[Announce] FrogComposband 7.0.mango released
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The formula changed in either strawberry or peppermint, I forget which. It's now 12.5+(level*0.2) lbs for ninjas and ninja-lawyers (other classes with weight limits, like monks and force-trainers, still use the old formula).Started a Ninja.
Always before the limits on armor weight have been 10+(Level*0.4) pounds.
As a 22 Ninja that says I should be able to wear 18.8 pounds before 'Heavy Armor'. BUT, under Mango I am getting the heavy armor alert at 17 pounds. Has the formula changed?
Character found here - WhisperLeave a comment:
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Dark bolt in death 3 does less damage for more mana then nether bolt in death 2. This used to be balanced by everything resisting nether. Now just about everything that resists nether also resists dark & the spell was always a pain to start with from the loss of sight.Leave a comment:
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Bug?
Started a Ninja.
Always before the limits on armor weight have been 10+(Level*0.4) pounds.
As a 22 Ninja that says I should be able to wear 18.8 pounds before 'Heavy Armor'. BUT, under Mango I am getting the heavy armor alert at 17 pounds. Has the formula changed?
Character found here - WhisperLeave a comment:
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Nothing there looks like a bug. If you mean the second high resist, that's not unusual at deep levels.Originally posted by MochtIn a vault I found "Paper armour of Elvenkind [4, +22] (+3) {Sl;AcElFiCoCaDi}", is that a bugLeave a comment:
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That is definitely not supposed to happen, thanks for reporting.
This is not supposed to happen either; but I can't reproduce it, except with the quylthulgs in LOS obviously, or in wizard mode, or (in the case of the rotting quylthulgs) a different item that gives ~Evil. Can you post a savefile where it happens, or report the exact circumstances where it happens with the quylthulgs not in LOS (and without a more specific applicable telepathy like ~Evil)? Which options had you changed from defaults?Originally posted by MochtLooks like something has gone wrong with telepathy, with the cloak of Jack of Shadows I was aware of quylthugs and rotting quylthugs
Now that I think of it, perhaps what we are noticing is intendedLast edited by Sideways; June 10, 2018, 12:38.Leave a comment:
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My alchemist is gaining temporary telepathy every time I look at a potion of enlightenment? Noticed it when I first examined one in the black market.Leave a comment:
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Crossbows have a flatter proficiency scale than everything except crossbows. The normal scale goes from -20 to +20, but the crossbow scale goes from +0 to +20.
I'm not sure why that is (it was like that when I got here), though I do believe that historically, the main military advantage of the crossbow was indeed that it didn't require very much training (unlike its direct rival the longbow).Leave a comment:
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Another newb question. My weaponsmith is beginner in maces and xbows, but the character sheet says +5 bonus to hit for the melee mace weapon and +13 to the xbow. Is this correct? And if yes, what is the rationale for the +10 to ranged weapons for same skill level?Leave a comment:
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Alchemy gives less gold per item with no_selling on. It is still a very useful skill with no_selling on, but it actually comes a lot closer to being "too good" with no_selling off.Leave a comment:
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Heh, a little silly would be something like an Android Monk, between the weight and slot limitations I am not sure you could even hit L50.
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Anyone know what a good race/personality combination might be for alchemists? I'm currently using a Craven Shadow Fairy for maximum stealth and good ranged combat. The Trouble at home quest guarantees potions of booze and boldness so I have both a good confusion effect to keep enemies away and a cure for fear right from the start.
Random thought: Alchemists with the no_sell flag on might be a too good if you can just Alchemy away the equipment you can't sell anymore. I don't know how the Alchemy skill works yet though, so I dunno.Last edited by TauzentBlitz; June 9, 2018, 16:12.Leave a comment:
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The way cans of toys are supposed to work, it shouldn't make any difference, since the level of objects will be determined based on the level of the can of toys itself and not based on where you open it.Originally posted by MochtThis is the second time I have found a can of toys, the first time I died before opening it
Is there a suggested minimum dungeon level to open a can of toys on so as not to waste it
In practice it does make some difference, because standart generation is based on dungeon level rather than object level, so you're more likely to get standarts if you open it deeper (and the standarts you get, if any, will be better). I should probably change that, though doing so is not as easy as it sounds.
There are very few standarts with native level >80, and even fewer with native level >90; so once you're at 4500', there isn't much point to waiting any further before you open your can of toys. (Or if you don't care about standarts, you can open it much earlier.)Leave a comment:
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When I first started an Alchemist, the "Lvl" listed in the infusions menu was, I assumed, character level. But then I noticed that Cure serious potions level was in green instead of red despite my character level being too low and I could copy them.
Is it supposed to be Alchemist Skill %? Might want to change the "Lvl" to skill % or something to make that more obvious.
Hey, I was mentioned in the patch notes. Neat.Leave a comment:
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alternatively recalling to the bottom of stronghold which is handy if you want to recall back to the middle of the wilderness rather then starting again from town
Edit:It's hideout not stronghold now isn't it?Leave a comment:
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