[Announce] FrogComposband 7.0.mango released

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  • Sideways
    Knight
    • Nov 2008
    • 896

    Originally posted by Rudiment
    But what anout Fell Sorcery and mindcraft spells? Does it work or just waste of tallent?
    Fell Sorcery works on mindcraft spells, but it's not a huge effect (+1 spellpower if you're playing the last official release; +2 spellpower in the dev version). It also reduces your STR, DEX and CON by 1.

    (One unit of spellpower is equal to 1/13 of the spell's base power/damage.)
    The Complainer worries about the lack of activity here these days.

    Comment

    • Gwarl
      Administrator
      • Jan 2017
      • 1025

      Originally posted by Sideways
      Fell Sorcery works on mindcraft spells, but it's not a huge effect (+1 spellpower if you're playing the last official release; +2 spellpower in the dev version). It also reduces your STR, DEX and CON by 1.

      (One unit of spellpower is equal to 1/13 of the spell's base power/damage.)
      Unrelated to frogcomposband but my thoughts on this are increasing the unit of spellpower to 1/10th of the base and re-examining the STR/DEX/CON penalty always associated with spellpower boosts

      Comment

      • CyclopsSlayer
        Swordsman
        • Feb 2009
        • 389

        Originally posted by Gwarl
        Unrelated to frogcomposband but my thoughts on this are increasing the unit of spellpower to 1/10th of the base and re-examining the STR/DEX/CON penalty always associated with spellpower boosts
        While I admittedly haven't played a caster recently, okay in a LONG time, I was always appalled how the endgame for casters relied more on their devices than on their magic.
        Like the joke gloves of the Magi in Frog, quest rewards but no magi would ever be fool enough to use them, Massive physical penalties, almost zero beneficial. Casters always seem to be begging to be one-shotted, a minor boost to Mana, paid for with AC going negative on a body as durable as tissue paper and silly string.

        Comment

        • Derakon
          Prophet
          • Dec 2009
          • 9022

          Originally posted by CyclopsSlayer
          While I admittedly haven't played a caster recently, okay in a LONG time, I was always appalled how the endgame for casters relied more on their devices than on their magic.
          Like the joke gloves of the Magi in Frog, quest rewards but no magi would ever be fool enough to use them, Massive physical penalties, almost zero beneficial. Casters always seem to be begging to be one-shotted, a minor boost to Mana, paid for with AC going negative on a body as durable as tissue paper and silly string.
          This sounds like the polar opposite of ToME 2, where the "ultimate" mage gear makes them massively better at spellcasting at the cost of not being able to attack in melee...while the ultimate warrior gear is moderately better at combat than any other artifact, but prevents the user from being able to cast spells of any kind (in a game where everyone pretty much has to dabble in spells if they want to access the dungeon that the ultimate gear is in). And the ultimate bow is a pretty great bow...but prevents the user from being able to move!

          Comment

          • CyclopsSlayer
            Swordsman
            • Feb 2009
            • 389

            I don't have them anymore, but the gloves, they always sell for 1 gold, but as I recall, (-4,-8) [1,-14] (+3) as best as I can recall adding to Int, Dark, and Stealth with some vulnerability

            Comment

            • Sideways
              Knight
              • Nov 2008
              • 896

              Gloves of the wizard aren't always bad, or always worth 1 AU. Often they are, but you can get lucky, and the +Md makes them a potential contender not just for mages but any class looking for better device reliability. Not that long ago there were two characters on angband.live (Gwarl's and bostock's, I think) simultaneously or near-simultaneously wearing gloves of the wizard.
              The Complainer worries about the lack of activity here these days.

