[Announce] FrogComposband 7.0.nougat released

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  • CyclopsSlayer
    replied
    LOL I may have to try a Steel Dragon, no breath, enhanced melee and AC... Seems nice.

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  • wobbly
    replied
    Their breathe damage is still low though infinitely spamable (cast from hps). When you look at a win a fully kitted end game dragon is quite strong. It's the pt where humanoid warriors find their 1st good weapon that they suffer. They have to wait longer and worker harder to match the damage spike. As a bonus they have a harder time finding resists. I'm not sure I've actually tried attack realm. There's a good chance they have it better. Also apparently the steel dragon is OP.

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  • Pete Mack
    replied
    It was ages ago, back in the prehistoric Posband era. Dragons had mediocre endgame melee (though it was pretty strong up until midgame), and their breath attacks used tons of mana and didn't do a lot of damage. On further thought, It is very likely they have been rebalanced since then.

    Originally posted by Mocht
    I find that hard to understand, are you saying that you played a level 30 dragon and it was weak

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  • CyclopsSlayer
    replied
    Originally posted by Sideways
    No (and the same goes for weaponmastery).
    This is worded a little misleading, at least with Dragons combat rings in any slot affect Melee and Bite.

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  • Sideways
    replied
    Originally posted by Pete Mack
    Question:
    Does the "damage ring depends on which hand it is on feature" have an effect on monster innate melee?
    No (and the same goes for weaponmastery).

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  • Pete Mack
    replied
    Question:
    Does the "damage ring depends on which hand it is on feature" have an effect on monster innate melee? Dragons already have such a huge disadvantage in melee (and everywhere else), I suspect this would make them almost impossible to win with (except for ethereal dragons, which have a crazy advantage against all monsters except cyber demons.)

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  • Benly
    replied
    Originally posted by wobbly
    It's listing them for a final formal you get on leveling up. It's much lower for the lvl 1 hatchlings.
    Ah, I see! Thank you. It seems like pretty hefty stat penalties for the early game, but I suppose that's the price you pay for growing into a great wyrm.

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  • wobbly
    replied
    Originally posted by Benly
    Sorry if this is the wrong place to ask, but for some reason I'm getting drastically incorrect (according to the documentation anyway) stat lineups for monster races - gold dragon, for instance, is getting +1 -2 -3 -1 -2 +1 instead of its stated +4 +3 +0 +2 +3 +3. Is there anything I can do about this?

    It's not personality or magic type affecting it, either - this is the display lineup next to "gold dragon" on the character creation screen. Personality and magic are working correctly.
    It's listing them for a final formal you get on leveling up. It's much lower for the lvl 1 hatchlings.

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  • Benly
    replied
    Sorry if this is the wrong place to ask, but for some reason I'm getting drastically incorrect (according to the documentation anyway) stat lineups for monster races - gold dragon, for instance, is getting +1 -2 -3 -1 -2 +1 instead of its stated +4 +3 +0 +2 +3 +3. Is there anything I can do about this?

    It's not personality or magic type affecting it, either - this is the display lineup next to "gold dragon" on the character creation screen. Personality and magic are working correctly.

    Leave a comment:


  • Sideways
    replied
    Originally posted by Mocht
    The surrounds of Tidal Cave are dangerous to low level characters, beginners would see it is a low level dungeon and head for it and they can easily be massacred and discouraged
    All wilderness is dangerous to low-level characters. I've lost more than one character trying to enter Orc Cave (the other level 15 dungeon); a low-HP character can be all too easily one-shotted by a dragon or a cyclops.

    Leave a comment:


  • Sideways
    replied
    No one thinks disjointed rooms are good. It's just that corridor generation is not so much a high-hanging fruit as a high-hanging nest of wasps, and no maintainer really wants to disturb it.

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  • wobbly
    replied
    Originally posted by CyclopsSlayer
    As to Feelings in general, is there a listing with approximate meanings?
    Or is it just supposed to be vague messages for vague feelings?
    -You like the look of this level
    -You don't like the look of this level
    -You feel dinner last night isn't sitting well with you
    ? then f (dungeon) then g (level feelings). They are a combination of danger & loot. The code is in dungeon.c

    Originally posted by CyclopsSlayer
    I am by no means a 'Coder' but I remember way back in Frog-Knows there was a discussion about sufficient Out Of Depth monsters generating a Special feeling. I have NO idea if that is the case or ever was.
    Code:
    if (!preserve_mode && object_is_artifact(o_ptr))
                    return 1;
    Code:
    /* Experimental Hack: Monster Boss is "Special" */
            if (race_ptr->boss_r_idx == m_ptr->r_idx)
                return 1;
    Artifacts & race boss were the only 2 I see.

    Originally posted by CyclopsSlayer
    At one point there were two feelings, Treasure and Monsters, no idea anymore of what they mean beyond 'Boring' meaning get the hell off the level, and 'Special' look at everything.
    That's Vanillas system. I've never seen it in a variant.

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  • Bostock
    replied
    Originally posted by Sideways
    I think what I'll do is always disturb if the feeling changes from not special to special or vice versa, never disturb on any other feeling changes, and add a new command that allows easy travel resumption so if someone's disturbed by an uninteresting feeling change mid-travel they can at least keep going without more than a minor inconvenience.
    At the risk, nay, the certainty of encouraging you in what you're already planning to do, there are many more silly little things that can disturb travel—and worse yet, some people may not think they're silly, so they can't just be squashed. (E.g. opening a door -- I bet there are people who are glad that opening doors disturbs travel… but I'm not one of them.) Your proposed solution makes it unnecessary to care about any of that.

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  • Sideways
    replied
    I think what I'll do is always disturb if the feeling changes from not special to special or vice versa, never disturb on any other feeling changes, and add a new command that allows easy travel resumption so if someone's disturbed by an uninteresting feeling change mid-travel they can at least keep going without more than a minor inconvenience.

    Leave a comment:


  • CyclopsSlayer
    replied
    Originally posted by Sideways
    Some people would like feeling changes to be less disturbing than they currently are, rather than more disturbing. That could potentially be an advantage since it means I'll look into the disturbingness of feeling changes at some point and can try to find a way to make everyone happy.
    Just add it as an option setting maybe?


    As to Feelings in general, is there a listing with approximate meanings?
    Or is it just supposed to be vague messages for vague feelings?
    -You like the look of this level
    -You don't like the look of this level
    -You feel dinner last night isn't sitting well with you

    Leave a comment:

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