[Announce] FrogComposband 7.0.cloudberry released

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  • CyclopsSlayer
    Swordsman
    • Feb 2009
    • 389

    #76
    Originally posted by MITZE
    Perhaps make Evil Bless make the character feel self-righteous?
    LOL! Yes, that would be perfect.

    Comment

    • HugoVirtuoso
      Veteran
      • Jan 2012
      • 1237

      #77
      Here's a longstanding bug, technically a buggy description:
      "You see <foo>..." when walking over items on ground while blinded.

      Sil-Q has a good solution for this: "You feel your feet hit against <foo>."
      My best try at PosChengband 7.0.0's nightmare-mode on Angband.live:
      https://www.youtube.com/watch?v=rwAR0WOphUA

      If I'm offline I'm probably in the middle of maintaining Gentoo or something-Linux or other.

      As of February 18th, 2022, my YouTube username is MidgardVirtuoso

      Comment

      • Valkenar
        Rookie
        • Mar 2009
        • 10

        #78
        I was trying to get this running my macbook (Mojave) and had some trouble. SDL compiled after I installed the libraries, but the game just hung in a blank window. Not sure if the problem was me or some actual issue, but I never got SDL to work.

        What I did get to work is running it in the terminal via ncurses. This method is kinda hacky since I'm faking ncursesw5, but so far it seems to work fine (ish).

        brew install ncurses
        mkdir bin
        ln -s /usr/bin/ncurses5.4-config bin/ncursesw5-config
        ./configure --with-no-install --with-ncurses-exec-prefix=`pwd`
        make
        src/frogcomposband

        If I were to attempt to create a patch I feel like I should probably be editing the configure/build scripts instead... but I don't really know how to do that correctly so I'm reluctant to spend the time. Anyway, thought this might be interesting or helpful to anyone else that wants to run on a mac.
        Last edited by Valkenar; January 20, 2019, 21:22.

        Comment

        • Benly
          Rookie
          • Oct 2018
          • 7

          #79


          I know artifact names are randomly assigned, but I thought this particular case was pretty funny.

          Comment

          • Narsil
            Rookie
            • May 2016
            • 9

            #80
            I have only found out frogcomposband recently, it's wonderful, but I wonder why it doesn't have "always generate vault rooms" birth option like poschengband?

            Comment

            • wobbly
              Prophet
              • May 2012
              • 2627

              #81
              device 'egos' don't seem to play right with the mog:

              !average wands:scare monster
              ~wands:scare monster

              for instance is ignoring that first line

              Comment

              • Bostock
                Swordsman
                • Aug 2007
                • 335

                #82
                Originally posted by Narsil
                I have only found out frogcomposband recently, it's wonderful, but I wonder why it doesn't have "always generate vault rooms" birth option like poschengband?
                That option was removed in the move from PCB6 to PCB7, and FCPB is a fork of PCB7, and Sideways hasn't re-added the option. I won't try to second-guess his intentions, since he frequents this thread often enough. :-)
                So you ride yourselves over the fields and you make all your animal deals and your wise men don't know how it feels to be thick as a brick.

                Comment

                • CyclopsSlayer
                  Swordsman
                  • Feb 2009
                  • 389

                  #83
                  Items of Wizardry/Magic and magic like effects.
                  Anti-magic turns off psionics, force, and other non-book magics, yet those magic like effects do not benefit from the above items. No reduced fail%, no increased damage

                  Comment

                  • MITZE
                    Swordsman
                    • Jan 2017
                    • 292

                    #84
                    Originally posted by CyclopsSlayer
                    Items of Wizardry/Magic and magic like effects.
                    Anti-magic turns off psionics, force, and other non-book magics, yet those magic like effects do not benefit from the above items. No reduced fail%, no increased damage
                    Notably, anti-magic also prevents rage-mages from using their unique abilities, despite them thematically seeming to be related to it and the documentation casting them as "not really magic."

                    (But of course, I've brought this up before.)
                    Everything you need to know about my roguelike playstyle:

                    I took nearly two years to win with a single character in PosChengband.

                    Comment

                    • CyclopsSlayer
                      Swordsman
                      • Feb 2009
                      • 389

                      #85
                      Originally posted by MITZE
                      Notably, anti-magic also prevents rage-mages from using their unique abilities, despite them thematically seeming to be related to it and the documentation casting them as "not really magic."

