[Announce] FrogComposband 7.0.mango released

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  • TauzentBlitz
    Scout
    • May 2018
    • 38

    #16
    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.

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    • Sideways
      Knight
      • Nov 2008
      • 896

      #17
      Originally posted by Mocht
      This 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
      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.
      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.)
      The Complainer worries about the lack of activity here these days.

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      • TauzentBlitz
        Scout
        • May 2018
        • 38

        #18
        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.

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        • CyclopsSlayer
          Swordsman
          • Feb 2009
          • 389

          #19
          Originally posted by TauzentBlitz
          Random thought: Alchemists with the no_sell flag on might be a little silly. I don't know how the Alchemy skill works yet though, so I dunno.
          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.

          Comment

          • Sideways
            Knight
            • Nov 2008
            • 896

            #20
            Originally posted by TauzentBlitz
            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.
            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.
            The Complainer worries about the lack of activity here these days.

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            • grodrigues
              Rookie
              • Apr 2014
              • 22

              #21
              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?
              Last edited by grodrigues; June 9, 2018, 23:32. Reason: add missing words.

              Comment

              • Sideways
                Knight
                • Nov 2008
                • 896

                #22
                Originally posted by grodrigues
                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?
                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).
                The Complainer worries about the lack of activity here these days.

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                • TauzentBlitz
                  Scout
                  • May 2018
                  • 38

                  #23
                  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.

                  Comment

                  • Sideways
                    Knight
                    • Nov 2008
                    • 896

                    #24
                    Originally posted by TauzentBlitz
                    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.
                    That is definitely not supposed to happen, thanks for reporting.

                    Originally posted by Mocht
                    Looks 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 intended
                    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?
                    Last edited by Sideways; June 10, 2018, 12:38.
                    The Complainer worries about the lack of activity here these days.

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                    • Sideways
                      Knight
                      • Nov 2008
                      • 896

                      #25
                      Originally posted by Mocht
                      In a vault I found "Paper armour of Elvenkind [4, +22] (+3) {Sl;AcElFiCoCaDi}", is that a bug
                      Nothing there looks like a bug. If you mean the second high resist, that's not unusual at deep levels.
                      The Complainer worries about the lack of activity here these days.

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                      • CyclopsSlayer
                        Swordsman
                        • Feb 2009
                        • 389

                        #26
                        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 - Whisper

                        Comment

                        • wobbly
                          Prophet
                          • May 2012
                          • 2631

                          #27
                          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.

                          Comment

                          • Sideways
                            Knight
                            • Nov 2008
                            • 896

                            #28
                            Originally posted by CyclopsSlayer
                            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 - Whisper
                            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).
                            The Complainer worries about the lack of activity here these days.

                            Comment

                            • CyclopsSlayer
                              Swordsman
                              • Feb 2009
                              • 389

                              #29
                              Originally posted by Sideways
                              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).
                              Thank you. Been a while since I played a Ninja. Seems fairly crippling to Ninjas with a max armor weight at L50 of 22.5, versus 30. No DSM wearing Ninjas anymore.

                              Comment

                              • Sideways
                                Knight
                                • Nov 2008
                                • 896

                                #30
                                Originally posted by Mocht
                                • With the mauler skill "close in", selecting the skill then cancelling cancels the action, but the cost in HP is still deducted
                                  [...]
                                Thanks, a few quick comments:

                                - Quest rewards cannot be lost *just* because the player has a full pack (the reward is dumped outside); however, if the player then does some routine-feeling thing like going back in to request a new quest without picking up the reward first, then the reward will be lost. While avoidable, this is obviously not player-friendly, and I'll try to think of some solution to it.

                                - Showing item weight on examination is a good idea.

                                - Adding the life rating in the character sheet is also something I'll probably do.

                                - I don't think most players auto-center the map while walking; certainly I don't. You can make it a default setting in your own copy either by using the same savefile repeatedly (thereby inheriting the old player's options as defaults) or by editing pref-opt.prf.

                                - Displaying weapon damage for non-equipped weapons is a good suggestion, but one that would be very tricky to implement. Vanilla does this, and it has been a constant headache to maintainers. Implementing it here might be even harder, since Vanilla doesn't have to worry about multiple weapon slots.

                                - Telling the player that unimprovable items are unimprovable seems reasonable (the same goes for items that can be enchanted but aren't affected by it, like robes of the twilight).

                                - It will always be possible for the same randart name to appear repeatedly, because the list of randart names is finite and will be exhausted eventually. What could be done is make sure no name will appear twice before the list is exhausted, but it's a lot simpler from a maintaining point of view to simply allow it to happen, and trust that it doesn't happen too often (or at least too obviously too often) as long as the list has enough names. I will probably add more names for randart rings in the next version.

                                - Artifact quivers have been suggested before, it's an interesting concept but I don't really have any great ideas for what an artifact quiver would actually do.

                                - I have no idea whether glove slays not applying to unarmed combat was originally intended or not. I would say that 1) it feels strange from a logic point of view but 2) before I change it, I'd like to hear from players with monk experience what it would do to monk balance, and whether it would make unarmed combat too strong (my instinct is that it probably would).

                                - I will look into Close In, it doesn't feel like something that should be uncancellable.
                                The Complainer worries about the lack of activity here these days.

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