Toffee?
Do you have a release date in mind for 7.1.toffee?
Maybe it could be the subject of the next monthly contest.
As the first non-7.0.x release, should we expect more changes compared to previous incremental releases?
[Announce] FrogComposband 7.0.cloudberry released
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I never considered it an issue, but when I start a werewolf they don't start with a light source and this last WW start there were no torchs, lanterns, illumination items to buy. Couldn't even use the over map to reach the next town. Rather than restarting, I played it out.
Was amusing for a bit to map levels by bouncing my nose off walls. Survived as a Hex caster, Stinking Mist until damage messages stopped, and then search for the loot in the dark. LOL! It wasn't until I farmed L1-4 of the Warrens for some ungodly number of times before I found a Lantern.WWolves have good infravison, but that doesn't help with some foes, and traps... less said the better. :P
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'They say when you get older two things go first, Memory, and I can't remember the other one...'Last edited by CyclopsSlayer; February 22, 2019, 14:35.Leave a comment:
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I was playing with the options auto_detect_traps and auto_map_area on and had found a rod of Detection. My Char's Int is truly pathetic so the Rod has a, iirc, 33% failure chance. I noticed as I was moving about that the rod was triggering easily.
So, does the auto code only check for charges/scrolls and ignores failure chance?
Fairly minor and I turn those option off and walk carefully late game, but still?Leave a comment:
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Possible Bug
I was playing with the options auto_detect_traps and auto_map_area on and had found a rod of Detection. My Char's Int is truly pathetic so the Rod has a, iirc, 33% failure chance. I noticed as I was moving about that the rod was triggering easily.
So, does the auto code only check for charges/scrolls and ignores failure chance?
Fairly minor and I turn those option off and walk carefully late game, but still?Leave a comment:
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Bugfixes
!Clarity and I suspect !GreaterClarity and !RestoreMana work for restoring rage-mage SPs; they probably should not (like they don't with rune-knights IIRC). Ditto with whatever the SP-restoring staves were called.Leave a comment:
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Anything related to melee combat. So melee bonuses on ring randarts (or Rings of the Dwarves/Nazgul) work the same as combat rings, ditto Weaponmastery on rings of power (or ring randarts); but not wizardry/archery.Leave a comment:
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@Sideways Thank you for clearing that up. I had always assumed it dealt solely with the number of weapons equipped.
Are there any other Handedness issues with other rings, Wizardry/Archery/etc...?Leave a comment:
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Using a shield doesn't allow you to equip the weapon with both hands, so only one ring (the right-hand ring, if the weapon's in your right hand) will apply. Some weapons are too small to be wielded two-handed anyway; in those cases, only the right-hand ring would apply even if you had no shield.Leave a comment:
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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.
I checked several times and the numbers I posted were stable across 10x ~W checks. The Crit %Chance and multiplier changed, but not the damage numbers themselves.
Hard to park the shield, (5,+15) {Ac} Heh heh, but in the sake of butt-kicking...Leave a comment:
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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, 03:04.Leave a comment:
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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.Leave a comment:
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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: 47Last edited by CyclopsSlayer; January 29, 2019, 23:37.Leave a comment:
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