                      (But of course, I've brought this up before.)
                      I knew someone had brought it up before, but couldn't remember who. Thanks, MITZE. Still no resolution or comment yet afaik.

                      Comment

                      • Sideways
                        Knight
                        • Nov 2008
                        • 896

                        #86
                        I have never actually played a rage-mage, apart from the debug character I used to investigate problems reported by Aver. At some point I will play one seriously and make the call on whether anti-magic should affect them or not; until then, please be patient
                        The Complainer worries about the lack of activity here these days.

                        Comment

                        • MITZE
                          Swordsman
                          • Jan 2017
                          • 292

                          #87
                          Originally posted by Sideways
                          I have never actually played a rage-mage, apart from the debug character I used to investigate problems reported by Aver. At some point I will play one seriously and make the call on whether anti-magic should affect them or not; until then, please be patient
                          For what it's worth, they have been won with already, but they're hardly OP; my mostly uneducated opinion is that letting them use anti-magic without remorse wouldn't be that much of a buff, especially considering that they were indirectly nerfed back in PosCheng by the devices rework (they have an ability that lets them destroy a device for a powerful effect; it isn't anywhere near as useful when you can't stack devices anymore).

                          Honestly, considering the amount of changes that have happened since their initial implementation (all the way back in Chengband!), they might be in need of a rework.
                          Everything you need to know about my roguelike playstyle:

                          I took nearly two years to win with a single character in PosChengband.

                          Comment

                          • CyclopsSlayer
                            Swordsman
                            • Feb 2009
                            • 389

                            #88
                            I was given to understand that rings of combat applied fully when only one weapon is equipped. I have found a case where that isn't so.

                            Ring in question - Ring of Combat (+5,+8) (+1) {St;-Dx}

                            Weapon in question - Naginata (Nature) (2d7) (+7,+7) (+1) {In;ElCo;RgLu|EFCo/Z~Z}
                            Shield in Left hand.
                            Blows per round 2.05

                            Normal Damage with nothing in Ring/Neck: 37
                            Normal Damage with Ring on right hand: 56
                            Normal Damage with Ring on left hand: 39

                            Normal Damage with no shield & no ring: 45
                            Normal damage no shield, ring on right hand: 68
                            Normal Damage no shield, ring on left hand: 68

                            So, wielding a shield seems to be being treated as Dual Wielding and splits the rings effects, mostly? I see the +1 per blow from a ring on the off hand.

                            Using a necklace - Hell Harness (+3,+4) [-9] {Ca;FaSi}

                            Normal Damage with no ring, no shield, with necklace: 54
                            Normal Damage with no ring, with shield, with necklace: 45
                            Normal Damage with ring on right, with shield, with necklace: 64
                            Normal Damage with ring on left, with shield, with necklace: 47
                            Last edited by CyclopsSlayer; January 30, 2019, 00:37.

                            Comment

                            • wobbly
                              Prophet
                              • May 2012
                              • 2627

                              #89
                              Check your blows/round without the shield. I believe it gains 0.25 blows? You seem to gain 8 damage taking the shield away without jewellery & 9 with the amulet which would line up with the 0.25 blows x +dam on jewellery. For the ring it's 8 & 12 which is a couple of pts out when I calculate in my head, though keep in mind it gets those figures by making a bunch of combat rolls. They change slightly every turn just from RNG shenanigins. I could be wrong but I think that's what you're seeing there.

                              Comment

                              • Mocht
                                Rookie
                                • Mar 2015
                                • 20

                                #90
                                Originally posted by CyclopsSlayer
                                I was given to understand that rings of combat applied fully when only one weapon is equipped ...
                                The ring/amulet bonuses are applied correctly, you are observing the difference between 1-handed wielding and 2-handed wielding
                                If a shield is not worn and only 1 weapon is equipped then you automatically wield it 2 handed and get to-hit and to-dam bonuses (and maybe additional blows if 1-handed blows are below max)
                                You wrote down the dam when ring is on left or right hand, but when wielding 2-handed the bonuses from both hands apply (I'm not sure what happens when playing a character with lots of arms, such as xorn or that demon sub-type)
                                Last edited by Mocht; January 30, 2019, 04:04.

                                Comment

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