[Announce] FrogComposband 7.0.mango released

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  • Sideways
    replied
    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.

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  • Nick
    replied
    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.

    Leave a comment:


  • Sideways
    replied
    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.

    Leave a comment:


  • Rudiment
    replied
    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?

    Leave a comment:


  • Sideways
    replied
    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.

    Leave a comment:


  • budswell
    replied
    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?

    Leave a comment:


  • CyclopsSlayer
    replied
    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

    Leave a comment:


  • wobbly
    replied
    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 (+,+)

    Leave a comment:


  • Sideways
    replied
    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.

    Leave a comment:


  • CyclopsSlayer
    replied
    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

    Leave a comment:


  • Derakon
    replied
    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!

    Leave a comment:


  • CyclopsSlayer
    replied
    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.

    Leave a comment:


  • Gwarl
    replied
    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

    Leave a comment:


  • Sideways
    replied
    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.)

    Leave a comment:


  • Rudiment
    replied
    Originally posted by wobbly
    If you mean weapon versatility (the only weapon foo on the list) it means you can reach master in all weapon proficiencies. That is just accuracy. A warrior will already reach master, don't bother unless it's a bad melee class & you want to melee anyway or you want to master the bows.
    But what anout Fell Sorcery and mindcraft spells? Does it work or just waste of tallent?

    Leave a comment:

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