FrogComposband 7.0.peppermint

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  • Sideways
    Knight
    • Nov 2008
    • 896

    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.
    The Complainer worries about the lack of activity here these days.

    Comment

    • grodrigues
      Rookie
      • Apr 2014
      • 22

      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.

      Comment

      • CyclopsSlayer
        Swordsman
        • Feb 2009
        • 389

        Originally posted by Mocht
        Gloves can now have slays on them, I assume Maulers are the greatest beneficiaries of this
        I would imagine Martial Artists would find them useful as well, but haven't done more than dabble with them in Frog yet.

        Comment

        • grodrigues
          Rookie
          • Apr 2014
          • 22

          advice

          Posted my Sorc here: http://angband.oook.cz/ladder-show.php?id=21697. As you can see, the drops have been completely schizophrenic. I do not have the basic resists covered, but Smeagol did me a solid one, and just dropped Eriril (which for a Sorc is useless and the One Ring (!!!) at dl level 23 (!!!!!). This raises the question: to wear it or not to wear it? Maybe save for reforge? This is the second time I got it in a *band (the other was in vanilla Angband and already having dispatched Morgoth), and I did not even blinked about wearing it. Any advice? That ancient foul curse sure looks really ugly. Of course this is all kind of moot since the RNG God has already determined my horrible, agonizing death.

          Comment

          • Derakon
            Prophet
            • Dec 2009
            • 9022

            IMO if you find the One Ring, you should wear it, regardless of how much sense it makes for your character. Such opportunities are rare and always memorable.

            Comment

            • OmniNegro
              Scout
              • Jul 2014
              • 42

              SpStInWiDxCnCh;*AcElFiCo;Dk;SiSdRgAgTyWm|AEFCo~UL( StInWiDxCnCh

              'Nuff said.

              Comment

              • Pete Mack
                Prophet
                • Apr 2007
                • 6883

                @Mocht: only with great difficulty. The code bases diverged a long time ago, and the PosChengband code Frog is based on is seriously spaghettified. I looked at it once and refilused to try working on it. Applying the V cleanups to PCB would be a massive undertaking.

                Comment

                • Sideways
                  Knight
                  • Nov 2008
                  • 896

                  Originally posted by Mocht
                  Harps don't seem to drop, have they been removed
                  Harps were removed for non-bards in one of the last Pos versions and reinstated in the github version some time ago.
                  The Complainer worries about the lack of activity here these days.

                  Comment

                  • Sideways
                    Knight
                    • Nov 2008
                    • 896

                    The mage quest line gives magey rewards. Most of them, even when technically wearable, are useless to warrior-types except as sell-loot; which is a feature, not a bug.
                    The Complainer worries about the lack of activity here these days.

                    Comment

                    • BobZero
                      Rookie
                      • Jun 2018
                      • 2

                      I have been thinking about this great variant for some time and there, as
                      always, seem to me that some things could be even better. However, I realise
                      that not all of these ideas would be to everyone's taste so put them forward
                      as suggestions.


                      Poschengband peppermint-to-mango Wish list

                      Display options.

                      Option to highlight the current target with the cursor.

                      This would make it easier when dealing with a lot of monsters of the same
                      type that are moving around. I know that it would be possible to work out
                      where the target is from the monster list using the display distances option,
                      this would just make it easier.

                      Option to view contents of home, even if not at home - do I really need
                      a rod of detection, or is there one at home. Presumably this could come
                      off the character information screen.


                      Proficencies

                      Should the numeric skill and maximum proficencies be available on the
                      proficencies screen? Presumably a mauler 'character' should know they
                      will never be a master with a dagger. It might take more space, so the
                      weapons screen might need splitting in two.

                      Should 'uncomfortable' weapons always have proficencies fixed to
                      unskilled? Should weapon versatility in some way override this, or
                      should weapon versatility not improve the maximum skill for
                      uncomfortable weapons?

                      More generally, should there be more weapon skills that are fixed at
                      unskilled. Presumably a swordmaster character should be totally useless
                      with a polearm.

                      Moganimator Changes.

                      Should it be possible to turn off the moganimator in the 'easy-destroyer'
                      options?

                      Should the moganimator know if weapons are uncomfortable? This would
                      allow then to be autosquelched if desired, regardless of quality.

                      Should the moganimator be able to know the skillmaster and/or psion ability
                      choices? This could be quite awkward to do and explain though.

                      Should there be an option to always use the default moganimator fle, rather
                      than making copies?

                      Display questions.

                      Allow wider screens for the home/inventory/equipment displays as not all
                      resistances are always visible. The width for windows for equipment and
                      inventory display can be increased, but this cannot be done for the home
                      as there is no customisable window for that.

                      Easy mimics does not work with death swords, death scythes and quiver
                      slots if graphics are used. However changing the 'monster graphics' file
                      graph-xxx by commenting out the relevant entries makes them into 'x'
                      characters. Perhaps different graphics when using the easy mimics option?

                      Should currently unlearnable spells in spellbooks be a different colour
                      on the gain spells menu?

                      Should the angband quests be marked with 'angband' in the completed
                      quests list?

