Heightened Hearing: Difference between revisions

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{{Mutation
{{Mutation
| title = {{PAGENAME}}
| title = {{PAGENAME}}
| image = none
| image = {{mutation page image}}
| type = Physical
| type = Physical
| cost = 2
| cost = 2
| id = HeightenedHearing
| id = HeightenedHearing
| code = bj
| startingmutation = yes
| gameversion = 2.0.206.63
| desc = You are possessed of unnaturally acute hearing.
| desc = You are possessed of unnaturally acute hearing.


You detect the presence of creatures within a radius of (3+Level*2,40 if max)\nChance to identify nearby detected creatures
You detect the presence of creatures within a radius of &C(level based)&y.\nChance to identify nearby detected creatures
| realitydistort =no
| realitydistort =no
}}
}}
If '''Heightened Hearing''' is leveled to 10, the entire screen gets affected. Unlike [[Clairvoyance]], '''Heightened Hearing''' cannot detect anything other than creatures. However, it is automatically activated, does not run out, and does not require a turn to cast.
{{Name}} is a [[Mutations#Physical Mutations|physical mutation]] that grants the player the ability to "hear" nearby creatures, allowing you to locate them without sight.


==Chance of Identification==
Heightened Hearing is a passive ability that will reveal creatures that the player in unable to see, either due to [[Properties#Occluding|occluding]] obstacles or a lack of light, within a circular area whose radius is determined by mutation level. When a creature enters this area, they will initially be shown as a {{qud char|&K|?}} until have been "identified", which will allow the player to see their general shape, but will prevent them from {{qud text|&Wl&yooking}} at the creature to see it's name and description. The player has a mutation level-based chance every turn to identify a particular creature within range. Once identified, a creature will remain as such until they exit Heightened Hearing's range. Creatures must be identified every time they exit and then come back into range, even if they had been previously identified.
The formula for the chance of correctly identifying a creature is
==Formulas==
<math alt="">\frac{(100 + 10 \times \text{Level})\times 100}{(\text{distance to listener} + 9)^2}%</math>
The following formulas are used to determined radius of hearing and chance to identify based on mutation level.{{Code Reference|namespace=XRL.World.Parts.Mutation|class=HeightenedHearing}}{{Code Reference|namespace=XRL.World.Effects|class=HeightenedHearingEffect}}
{|class="wikitable"
! Radius if Level < 10
| {{simple formula| 3 + Level * 2 }}
|-
! Chance to Identify
| {{simple formula| ((100 + 10 * Level) / (Distance + 9)²) * 100.0}}
|}
If mutation level is equal to or greater than 10, the radius is instead equal to 40.
== Advancement Table ==


If this percentage is greater than a random roll between 1 and 100, the creature is identified as their tile.<ref>XRL.World.Parts.Effects.HeightenedHearingEffect.cs</ref> If not, a {{qud char|&amp;W|?}} is displayed instead.
<div style="display:flex;flex-wrap:wrap;">
 
