[Announce] FrogComposband 7.0.cloudberry released
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I suspect half-giants were designed to be strong, and half-orcs were designed by Gwarl; so it's not surprising that ogres might not be as good. -
I looked at the ogre when deciding on my current character & I'm not seeing where it fits into the half-orc - ogre - half-giant scheme. To me it looks like a worse half-orc with a 30% extra xp penalty on top. For a warrior the half-giant is obviously better then the ogre. My understanding is ogre design is big-hp mage? Ok half-orc is -1 int, rdark & the numbers are awkward but does an ogre actually have more hps then a half-orc with the extra hp special?Leave a comment:
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Minor mimic stuff. Object detection senses potion mimics but not chest mimics. Detect door does not detect door mimics.Leave a comment:
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Thanks. I know exactly what's causing that because I've seen the same information leak before in another context, I suppose I'll have to put together a more general fix this time.Leave a comment:
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i believe it's a minor bug with items identifying if you examine them in your home, works for consumables only apparently. noticed it in nougat too
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You cannot increase the score by going in the opposite direction.
See the reforging section near the end of the FAQ for tips.
The slot weights are currently as follows: armor/weapon - 80; bow - 60; ring - 55; shield - 52; helm/boots - 50; gloves - 45; cloak - 43; amulet - 40; lamp - 36; and there are a few special cases (guns are 40; harps are 50 for bards and 40 for non-bards; weapons with max dice < 12 are 80 as source items, but lower as destination items; and wizardstaves are 55 to prevent them from being completely destroyed by the penalty against low-dice weapons). So if you reforge a weapon onto an amulet you'll lose half the value in the slot downgrade.
The effective value of items whose power exceeds the slot weight multiplied by 1125 is capped to the slot weight multiplied by 1125, or the destination slot weight multiplied by 1125, whichever is higher. (That latter bit means you can reforge 95K Nenya into the armor slot and it works like a 80*1125=90K armor would, not like a 55*1125=62K armor.) That's a cap, though, it doesn't scale up items from low-weight slots, they need to have that value already.Leave a comment:
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Looking for advice on reforging, especially going from one equipment slot to another. I'm aware that different slots now have different maximum values associated with them. I think I am seeing that when a try to reforge an artifact armor with a score of 100,000 onto a Feanorian Lamp and getting an light source artifact with a much much smaller score. Is it possible to increase the score by going in the opposite direction? Anybody know the maximum scores associated with each equipment slot? What rules of thumb do you use when reforging?
See the reforging section near the end of the FAQ for tips.
The slot weights are currently as follows: armor/weapon - 80; bow - 60; ring - 55; shield - 52; helm/boots - 50; gloves - 45; cloak - 43; amulet - 40; lamp - 36; and there are a few special cases (guns are 40; harps are 50 for bards and 40 for non-bards; weapons with max dice < 12 are 80 as source items, but lower as destination items; and wizardstaves are 55 to prevent them from being completely destroyed by the penalty against low-dice weapons). So if you reforge a weapon onto an amulet you'll lose half the value in the slot downgrade.
The effective value of items whose power exceeds the slot weight multiplied by 1125 is capped to the slot weight multiplied by 1125, or the destination slot weight multiplied by 1125, whichever is higher. (That latter bit means you can reforge 95K Nenya into the armor slot and it works like a 80*1125=90K armor would, not like a 55*1125=62K armor.) That's a cap, though, it doesn't scale up items from low-weight slots, they need to have that value already.Last edited by Sideways; November 18, 2018, 16:21.Leave a comment:
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Advice on artifact reforging
Looking for advice on reforging, especially going from one equipment slot to another. I'm aware that different slots now have different maximum values associated with them. I think I am seeing that when a try to reforge an artifact armor with a score of 100,000 onto a Feanorian Lamp and getting an light source artifact with a much much smaller score. Is it possible to increase the score by going in the opposite direction? Anybody know the maximum scores associated with each equipment slot? What rules of thumb do you use when reforging?Leave a comment:
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How not to kill yourself with a Death Scythe?
I'm running a Vampire Monster who's found a Death Scythe, uncursed it, and enchanted it from 10d10 (-50, +30) up to 10d10 (+13,+30). It's great for hacking down everything, but has a very dangerous side effect. Every time you miss, there is a percent chance to hit yourself instead and take massive damage. I'm sure that two or more such backfires in one round of attacks, or a single *GREAT* critical hit would be lethal to the wielder. How to mitigate the risk? One thing I've already done is to maximize "to hit" bonus so that I miss my opponent less often. I also avoid using it against foes with high armor class.
Question 1: When you swing and miss, how is the chance to hit yourself determined? Is it calculated as if you actually are trying to hit a copy of yourself? If so, increasing my AC in various ways, including Stone Skin, should help. Or is the game mechanism completely different, maybe based on a saving throw or a simple percentage? Question 2: Does the game realize that my Vampire Monster is an Evil Undead, and apply those slays to the self-inflicted damage I take?Leave a comment:
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Yeah that was something I broke fairly early on, I think I figured out why at some point but didn't fix it because it doesn't actually break anything, you still get the binary file despite the error warning.Leave a comment:
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So I'm trying to compile this in Windows Subsystem for Linux, and I'm hitting an odd snag. Getting all the way through the actual c files, but then:
Code:Leaving directory src Entering directory lib Entering directory apex make[4]: *** No targets specified and no makefile found. Stop. ../mk/buildsys.mk:117: recipe for target 'subdirs' failed
If it crashed for you after it created the .exe you can just eat the .exe and ignore the crash, though I should probably still re-add the makefiles.Leave a comment:
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So I'm trying to compile this in Windows Subsystem for Linux, and I'm hitting an odd snag. Getting all the way through the actual c files, but then:
Code:Leaving directory src Entering directory lib Entering directory apex make[4]: *** No targets specified and no makefile found. Stop. ../mk/buildsys.mk:117: recipe for target 'subdirs' failed
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I'm curious, is a Blue Mage resurrection on the long-term to-do list?
I wouldn't be playing them since I already won one and I don't generallytry to re-win classes. But they're a really good, fun class.
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