                      More general problems.

                      Should the maximum number of available items of a given type that can
                      be purchased be shown when buying?

                      Should studded gloves, gauntlets and spiked gauntlets without other bonuses be
                      'average' rather than 'good'. I am not sure if the current mango version deals
                      with this.

                      If two identical but not *identified* rings are in the inventory, they
                      automatically stack. This lets the player know they are identical.

                      Given that wands and staves now self-recharge, should the sorcery recharge
                      spell be replaced? Perhaps a no-damage beam of light spell for illuminating
                      corridors, which is a utility missing from the sorcery books.

                      An option for 'do not attack on movement' mainly for non-melee characters
                      who do not wish to wake up enemies next to them.

                      On the birth screen and help screens some monste sub-types (giants, trolls,
                      golems) have no description. Is this deliberate?

                      On the problem of quest rewards and their general usefulness, one method
                      might be to put items into general classes (jewelry, weapons, devices,
                      consumables, armour) and then give the character a choice at time of getting
                      the reward. It could take the form of the question 'which of these 5 classes' (or
                      possibly less) do you want your reward in and, after the choice is made, the
                      relevant reward given. This would put all of the code in one place, rather than
                      for each quest individually.

                      Comment

                      • Sideways
                        Knight
                        • Nov 2008
                        • 896

                        Originally posted by BobZero
                        I have been thinking about this great variant for some time and there, as
                        always, seem to me that some things could be even better. However, I realise
                        that not all of these ideas would be to everyone's taste so put them forward
                        as suggestions.
                        Thanks for your ideas! Mango is pretty much set, so your suggestions won't be implemented in mango (except where they already have been), but I'll keep them in mind for future releases.

                        Option to view contents of home, even if not at home - do I really need a rod of detection, or is there one at home. Presumably this could come
                        off the character information screen.
                        As Mocht mentioned, this has existed in all releases of FrogComposband (on the character sheet, just scroll down a bit).

                        Should the numeric skill and maximum proficencies be available on the proficencies screen? Presumably a mauler 'character' should know they will never be a master with a dagger. It might take more space, so the weapons screen might need splitting in two.
                        This was already implemented for mango.

                        Should studded gloves, gauntlets and spiked gauntlets without other bonuses be 'average' rather than 'good'. I am not sure if the current mango version deals with this.
                        It does, albeit in a less than perfect way.

                        If two identical but not *identified* rings are in the inventory, they automatically stack. This lets the player know they are identical.
                        I think this is intended behavior.

                        Given that wands and staves now self-recharge, should the sorcery recharge spell be replaced? Perhaps a no-damage beam of light spell for illuminating corridors, which is a utility missing from the sorcery books.
                        Recharging is still highly useful; watching bostock's gray-mages has convinced me of that.

                        On the birth screen and help screens some monste sub-types (giants, trolls, golems) have no description. Is this deliberate?
                        It is not deliberate. I've changed this a bit in mango, but it's still not perfect, since it only gives a generic description of the monster race.

                        On the problem of quest rewards and their general usefulness, one method might be to put items into general classes (jewelry, weapons, devices,
                        consumables, armour) and then give the character a choice at time of getting the reward. It could take the form of the question 'which of these 5 classes' (or possibly less) do you want your reward in and, after the choice is made, the relevant reward given. This would put all of the code in one place, rather than for each quest individually.
                        Interesting idea, but I don't view quest rewards as something that should always be maximally useful. Maximally useful rewards would be power creep, especially now that we have more quests than before. (Maximally useful rewards would also be less realistic and thematic.)

                        I do think no one race or class should be screwed by the rewards unduly, especially near the beginning of the game when the rewards make the most difference.
                        The Complainer worries about the lack of activity here these days.

                        Comment

                        • CyclopsSlayer
                          Swordsman
                          • Feb 2009
                          • 389

                          Originally posted by Mocht
                          If dunadan and barbarians get demigod powers then this isn't mentioned in the race descriptions
                          Since they are in category 'Human', I believe they get the one human power, just not the second one demigods do.

                          Comment

                          • OmniNegro
                            Scout
                            • Jul 2014
                            • 42

                            Originally posted by CyclopsSlayer
                            Since they are in category 'Human', I believe they get the one human power, just not the second one demigods do.
                            Amberites get no power for being in the Human category.

                            Comment

                            • Sideways
                              Knight
                              • Nov 2008
                              • 896

                              Humans and demigods get two demigod powers each, dunedain and barbarians get one (but doppelgangers in dunadan or barbarian form are special-cased not to get a demigod power), and half-orcs also get one demigod power (but half-trolls don't, and Amberites also don't as OmniNegro noted).

                              7.0.mango coming right up.
                              The Complainer worries about the lack of activity here these days.

                              Comment

                              • chem
                                Adept
                                • Sep 2007
                                • 150

                                I've played chengband, etc. but am new to frogcomposband.

                                which melee classes in this variant get very early access to some form of detect object or detect monster?

                                edit: nevermind berserker still has it early
                                Last edited by chem; June 28, 2020, 23:56.

                                Comment

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