FrogComposband 7.0.peppermint

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  • wobbly
    replied
    Suggestion: If you kill boldor with a yeek you become king of the yeeks & gain summon kin

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  • Sideways
    replied
    Originally posted by Mocht
    I encountered a problem with posting a character dump
    I wanted to update, all I had done was rearrange equipment, and received the message "Character with same name and same email and higher experience already stored!"
    I assume an xp draining sword caused the problem
    Could the problem be solved by using turns not xp as the progress indicator
    I think this was actually already solved (in a different way, and as a by-product of other changes rather than as a problem I set out to solve) in the big github upload from a few days ago.

    I've used golem boots occasionally. The -speed is certainly a big problem; but if you've either been unlucky with speed boots, or have more speed than you need anyway, they can be an option.

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  • wobbly
    replied
    Well, I'd suggest using 1 then & going on to win then there will be 1 more melee winner with a cloak of retribution. Both my melee wins used cloaks of retribution, I found them to be good.

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  • wobbly
    replied
    Originally posted by Mocht
    It seems to me that a retaliation cloak would make any melee character stronger (except a monk, of course),
    It does

    Originally posted by Mocht
    but lots of melee winners aren't wearing retaliation cloaks
    Am I not seeing something
    What are they wearing instead?

    Retribution is nice but on a winner it's competing with endgame gear. Tricky to find one with resists(shadow, aman, ?...). I took a look myself & most winners it's a little tricky to see - generally the cloak is not particularly OP. You want to look what it's covering: a resistance hole, maxing con for hps or str/dex for blows, speed. Really a cloak of retribution has to compete with strong gear in other slots, people use the generally weak cloak slot to plug the holes.

    That said retribution & an endgame vampiric is worth considering if you can do it. The serpent itself is immune to vampirism but that's not necessarily true of it's summons.

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  • Sideways
    replied
    Double chaos resistance gives immunity to mutations caused by chaos attacks, but it doesn't protect/prevent you from acquiring mutations in other ways (like by potions of polymorph).

    I will have a quick look at the rewards. Remember, though, that the Sand Pit reward pretty much sucks for everybody (unless they get really lucky with an ego) and the real reward of doing Sand Pit is that you get to do Dragon Quest without losing fame.

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  • Sideways
    replied
    Originally posted by Mocht
    I have a character on level 98 of Angband and he hasn't completed the Dragonslayer quest
    To trigger the Demonslayer quest would he need to go to a shallower depth in Angband
    Yes. (If he did that, he would probably become the first character ever to go out of his way to meet ten pit fiends.)

    The Sexy whip isn't going anywhere. Removing humorous content from the game, even if it isn't particularly funny humorous content, goes against all my game design principles.

    Reforging is a very long way from pointless; if anything, I fear it's too strong. But I've seen people not get good results from reforging because they don't know how it works. Have you read the reforging mini-guide near the end of the FAQ?

    The problem with longer player names is that the high score listing can only easily accommodate 15 characters; but perhaps that could be worked around.

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  • Sideways
    replied
    Originally posted by Mocht
    "All Combat people have great respect for the legendary "Combat Echizen""
    Does this have any effect on gameplay
    Not as far as I know.

    I wouldn't worry too much about the screenshot, but pav would be the person to contact if you think something needs to be done.

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  • Sideways
    replied
    Originally posted by Mocht
    Monster info says spellwarp automatons only resist teleportation
    But I think they are immune
    Yeah, the whole teleportation immunity/resistance thing is implemented really stupidly; there's no actual "immune to teleportation" flag, there's just resist teleportation, but for some monsters (uniques, and monsters who're "immune to everything" like spellwarp automatons) that effectively becomes immunity. For uniques it's actually displayed as immunity, but for spellwarp automatons it's not. I'll fix that.

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  • wobbly
    replied
    Aren't they immune to everything but hitting them?

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  • Sideways
    replied
    Originally posted by Mocht
    I used destruction and Polyphemus, the guardian of Mine, disappeared
    I rested on the level and Polyphemus respawned
    Is that a bug
    No, that's exactly what's supposed to happen; the same thing will happen with any other guardian or dungeon quest monster, including Oberon and the Serpent of Chaos.

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  • wobbly
    replied
    Shrug, I sometimes use !clw on a lvl 30 hound. They breathe from hps and have multiple ways of getting out of los quickly. ?detect monster which was also mentioned I use from time to time. A bunch of mages don't get a detect but do have mage hps. You can get somewhere dangerous quicker using it.

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  • OmniNegro
    replied
    Chaos Deities absolutely will wreck you eventually. They can also help out a lot. But the chance of a terrible mutation, the removal of a good mutation, or them basically nuking you and your equipment is almost certain over 50 levels.

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  • Sideways
    replied
    It's very hard to predict what items a character will need. For example, scrolls of detect monsters are utterly useless for much of the game (in many cases, the entire game), but can become a sneaky option at the end if you don't have detection spells and don't want to rely on devices that get charge-drained.

    Even if I did manage to predict everything, it would create weird shops (doesn't the shop have any other customers?) and either make the game easier (if fewer uninteresting items generating meant more useful items generating) or just result in shops with more empty room (if additional useful items were not generated). I don't see either of those as a desirable result.

    Note that to some extent, shops already do change to meet the player's needs. You get better stuff later in the game; you also get lots of !CSW early on, but not so much later when you start having better options.

    ---

    I don't subscribe to the view that shops should always have what the player wants. That's what the home is for! Reliably stocking ammo in the early game feels like a reasonable request from a gameplay point of view, though.

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  • CyclopsSlayer
    replied
    Originally posted by Mocht
    Should shops be changed so that useless things are not offered for sale
    For instance, if a character is above level 30 then there is no chance that they would consider buying potions of cure light wounds
    Personally, I prefer *bands that permanently stock basic items. Oil, food, +0 ammunition.
    It's tough to play an Archer when the RNG decides you get no arrows until L10 and you can make your own.

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  • TauzentBlitz
    replied
    Trying out a Calvary character. How important is it that I'm using a weapons with "riding" listed in the description?

    Edit: Well, I couldn't get Rodeo to work at all with a weapon that didn't have it on, so I guess it's really important?
    Last edited by TauzentBlitz; May 18, 2018, 15:02.

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