. When the intensity reaches a value less than 1, the noise is inaudible and it won't propagate further.
  
 
The attenuation depends on the following factors:
 
The attenuation depends on the following factors:
Line 17: Line 26:
 
     | Tree or Mangrove || -2.55
 
     | Tree or Mangrove || -2.55
 
     |-
 
     |-
     | Closed/Secret door || -6.80
+
     | Closed door || -6.80
 
     |-
 
     |-
 
     | Wall || -10.20
 
     | Wall || -10.20
Line 23: Line 32:
 
     | Permanent wall || -infinity
 
     | Permanent wall || -infinity
 
     |}
 
     |}
* The direction: In diagonal, the attenuation is 41% higher (sqrt(2)~1.41).
 
  
 
This means that in open areas the radius of the area affected by a noise is: loudness/0.85 = loudness*1.176.
 
This means that in open areas the radius of the area affected by a noise is: loudness/0.85 = loudness*1.176.
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  effective_loudness = loudness - sgn(ambient_noise)×{3d(abs(ambient_noise))/3 - 1}
 
  effective_loudness = loudness - sgn(ambient_noise)×{3d(abs(ambient_noise))/3 - 1}
  
{|class="prettytable"
+
The [[Swamp]], the [[Shoals]], and the [[Desolation of Salt]] are loud, with ambient noise +6. The [[Crypt]], the [[Tomb of the Ancients]], and the [[Slime Pits]] are quiet, with ambient noise -6. All other branches have ambient noise 0.
! Branch !! Ambient noise
+
 
|-
+
This effect is significant but not drastic. Shouts will not travel far in loud branches, whereas usually minor noises, such as attacking, may be sufficient to attract monsters in quiet branches.
| [[The Dungeon]] || 0
 
|-
 
| The [[Temple]] || 0
 
|-
 
| The [[Orcish Mines]] || 4
 
|-
 
| The [[Elven Halls]] || 0
 
|-
 
| [[The Lair]] || 3
 
|-
 
| [[The Snake Pit]] || 0
 
|-
 
| [[The Swamp]] || 0
 
|-
 
| [[The Shoals]] || 3
 
|-
 
| [[The Spider's Nest]] || 0
 
|-
 
| [[The Slime Pits]] || -5
 
|-
 
| [[The Vaults]] || 0
 
|-
 
| [[Hall of Blades]] || -7
 
|-
 
| [[The Crypt]] || -20
 
|-
 
| [[The Tomb]] || -10
 
|-
 
| [[Hell|The Hells]] || 0
 
|-
 
| [[The Realm of Zot]] || 0
 
|-
 
| [[Pandemonium]] || 0
 
|-
 
| [[Portals]] || 0
 
|}
 
  
 
==Sources of noise==
 
==Sources of noise==
  
 
===Melee combat===
 
===Melee combat===
A successful stabbing is always silent, otherwise the loudness is:
+
A successful stabbing is always silent. Otherwise, the loudness is equal to one quarter of the damage dealt, rounded down, with a minimum of 1 and a maximum of 12 (the player's normal shouting volume).
  noise_factor * damage_done / 400
 
This value is capped at 12. Noise is generated even if you miss your attack (in that case loudness is 1).
 
 
 
Other sources of noise in melee combat:
 
* [[#Auxiliary_attacks|Auxiliary attacks]]
 
* Attacking with a weapon of [[electrocution]] in shallow or deep water: 15 (1 chance in 3)
 
* Attacking with a weapon of [[chaos]]: 15 (1 chance in 200)
 
 
 
====Calculation of noise_factor====
 
The base value of noise_factor depends on the damage type of your weapon: 150 for [[unarmed combat]]; 125 for slashing or crushing; 100 for slicing or chopping; 75 for piercing or stabbing. If your weapon has multiple damage types, the game will chose one of them randomly (you can look up the damage types of any weapon [[Weapon#Weapon_details|here]]).
 
 
 
After obtaining the base value, an amount is added for some weapon brands:
 
* weapons of [[flaming]]: noise_factor is increased by 400/max(1, damage_done).
 
* weapons of [[electrocution]]: noise_factor is increased by 800/max(1, damage_done).
 
