FrogComposband 7.0.peppermint

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  • murphy
    Adept
    • Sep 2009
    • 101

    Gotcha. Maybe an additional sentence in the class description, about having different reserves for spell points depending on level, would give the player a clue about what the significance is of the powers.

    Comment

    • TheQuest
      Apprentice
      • Aug 2013
      • 74

      mango?

      I can see that "mango" version of frogcomposband is live on angband.live.
      Any changelog available?
      As kt making http://angband.live better in time to time

      Comment

      • Sideways
        Knight
        • Nov 2008
        • 896

        Originally posted by TheQuest
        I can see that "mango" version of frogcomposband is live on angband.live.
        Any changelog available?
        The angband.live version is a pre-release of mango, a full changelog will come with the official release. Most of the changes are listed here but it's not completely up to date.
        The Complainer worries about the lack of activity here these days.

        Comment

        • CyclopsSlayer
          Swordsman
          • Feb 2009
          • 389

          I've seen two peppermint char dumps for Alchemists on the ladder, one pre-release peppermint, one post.
          Yet, for the life of me, I don't see the class mentioned in the help or creation files?

          Just got bored the other day and was browsing the ladders looking for something interesting.

          Comment

          • TauzentBlitz
            Scout
            • May 2018
            • 38

            Any way to get weapons with good boosts to AC? I've tried a Deathsword out and the lack of AC really started to hurt for a melee character.

            Comment

            • murphy
              Adept
              • Sep 2009
              • 101

              Originally posted by CyclopsSlayer
              I've seen two peppermint char dumps for Alchemists on the ladder, one pre-release peppermint, one post.
              Yet, for the life of me, I don't see the class mentioned in the help or creation files?

              Just got bored the other day and was browsing the ladders looking for something interesting.
              If you're playing on the live server, the class is there, in the startup look under the "devices" group

              Comment

              • CyclopsSlayer
                Swordsman
                • Feb 2009
                • 389

                Originally posted by murphy
                If you're playing on the live server, the class is there, in the startup look under the "devices" group
                Ah, no, I play mostly standalone. Will maybe check it out, as the PC version doesn't have them.

                Comment

                • Flauterfiddle
                  Rookie
                  • Dec 2013
                  • 16

                  Characters used for dungeon walls look wrong

                  First of all, thanks for keeping the spirit of PosCheng alive and I am loving this variant already!

                  One question (apologies if this has nothing to do with FrogComposband itself). My dungeon walls look "wrong" in that that they use the characters # and % rather than the usual wall characters I am used to.

                  Is this deliberate? I find it pretty hard to work out where my character is sometimes.

                  Update: I found someone had posted something similar on an earlier page in this thread. So, to be specific, I'm seeing what he saw, namely the ASCII character for walls is a solid block in poschengband, but a # sign in FrogComposband (and %).

                  Would compiling it myself solve the problem (and I'm unfortunately restricted to compiling on Windows at the moment).

                  Cheers,

                  Ed
                  Last edited by Flauterfiddle; May 31, 2018, 20:04.

                  Comment

                  • CyclopsSlayer
                    Swordsman
                    • Feb 2009
                    • 389

                    @Flauterfiddle

                    Seems to be an intentional change, and while I have largely gotten used to it, I detest the ragged and confusing appearance.
                    Yes, I often lose the @ and have trouble discerning dark from unexplored from walls.

                    Comment

                    • Flauterfiddle
                      Rookie
                      • Dec 2013
                      • 16

                      Originally posted by CyclopsSlayer
                      @Flauterfiddle

                      Seems to be an intentional change, and while I have largely gotten used to it, I detest the ragged and confusing appearance.
                      Yes, I often lose the @ and have trouble discerning dark from unexplored from walls.
                      I thought I'd got used to it. Then I played a Spectre Necromancer. They can walk through walls if they want (but it hurts them to do so). It was not pretty. Should definitely be an option if intentional, it's a huge change if so.

                      Comment

                      • Sideways
                        Knight
                        • Nov 2008
                        • 896

                        Originally posted by Flauterfiddle
                        First of all, thanks for keeping the spirit of PosCheng alive and I am loving this variant already!

