[Announce] FrogComposband 7.0.cloudberry released

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  • ShadowTechnology
    replied
    Toffee?

    Originally posted by Sideways
    Werewolves will start with food and light in 7.1.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?

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  • Sideways
    replied
    Werewolves will start with food and light in 7.1.toffee.

    Leave a comment:


  • CyclopsSlayer
    replied
    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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  • CyclopsSlayer
    replied
    Originally posted by Sideways
    This sounds like the same issue we discussed in early December, am I missing some difference here?
    My bad. I wasn't sure if I had mentioned it before.

    '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.

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  • Sideways
    replied
    Originally posted by CyclopsSlayer
    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?
    This sounds like the same issue we discussed in early December, am I missing some difference here?

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  • CyclopsSlayer
    replied
    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:


  • MITZE
    replied
    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.

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  • MITZE
    replied
    Just been to the bank for the first time . . .

    EDIT: Nothing here, move along.
    Last edited by MITZE; February 1, 2019, 04:35. Reason: Because in hindsight it isn't so funny.

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  • Sideways
    replied
    Originally posted by CyclopsSlayer
    @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...?
    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.

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  • CyclopsSlayer
    replied
    @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:


  • Sideways
    replied
    Originally posted by CyclopsSlayer
    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.
    Rings of combat always apply only to the weapon in the same hand as the ring. When one weapon is equipped with both hands, both rings of combat apply because that weapon is in the same hand as the ring for both rings.

    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.

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  • CyclopsSlayer
    replied
    Originally posted by wobbly
    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.
    You are correct, the blows goes from 2.05 to 2.33. +0.28 blows per round.

    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:


  • Mocht
    replied
    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, 03:04.

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  • wobbly
    replied
    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:


  • CyclopsSlayer
    replied
    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 29, 2019, 23:37.

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