====Auxiliary attacks====
 
If you get an [[auxiliary attack]], that attack also makes noise and its noise factor is:
 
{| class="prettytable" style="border:none; margin:0; padding:0; width:18em;"
 
|-
 
! Auxiliary Attack !! noise_factor
 
|-
 
| Constriction || 10
 
|-
 
| Kick || 100
 
|-
 
| Headbutt || 100
 
|-
 
| Beak || 75
 
|-
 
| Tail Slap, Stinger || 125
 
|-
 
| Punch, Claws || 100 (75 if [[Blade Hands]] is active; 125 if you have tentacles)
 
|-
 
| Bite || 75
 
|-
 
| Pseudopods || 125
 
|-
 
| Tentacles || 100
 
|}
 
  
 
===Ranged combat===
 
===Ranged combat===
There are two sources of noise when you shoot a projectile: the launcher and the missile.
+
There are two sources of noise when you shoot or throw a projectile: the launcher and the missile. The launcher or thrower makes noise of loudness 5 at their position, except for [[hand cannon]]s which have loudness 10. The loudness of the projectile is one quarter of the damage dealt, which is always made at the projectile's final location, with the same minimum of 1 and maximum of 12 as melee combat.
 
 
The noise generated by the launcher is always made at your position even if you miss the shot.
 
{| class="prettytable" style="border:none; margin:0; padding:0; width:18em;"
 
|-
 
! Launcher !! Loudness
 
|-
 
| None || 0
 
|-
 
| [[Blowgun]] || 0
 
|-
 
| [[Sling]] || 1
 
|-
 
| [[Bow]] || 5
 
|-
 
| [[Longbow]] || 6
 
|-
 
| [[Crossbow]] || 7
 
|}
 
 
 
The noise generated by the missile itself depends on the mass of the item. It is sqrt(10*mass/3)+0.5. It is generated at the destination only if you hit something.
 
 
 
{| class="prettytable" style="border:none; margin:0; padding:0; width:18em;"
 
|-
 
! Missile !! Loudness
 
|-
 
| [[Needle]] || 0
 
|-
 
| [[Stone]] || 1
 
|-
 
| [[Dart]] || 1
 
|-
 
| [[Arrow]] || 1
 
|-
 
| [[Bolt]] || 1
 
|-
 
| [[Large rock]] || 14
 
|-
 
| [[Sling bullet]] || 1
 
|-
 
| [[Javelin]] || 5
 
|-
 
| [[Throwing net]] || 3
 
|}
 
  
 
===Spell noise===
 
===Spell noise===
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===Player shouts===
 
===Player shouts===
* 12 in normal conditions.
+
Different [[form]]s have different shouting volumes.
* 18 in [[Dragon Form]].
+
*Shouting in [[Bat Form]],  [[Vampire Form|Bat Swarm Form]], [[Fungus Form]] or [[Wisp Form]] has a loudness of 4
* 8 in [[Spider Form]]
+
*Shouting in [[Spider Form]] or [[Scarab Form]] has a loudness of 8
* 4 in [[Bat Form]]
+
*Shouting in [[Walking Scroll Form]] or [[Serpent Form]] has a loudness of 10
* 14 if you have level 2 of the [[Bad_mutations#Scream|scream]] mutation.
+
*Shouting in [[Dragon Form]] has a loudness of 18
* 16 if you have level 3 of the [[Bad_mutations#Scream|scream]] mutation.
+
*All player species and all other forms' shouting has a loudness of 12.
 +
Additionally, each level of the [[Scream]] mutation adds 2 loudness.
  
 
===Other sources===
 
===Other sources===
 +
*[[Qazlal]] worshipper at piety ******: 16
 
*[[Scroll of noise]]: 25
 
*[[Scroll of noise]]: 25
*Noisy [[artefact]] weapons: 25 (5% chance each turn, only while wielding the weapon)
+
*The [[Singing Sword]]: 0-35 depending on [[tension]].
*[[List_of_unrands#.2B7.2C_.2B7_Singing_Sword|The Singing Sword]]: 0-35 depending on [[tension]].
+
*Blocking an attack with the [[Shield of the Gong]]: 40
*Blocking an attack with [[List_of_unrands#.2B6_Shield_of_the_Gong|the Shield of the Gong]]: 40
 
