FrogComposband 7.0.peppermint

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  • Sideways
    replied
    Maulers and Samurai also get monster detection early, and Ninjas get Detect Near at cl 2, though Ninja tends to be a bit more fiddly than just smacking everybody in the face. Blood-Knights also get early detection, but they're pretty quirky, strong in the early game but they have more late-game trouble than most other melee types.

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  • CyclopsSlayer
    replied
    Originally posted by chem
    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
    You might want to consider upgrading to Liquorice, it is the most recent version.

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  • chem
    replied
    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.

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  • Sideways
    replied
    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.

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  • OmniNegro
    replied
    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.

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  • CyclopsSlayer
    replied
    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.

    Leave a comment:


  • Sideways
    replied
    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.

    Leave a comment:


  • BobZero
    replied
    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.

    Leave a comment:


  • Sideways
    replied
    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.

    Leave a comment:


  • Sideways
    replied
    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.

    Leave a comment:


  • Pete Mack
    replied
    @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.

    Leave a comment:


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

    'Nuff said.

    Leave a comment:


  • Derakon
    replied
    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.

    Leave a comment:


  • grodrigues
    replied
    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.

    Leave a comment:


  • CyclopsSlayer
    replied
    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.

    Leave a comment:

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