FrogComposband 7.0.peppermint

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  • grodrigues
    replied
    Originally posted by Sideways
    The random Angband quests work the same way they did in PosChengband: there are ten of them, on random levels, and the first of them is somewhere around level 10; you just haven't gone deep enough yet. It is possible (because of the randomness) for the first quest to be on level 7, but usually it's a bit later.
    Thanks. Last time I played Poscheng, Angband quests were at fixed levels starting at level 6 thus my question.

    Lots of small differences: more towns, dungeons and quests, fuzzy tele, different stacking sources for see invis and free action (and probably a few more I have not noticed), Es adds a constant damage factor to damaging spells (great for the High-Elf patient Sorceror I keep playing), getting my thin-paper-frail Sorc one-shotted in *Zul* by an ancient MH dragon -- ancient dragons roaming a town? What the heck? Etc. and etc.

    Like it.
    Last edited by grodrigues; June 4, 2018, 14:13. Reason: Forgot the all-important last sentence.

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  • Sideways
    replied
    Originally posted by grodrigues
    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.
    The random Angband quests work the same way they did in PosChengband: there are ten of them, on random levels, and the first of them is somewhere around level 10; you just haven't gone deep enough yet. It is possible (because of the randomness) for the first quest to be on level 7, but usually it's a bit later.

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  • grodrigues
    replied
    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 ?

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  • Sideways
    replied
    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...

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  • Sideways
    replied
    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.

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  • Flauterfiddle
    replied
    *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...

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  • Sideways
    replied
    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.)

    Leave a comment:


  • Flauterfiddle
    replied
    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.

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  • CyclopsSlayer
    replied
    @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.

    Leave a comment:


  • Flauterfiddle
    replied
    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.

    Leave a comment:


  • CyclopsSlayer
    replied
    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.

    Leave a comment:


  • murphy
    replied
    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

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  • TauzentBlitz
    replied
    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.

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  • CyclopsSlayer
    replied
    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.

    Leave a comment:


  • Sideways
    replied
    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.

    Leave a comment:

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