                        One question (apologies if this has nothing to do with FrogComposband itself). My dungeon walls look "wrong" in that that they use the characters # and % rather than the usual wall characters I am used to.

                        Is this deliberate? I find it pretty hard to work out where my character is sometimes.

                        Update: I found someone had posted something similar on an earlier page in this thread. So, to be specific, I'm seeing what he saw, namely the ASCII character for walls is a solid block in poschengband, but a # sign in FrogComposband (and %).

                        Would compiling it myself solve the problem (and I'm unfortunately restricted to compiling on Windows at the moment).

                        Cheers,

                        Ed
                        That was very definitely a deliberate change, but if you prefer the old look, there's a very easy way to restore it without any need for recompiling. Edit lib/pref/font-win.prf and you'll find that it has a bunch of lines that have been commented out by adding the # character in front of them (e.g. #F:50:2/127:LIT). The first two such lines (#F:1:1/31:LIT and #F:2:1/31:LIT) were already commented out in PosChengband; all the rest were commented out by me. Simply remove the opening # signs from all the lines I commented out, and you should get your preferred wall look back.

                        (In case you didn't know, you can also adjust any and all visuals to your heart's content in-game by pressing %; though in this case editing font-win.prf directly is the better solution.)
                        The Complainer worries about the lack of activity here these days.

                        Comment

                        • Flauterfiddle
                          Rookie
                          • Dec 2013
                          • 16

                          *Thank you!*

                          Developer replies, solves the problem and also adds a bit more information about how to use the game commands...

                          ...RESULT!

                          Thank you so much for this!

                          Tbh I could see a use for what you changed, i.e. the "raggedy" look, for a certain kinds of dungeon (maybe the Warrens, since not a "formal" dungeon?) but not permanently for everything :=)

                          One very happy adventurer, now back to that Spectre/Necromancer...

                          Comment

                          • Sideways
                            Knight
                            • Nov 2008
                            • 896

                            Originally posted by Mocht
                            The game says that a disenchanter mold drains psychic energy from my character, which is a bug as my character has no SP, and is also a bug in the sense that with smart cheat on it shouldn't have made the attempt
                            The latter is not a bug since smart_cheat doesn't make monsters smarter, it just gives them full smart_learn without having to do any actual learning (the monster equivalent of easy_lore). Smart monsters will avoid draining mana when the player has none, but non-smart monsters (like disenchanter molds) will not, even if smart_cheat or smart_learn is on.

                            The former is more a case of a really ugly message than a bug, I will tweak it.
                            The Complainer worries about the lack of activity here these days.

                            Comment

                            • Sideways
                              Knight
                              • Nov 2008
                              • 896

                              Originally posted by Mocht
                              Scrolls of destruction are used up and do nothing in quests (I assume the same is true for staffs), the same is true for scrolls of teleport level
                              I changed that weeks ago for the scrolls (except where they're un-IDed). Staves still lose a charge, but staves recharge. 7.0.mango will be released in a few days, so if you've never downloaded any of the github development versions you'll get the improved scroll behavior there.

                              Originally posted by Mocht
                              The character sheet records how many potions of cure critical wounds were found, but not how many potions of self knowledge
                              The character sheet doesn't record how many scrolls of the following types were found: crafting, vengeance, madness, wall of stone, scroll of spell, scroll of fire, scroll of ice, scroll of mana
                              Should the character sheet count things such as scrolls of identify
                              Adding ?spell (for ?spell-users only) and ?crafting to the list. Considered adding self knowledge, but it feels redundant with !newlife; after all, that's the potion that actually does things.

                              Listing ?madness feels like something that would only encourage people to read ?madness...
                              The Complainer worries about the lack of activity here these days.

                              Comment

                              • grodrigues
                                Rookie
                                • Apr 2014
                                • 22

                                Question on quests

                                Hi all,

                                Been trying this variant since development of Poschengband seems to have stopped; just a small question. Whatever happened to the unique killing quests in Angband? Went down to level 6 or 7 and none was generated. What has changed? Thanks in advance.
                                Last edited by grodrigues; June 3, 2018, 21:46. Reason: Missed a ?

                                Comment

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