Virtues also tend to make play harder. Trying to be 'Good' or 'Lawful'? You can never hit something first or if it is sleeping it is really bad. So, you might as well be aggravating and let them hit you first to be 'Good' and simply forget all stealth attacks.
The mechanism is so arcane and hidden, what affects what and why is largely unknown. Good Magic wants you to be Good, Bad magic is Bad, Nature is Neutral (which is really difficult)
I'm a coward and just leave all that turned off...
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I playing with Virtues ON (for fun). My mindcrafter stumble upon a pack of shadowhounds which constatly blind him and my Enlightment virtue go to negative state. I get a word play "blind" and "enLIGHTment" but does it affect my mindcraft in the way the Nature virtue affects ranger casting in realm of nature?
Virtues are opaque, who knows how many standard beliefs about them are wrongLeave a comment:
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Virtues... I don't have the faintest idea what they do and do not affectIn the case of spell fail rates, though, I think you want your overall alignment to align with your realm; so with Nature you want a Neutral alignment because Nature is a balanced realm, with good realms you want a Good/Lawful alignment, with evil realms you want an Evil/Chaotic alignment, and with realms that are neither balanced, good or evil it shouldn't matter at all. Mindcrafting isn't a realm at all, so even if virtues do affect it (which I doubt) it would be unrelated to the effect of virtues on realm fail rates.
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Also, upgrade to 7.1.toffee if you haven't yetLeave a comment:
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Thank you.
Does saving throw affects effects of regular attacks (for example chaos shapeshifter induce a confusion state on third attack)?
I playing with Virtues ON (for fun). My mindcrafter stumble upon a pack of shadowhounds which constatly blind him and my Enlightment virtue go to negative state. I get a word play "blind" and "enLIGHTment" but does it affect my mindcraft in the way the Nature virtue affects ranger casting in realm of nature?Leave a comment:
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I don't think that info is actually given anywhere in-game. When you hit your blow-cap it's usually pretty obvious that that is what has happened, but if you want to see that information beforehand you can check the caps in the code here (mindcrafter's is 5.00 blows/round). Note that some characters - especially blood-knights - have weird blow calculations, so those caps can't be taken completely at face value. The caps are also before any on-weapon or off-weapon extra blows are accounted for.Leave a comment:
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How can i retrieve information about maximum blows per turn available for particular class (for example mindcrafter)?Leave a comment:
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Q: Some weapons have slays (like Slay Orc) or brands (like Viper's Fang). What do these mean?
A: Slays and brands do extra damage against the appropriate monsters (so Slay Orc does extra damage against orcs, and Viper's Fang does extra damage against monsters who don't resist poison). Slays and brands work by multiplying the weapon's dice (which makes them much more valuable on a 5d6 blade of chaos than on a 1d5 dagger).
If a weapon has multiple slays or brands that could apply to the same monster, only the strongest slay or brand (the highest multiplier) is applied; slays and brands never combine, with two exceptions. The first is Force (Mana Brand), which fully combines with other slays. The other is Mark of Chaos, which rolls a random slay or brand for each blow; if the weapon also has other slays or brands, the Mark of Chaos sometimes combines with them and makes them slightly stronger.Leave a comment:
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How does elemental branding work in this game? Is it simply add some bonus damage dice to weapon basic damage dice? I encountered mana brand weapon. Is there enemy who can resist this type of damage?Leave a comment:
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I will need to update the descriptions for !heroism and !berserkstrength. I fixed some misleading descriptions in 7.1.toffee but overlooked those.Leave a comment:
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But ingame description for potion of heroism is "It removes fear and causes you temporary heroism when you quaff it." But you said it didn't remove fear. It is strange because you feel like a hero but still volnurable to fear.Leave a comment:
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Heroism doesn't remove fear.
It's an anomaly that was always there. In PCB (and CPB) which didn't have real nosell they were good for selling.Leave a comment:
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I find out thar potion of boldness is far more expensive than potion of heroism. I don't get why. Potion of heroism removes fear and induce hero state but potion of boldness only removes fear and nothing more. Is it bug in price?Leave a comment:
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Thanks rodent / Nivim / Gwarl for the commentary to my questions on oook from earlier today. I didn't check on how much / little 'energy' is spent on destroying individual items in a multi-item-type stacks in FCPB. Any additional commentary on destruction of / getting individual item(s) in such cases are appreciated - or could be moved into a separate oook topic for developer more feedback / expansion so these thoughts are not lost over time.Leave a comment:
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Yeah, that's a bug, though it's not a bug that can be exploited.
Which way do people think it ought to work - 'g'etting an item never consuming time, or 'g'etting an item always consuming time? It makes sense that picking up items would consume time, but then auto-pickup and always-pickup already consume no time anyway, so from a gameplay point of view there's a very good argument for the "no time" option.Leave a comment:
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After some thought, I think it would be based on how many kills you want to get as a variant maintainer: making it takes turns will have people used to it not taking turns getting themselves killed as a result (as well as rarer cases like saving pieces of loot right before they get wrecked), whereas making it not take turns is convenient and slightly disincentivizes messing the Mogaminator.
Edit: If there's a way to make it more clear interface-wise you might go half-and-half; make it take half or less energy per item, so you still lose time by picking up a load of stuff, but individual objects aren't bad.Leave a comment:
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