<div style="margin-right: 2.5em;">


== Advancement Table ==
{| class="wikitable"
{| class="wikitable"
!rowspan="2"|Mutation Level
!rowspan="2"|Mutation<br>Level
!rowspan="2"|Detection Radius
!rowspan="2"|Detection<br>Radius
!colspan="5"|ID Chance From x Tiles Away
!colspan="5"|ID Chance From x Tiles Away
|-
|-
Line 58: Line 69:
|11 tiles
|11 tiles
|71%
|71%
|39%
|38%
|'''N/A'''
|'''N/A'''
|'''N/A'''
|'''N/A'''
Line 65: Line 76:
|5
|5
|13 tiles
|13 tiles
|77%
|76%
|42%
|41%
|'''N/A'''
|'''N/A'''
|'''N/A'''
|'''N/A'''
Line 73: Line 84:
|6
|6
|15 tiles
|15 tiles
|82%
|81%
|44%
|44%
|28%
|27%
|'''N/A'''
|'''N/A'''
|'''N/A'''
|'''N/A'''
Line 81: Line 92:
|7
|7
|17 tiles
|17 tiles
|87%
|86%
|47%
|47%
|30%
|29%
|'''N/A'''
|'''N/A'''
|'''N/A'''
|'''N/A'''
Line 89: Line 100:
|8
|8
|19 tiles
|19 tiles
|92%
|91%
|50%
|49%
|31%
|31%
|'''N/A'''
|'''N/A'''
Line 97: Line 108:
|9
|9
|21 tiles
|21 tiles
|97%
|96%
|53%
|52%
|33%
|32%
|23%
|22%
|'''N/A'''
|'''N/A'''
|-
|-
|10
|10
|Entire screen
|40 tiles
|100%
|100%
|55%
|55%
|34%
|23%
|17%
|}
</div>
<div style="margin-right: 2.5em;">
{| class="wikitable"
!rowspan="2"|Mutation<br>Level
!rowspan="2"|Detection<br>Radius
!colspan="5"|ID Chance From x Tiles Away
|-
!x=5
!x=10
!x=15
!x=20
!x=25
|-
|11
|40 tiles
|100%
|58%
|36%
|24%
|18%
|-
|12
|40 tiles
|100%
|60%
|38%
|26%
|19%
|-
|13
|40 tiles
|100%
|63%
|39%
|27%
|19%
|-
|14
|40 tiles
|100%
|66%
|41%
|28%
|20%
|-
|15
|40 tiles
|100%
|69%
|43%
|29%
|21%
|-
|16
|40 tiles
|100%
|72%
|45%
|30%
|22%
|-
|17
|40 tiles
|100%
|74%
|46%
|32%
|23%
|-
|18
|40 tiles
|100%
|77%
|48%
|33%
|24%
|-
|19
|40 tiles
|100%
|80%
|50%
|34%
|25%
|-
|20
|40 tiles
|100%
|83%
|52%
|35%
|35%
|24%
|25%
|17%
|}
 
</div>
 
<div style="margin-right: 2.5em;">
 
{| class="wikitable"
!rowspan="2"|Mutation<br>Level
!rowspan="2"|Detection<br>Radius
!colspan="5"|ID Chance From x Tiles Away
|-
!x=5
!x=10
!x=15
!x=20
!x=25
|-
|21
|40 tiles
|100%
|85%
|53%
|36%
|26%
|-
|22
|40 tiles
|100%
|88%
|55%
|38%
|27%
|-
|23
|40 tiles
|100%
|91%
|57%
|39%
|28%
|-
|24
|40 tiles
|100%
|94%
|59%
|40%
|29%
|-
|25
|40 tiles
|100%
|96%
|60%
|41%
|30%
|-
|26
|40 tiles
|100%
|99%
|62%
|42%
|31%
|-
|27
|40 tiles
|100%
|100%
|64%
|43%
|32%
|-
|28
|40 tiles
|100%
|100%
|65%
|45%
|32%
|-
|29
|40 tiles
|100%
|100%
|67%
|46%
|33%
|-
|30
|40 tiles
|100%
|100%
|69%
|47%
|34%
|}
|}
</div>
<div style="margin-right: 2.5em;">


==Advantages & Disadvantages==
==Advantages & Disadvantages==
{{Opinion}}
{{Opinion}}
===Advantages===
===Advantages===
* Gives a greater awareness of surroundings and can provide a warning if a particularly strong enemy type is just around the corner.
* Gives a greater awareness of surroundings and can provide a warning if a particularly strong enemy type is just around the corner
* Always active
* Always active
* Additionally provides a countermeasure against [[vantabud|a few]] [[vantabloom|specific]] [[Haggabah, Who Plies The Umbral Path|threats]]


===Disadvantages===
===Disadvantages===
* Detection radius is rather small at lower levels
* Detection radius is rather small at lower levels
* Identified enemies will show their tile, but will not give a name or any other information, making the mutation less useful for inexperienced players.
* Identified enemies will show their tile, but will not give a name or any other information, making the mutation less useful for inexperienced players
 
==Creatures with Heightened Hearing==
{{Creatures with the mutation|Heightened Hearing}}
 
==References==
==References==
<references/>
<references/>
{{Mutation Navbox}}
{{Mutation Navbox}}

Latest revision as of 23:53, 3 February 2024

Heightened Hearing
Heightened hearing mutation.png
Category

Physical

Cost

2

ID?Use this ID to wish for the mutation
(example: mutation:HeightenedHearing)

HeightenedHearing

Reality DistortingReality distorting mutations
cannot be used under
the effects of normality.

no

Heightened Hearing

You are possessed of unnaturally acute hearing.