              Comment

              • wobbly
                Prophet
                • May 2012
                • 2628

                wizard gloves can be crazy good for a weaponsmith. A golem will device just fine with them & if they have a large pval, then +stealth or +LR or just straight (+,+)

                Comment

                • CyclopsSlayer
                  Swordsman
                  • Feb 2009
                  • 389

                  Originally posted by wobbly
                  wizard gloves can be crazy good for a weaponsmith. A golem will device just fine with them & if they have a large pval, then +stealth or +LR or just straight (+,+)
                  Just never seen good ones that I can recall. All the ones I can remember were as useful as the 'Kick Me' sign on someones back. LOL

                  Comment

                  • budswell
                    Adept
                    • Jun 2008
                    • 159

                    First time trying this Variant. One thing different from Pos. Walls are now # characters, but in Pos they were solid "blocks".
                    Or is it because I have recently changed to Win10?
                    In Tome2 there was some font file you could edit, anyone know how to do it here?
                    http://angband.oook.cz/ladder-browse.php?e=budswell
                    http://te4.org/user/1471/characters

                    Comment

                    • Sideways
                      Knight
                      • Nov 2008
                      • 896

                      Originally posted by budswell
                      First time trying this Variant. One thing different from Pos. Walls are now # characters, but in Pos they were solid "blocks".
                      Or is it because I have recently changed to Win10?
                      In Tome2 there was some font file you could edit, anyone know how to do it here?
                      This has come up before. Walls have always been #, but the Windows version of Pos used a preference file (font-win.prf) to override the default visuals. Follow the instructions in this post if you want the Pos look back, or if you want to interact with visuals in some other way.
                      The Complainer worries about the lack of activity here these days.

                      Comment

                      • Rudiment
                        Scout
                        • Aug 2017
                        • 36

                        Originally posted by Sideways
                        Fell Sorcery works on mindcraft spells, but it's not a huge effect (+1 spellpower if you're playing the last official release; +2 spellpower in the dev version). It also reduces your STR, DEX and CON by 1.

                        (One unit of spellpower is equal to 1/13 of the spell's base power/damage.)
                        Well, you are late, i taked this not just useless crap, but very ill one. Why in manual says nothing about drawbacks? It is very unfair to the player. Are exist more talents with hidden drawbacks?

                        Comment

                        • Sideways
                          Knight
                          • Nov 2008
                          • 896

                          I have inherited from previous variants a vast and sprawling codebase (and help file system) with many good things, but also so much room for improvement that doing everything I want to do, and everything other people want me to do, takes a long time and much effort. For every bug or shortcoming I fix, somebody reports a new one. That's incredibly valuable feedback, of course, but it also means my to-do list never gets any shorter. I'm constantly working to make the game better, but it is not and will never be perfect.

                          The intended target audience of Fell Sorcery is characters who rely on spells for damage and therefore don't melee much (and therefore aren't hurt by a slight hit to their melee stats as much as a melee character would). You are still right, of course, that it and other demigod powers should be better documented (and you are also right that as of the last official release it was basically crap). The manual does suggest Fleet of Foot and Unyielding as safe vanilla choices for new players who aren't sure which demigod power to pick.
                          The Complainer worries about the lack of activity here these days.

                          Comment

                          • Nick
                            Vanilla maintainer
                            • Apr 2007
                            • 9634

                            Originally posted by Rudiment
                            Well, you are late, i taked this not just useless crap, but very ill one. Why in manual says nothing about drawbacks? It is very unfair to the player. Are exist more talents with hidden drawbacks?
                            Sideways is doing a large job for you free of charge. Being rude about it is not likely to get you what you want.
                            One for the Dark Lord on his dark throne
                            In the Land of Mordor where the Shadows lie.

                            Comment

                            • Sideways
                              Knight
                              • Nov 2008
                              • 896

                              Thanks Nick.

                              Rudiment (and everybody else) will in fact get improved demigod power descriptions in 7.0.nougat, though. I hope that's what he wants, but if not, they will still help others.
                              The Complainer worries about the lack of activity here these days.

                              Comment

                              • CyclopsSlayer
                                Swordsman
                                • Feb 2009
                                • 389

                                So... I was feeling pretty confident. Tonberry Ninja, dual wielding 'Nimthanc' and a Tanto (Craft) (+6,+6) with AC 96 at CL19. (I needed every bit of it)
                                Went into the 'Clear the Tunnels' a little early, and it was pretty easy, then I opened the doors into HELL, not one or two uniques together, no, there were 5, Lug, Lugdush, Shagrat, Boldog, and Orcogar... Then the usual accompaniments of Captains and Warlords Summoning Kin with Warlocks confusing me. Burned through a ton of potions and scrolls, as it took ages to get them all... went from 19 to almost CL 22 in there. Whew...

                                Comment

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