[Announce] FrogComposband 7.0.cloudberry released

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  • CyclopsSlayer
    replied
    I've seen this issue before and have shrugged it off, but it does lead me to wonder about a problem with the core Math routines in Frog and many other *bands.

    The particular issue I saw today;

    A pair of soft leather boots was selling for 10 gold.
    A pair of soft leather boots, 25% off, was selling for 9 gold.

    I can think of no math that would allow this. IF the base boots were actually 10.7 then the reduced cost with round up would be 9 gold, BUT then the base boots should be 11.

    1 gold is not the issue, it is that this seems to indicate a flaw in the base math routines.

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  • Sideways
    replied
    The last ring winner is Aver's from PosChengband 7.0.2; and the only changes to rings since then should make them easier; so ring ought to be winnable.

    I'll look into the skillmaster thing, thanks.

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  • TauzentBlitz
    replied
    On a skillmaster with throwing, dual wielding weapons causes the second weapon to get better stats (Higher multiplier and catch chance) in the character sheet.

    The Ring monster race desperately needs some way to boost its max HP. With 10 base hp going past floor 35-ish is suicide without grinding out every single resistance (which takes a very long time at that depth), and I'm not sure you'll ever get enough hp to avoid getting 1-shot by a bad mana storm.
    Last edited by TauzentBlitz; December 10, 2018, 14:52.

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  • CyclopsSlayer
    replied
    re: Auto skills
    Seems somewhat like an exploit. heh.
    Reach the edge of a Mapped area, Click _Enlightenment 20 times before it works, or, autorun and tap a move key immediately to break it, but have the detect go off 100%. hmm...

    =-=-=-
    Playing a Balrog Chaos-Warrior atm, and that is all you need to nerf a Balrog, lol. Just had my stats shufflef at L20, I can barely hold my Long Sword now...

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  • Sideways
    replied
    Originally posted by CyclopsSlayer
    Playing a werewolf char at Clvl 8 so with terrible Int/Wis currently. A _traps has a 75% failure chance in Wolf form. I have the option 'Automatically detect traps while running' set to ON.

    If I run to the edge of a Trap detected zone it seems to trigger the staff or scroll without fail, while using them manually it fails as expected.

    Is it doing multiple tries behind the scenes and not reporting it, or is it using a seeming 100% success method?

    edit: Have the quest _Enlightenment now, 92% fail, and it works seemingly without fall with Auto map while running is on.
    Yeah, devices always work when used for auto-detection (same as with auto-identify). That's simply to save time and get the same thing done in the end anyway, which I've always presumed (and presumably the original auto-detection coder presumed too) is what people who like auto-detection want

    The only exception is that Berserkers still retain their 100% fail.

    Interesting idea about the evil races. Would help nerf Balrogs a bit maybe

    Leave a comment:


  • CyclopsSlayer
    replied
    Suggestion

    Much as Werewolves have troubles with Silver, should the 'evil' races have an issue with 'holy' equipment?
    It just seems wrong for my Balrog to be running around with a Long Sword (Blessed)?

    Leave a comment:


  • CyclopsSlayer
    replied
    Item use bug?

    Playing a werewolf char at Clvl 8 so with terrible Int/Wis currently. A _traps has a 75% failure chance in Wolf form. I have the option 'Automatically detect traps while running' set to ON.

    If I run to the edge of a Trap detected zone it seems to trigger the staff or scroll without fail, while using them manually it fails as expected.

    Is it doing multiple tries behind the scenes and not reporting it, or is it using a seeming 100% success method?

    edit: Have the quest _Enlightenment now, 92% fail, and it works seemingly without fall with Auto map while running is on.

    Leave a comment:


  • Benly
    replied
    Originally posted by Sideways
    I had to look that up. The piranhas should always generate as friendly if you're a Rogue, but can generate as either friendly or hostile for classes other than Rogue.

    As a Possessor you don't count as a Rogue, even though you're occupying Robin Hood's body (and Robin Hood's pseudo-class is Rogue). Possibly I should make the trap check your pseudo-class so you'd always get friendly piranhas in Robin's body.
    I see! Thanks for the response. I thought it was pretty funny but it does kind of interfere with the ability's usefulness.

    Leave a comment:


  • Sideways
    replied
    Originally posted by Benly
    Playing a Possessor and occupying Robin Hood's body, I used the Major Trap power and got a trap that, when the enemy triggered it, spawned a huge pool full of giant piranhas which were all hostile to me. This is kind of hilarious, but is it supposed to work like that?
    I had to look that up. The piranhas should always generate as friendly if you're a Rogue, but can generate as either friendly or hostile for classes other than Rogue.

    As a Possessor you don't count as a Rogue, even though you're occupying Robin Hood's body (and Robin Hood's pseudo-class is Rogue). Possibly I should make the trap check your pseudo-class so you'd always get friendly piranhas in Robin's body.

    Leave a comment:


  • Benly
    replied
    Playing a Possessor and occupying Robin Hood's body, I used the Major Trap power and got a trap that, when the enemy triggered it, spawned a huge pool full of giant piranhas which were all hostile to me. This is kind of hilarious, but is it supposed to work like that?

    Leave a comment:


  • Derakon
    replied
    I think that's the first time I've seen someone report "this seems to be failing way more often than it should" and they were actually right.

    Leave a comment:


  • Sideways
    replied
    Originally posted by TauzentBlitz
    I think the ammo break chances on the Sniper's Holy Shot might be off... I haven't been keeping an exact count but it feels much higher than the 4% chance listed in my stats.

    Also, the shots that guarantee ammo break don't mention it at all, either. When browsed they still say 4%.
    Yeah, the breakage chances listed don't account for sniping at all. I'll fix that, thanks for reporting.

    Holy Shot has a 40% breakage chance.

    Leave a comment:


  • TauzentBlitz
    replied
    I think the ammo break chances on the Sniper's Holy Shot might be off... I haven't been keeping an exact count but it feels much higher than the 4% chance listed in my stats.

    Also, the shots that guarantee ammo break don't mention it at all, either. When browsed they still say 4%.

    Leave a comment:


  • CyclopsSlayer
    replied
    Not a bug per se,
    I recently found an Elven Cloak of Immolation [4, +15] (+1) {SlSr;Fi[Fi}
    While it makes some sense that it is a light source, should that maybe be tagged? ie. 'Lu'

    Leave a comment:


  • Gwarl
    replied
    Nah Ogres were designed by Gwarl, half-orcs were copied from V.

    The issue was that half-orcs had been removed at some point on account of half-ogres being better half-orcs.

    I reimplimented half-orcs (with a human talent) and so I wanted to change ogres round a bit. I gave them better int so they could fit the trope of ogre-mages (they are the only giant race with better int than wis) but I was unwilling to make ogres more intelligent than humans.

    They have better strength, con and LR than half orcs I think?

    The extra talent is probably throwing the balance off.

    Leave a comment:

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