You detect the presence of creatures within a radius of (level based).
Chance to identify nearby detected creatures

Heightened Hearing is a physical mutation that grants the player the ability to "hear" nearby creatures, allowing you to locate them without sight.

Heightened Hearing is a passive ability that will reveal creatures that the player in unable to see, either due to occluding obstacles or a lack of light, within a circular area whose radius is determined by mutation level. When a creature enters this area, they will initially be shown as a ? until have been "identified", which will allow the player to see their general shape, but will prevent them from looking at the creature to see it's name and description. The player has a mutation level-based chance every turn to identify a particular creature within range. Once identified, a creature will remain as such until they exit Heightened Hearing's range. Creatures must be identified every time they exit and then come back into range, even if they had been previously identified.

Formulas

The following formulas are used to determined radius of hearing and chance to identify based on mutation level.[1][2]

Radius if Level < 10
3 + Level × 2
Chance to Identify
((100 + 10 × Level) / (Distance + 9)²) × 100.0

If mutation level is equal to or greater than 10, the radius is instead equal to 40.

Advancement Table

Mutation
Level
Detection
Radius
ID Chance From x Tiles Away
x=5 x=10 x=15 x=20 x=25
1 5 tiles 56% N/A N/A N/A N/A
2 7 tiles 61% N/A N/A N/A N/A
3 9 tiles 66% N/A N/A N/A N/A
4 11 tiles 71% 38% N/A N/A N/A
5 13 tiles 76% 41% N/A N/A N/A
6 15 tiles 81% 44% 27% N/A N/A
7 17 tiles 86% 47% 29% N/A N/A
8 19 tiles 91% 49% 31% N/A N/A
9 21 tiles 96% 52% 32% 22% N/A
10 40 tiles 100% 55% 34% 23% 17%
Mutation
Level
Detection
Radius
ID Chance From x Tiles Away
x=5 x=10 x=15 x=20 x=25
11 40 tiles 100% 58% 36% 24% 18%
12 40 tiles 100% 60% 38% 26% 19%
13 40 tiles 100% 63% 39% 27% 19%
14 40 tiles 100% 66% 41% 28% 20%
15 40 tiles 100% 69% 43% 29% 21%
16 40 tiles 100% 72% 45% 30% 22%
17 40 tiles 100% 74% 46% 32% 23%
18 40 tiles 100% 77% 48% 33% 24%
19 40 tiles 100% 80% 50% 34% 25%
20 40 tiles 100% 83% 52% 35% 25%
Mutation
Level
Detection
Radius
ID Chance From x Tiles Away
x=5 x=10 x=15 x=20 x=25
21 40 tiles 100% 85% 53% 36% 26%
22 40 tiles 100% 88% 55% 38% 27%
23 40 tiles 100% 91% 57% 39% 28%
24 40 tiles 100% 94% 59% 40% 29%
25 40 tiles 100% 96% 60% 41% 30%
26 40 tiles 100% 99% 62% 42% 31%
27 40 tiles 100% 100% 64% 43% 32%
28 40 tiles 100% 100% 65% 45% 32%
29 40 tiles 100% 100% 67% 46% 33%
30 40 tiles 100% 100% 69% 47% 34%

Advantages & Disadvantages

This section is opinion-based. Your mileage may vary.

Advantages

  • Gives a greater awareness of surroundings and can provide a warning if a particularly strong enemy type is just around the corner
  • Always active
  • Additionally provides a countermeasure against a few specific threats

Disadvantages

  • Detection radius is rather small at lower levels
  • Identified enemies will show their tile, but will not give a name or any other information, making the mutation less useful for inexperienced players

Creatures with Heightened Hearing

References

  1. XRL.World.Parts.Mutation.HeightenedHearing
  2. XRL.World.Effects.HeightenedHearingEffect