 
*Monster shouts
 
*Monster shouts
*Creaking doors: 10 (1 chance in Dex + Traps&Doors + Stealth/2; "As you open/close the door, it creaks loudly!")
+
*Monster spells with the [[Spell slot flag|Noisy flag]]
*[[Alarm trap]]s: 12 (30 in Zotdef)
+
*Creaking doors: 10 (1 in <code>8 + 4 * [[Stealth]] / 3</code>); "As you open/close the door, it creaks loudly!")
 +
*[[Alarm trap]]s: 40
 +
*Using the [[Horn of Geryon]]: 15
  
 +
==History==
 +
*Prior to [[0.20]], the player's [[gold]] was shown instead of the noise meter.
 +
*Prior to [[0.19]], branch noise was more complicated. The Lair's ambient noise was 4, and the Orcish Mines's was 3.
 +
*Prior to [[0.13]], the Crypt's ambient noise was -20.
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

Latest revision as of 17:14, 5 May 2025

Version 0.33: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.

Noise in the dungeon can wake sleeping monsters. Monsters that hear a sound will generally wander toward it; if you get involved in a fight, monsters can come from all different directions to see what the fuss is about, potentially overwhelming you.

Noise meter

Under default settings, the information panel in the top-right of the screen shows a noise meter. The colour and length of the bar indicates the maximum loudness of noise heard at the player's tile on that turn. Thus most player causes of noise will be reflected at their maximum loudness on the noise meter, but the noise meter will show noise centered a few tiles away from the player at the loudness the player heard, not the maximum loudness of the effect.

The noise meter colours correspond to the following loudness values:

  • White: 0-6: Noise at this loudness will not propagate far beyond the player's line of sight. Most melee and ranged attacks and low-level spells are in this category.
  • Yellow: 7-13: Noise at this loudness will attract monsters from outside the player's line of sight. The most damaging melee and ranged attacks, shouting, and a number of mid-level spells are in this category.
  • Red: 14-29: Loud noises that will awaken and attract monsters from a large portion of the current floor. Most explosive effects fall into this category.
  • Magenta: 30+: The loudest noises in the dungeon, which will awaken virtually the entire floor. Only Shatter, alarm traps, and a few other particularly loud effects fall into this category.

Noise propagation

When a noisy action happens at a position, the noise will propagate to all the adjacent cells. Each time it advances a cell, the intensity suffers an attenuation. When the intensity reaches a value less than 1, the noise is inaudible and it won't propagate further.

The attenuation depends on the following factors:

  • The cell type:
Cell type Attenuation
Empty -0.85
Statue or Idol -1.70
Tree or Mangrove -2.55
Closed door -6.80
Wall -10.20
Permanent wall -infinity

This means that in open areas the radius of the area affected by a noise is: loudness/0.85 = loudness*1.176.

Ambient noise

Ambient noise makes sounds harder to hear. This idea is implemented in the game by adding, or subtracting, a branch-specific amount to loudness. The effective loudness is:

effective_loudness = loudness - sgn(ambient_noise)×{3d(abs(ambient_noise))/3 - 1}

The Swamp, the Shoals, and the Desolation of Salt are loud, with ambient noise +6. The Crypt, the Tomb of the Ancients, and the Slime Pits are quiet, with ambient noise -6. All other branches have ambient noise 0.

This effect is significant but not drastic. Shouts will not travel far in loud branches, whereas usually minor noises, such as attacking, may be sufficient to attract monsters in quiet branches.

Sources of noise

Melee combat

A successful stabbing is always silent. Otherwise, the loudness is equal to one quarter of the damage dealt, rounded down, with a minimum of 1 and a maximum of 12 (the player's normal shouting volume).

Ranged combat

There are two sources of noise when you shoot or throw a projectile: the launcher and the missile. The launcher or thrower makes noise of loudness 5 at their position, except for hand cannons which have loudness 10. The loudness of the projectile is one quarter of the damage dealt, which is always made at the projectile's final location, with the same minimum of 1 and maximum of 12 as melee combat.

Spell noise

See spell noise.

Player shouts

Different forms have different shouting volumes.

Additionally, each level of the Scream mutation adds 2 loudness.

Other sources

History

  • Prior to 0.20, the player's gold was shown instead of the noise meter.
  • Prior to 0.19, branch noise was more complicated. The Lair's ambient noise was 4, and the Orcish Mines's was 3.
  • Prior to 0.13, the Crypt's ambient noise was -20.