I didn't add that simply because spectral tyrannosaurus is already one of the most dangerous monsters at its level, I didn't think it needed to be buffed even further.
Composband doesn't need to worry about that because of how buff the player is there
Crafting uses the player's level (in your case that would be 50) as object level; so it doesn't (or at least shouldn't) matter what depth you read ?Crafting at, and it also doesn't matter what the native depth of the target object or target object's kind is.
I'm excited for the release. Can't wait to see what all you did with Heaven and Hell. First thing I'm doing is making a weaponsmith to explore them!
I'm not sure if I'm remembering this correctly, but I recall being frustrated with my last weaponsmith. I had a Diamond Edge that I had found in Heaven, used a scroll of crafting on it, didn't like the result, and removed essences from it so I could try again. But the Diamond Edge no longer had a high item level (if that's even the appropriate term). I think it was only level 50 or something for all subsequent crafting attempts. Not sure if that's a bug or intended behavior, but I'd like to request that it doesn't happen
7.1.chocolate will be released fairly soon, likely on Friday or Saturday. Too late to add any new stuff into this release that would require serious testing, but if there are any minor changes or simple quality-of-life improvements you would like to see, last-minute suggestions are still welcome! And of course, other suggestions are also welcome, they'll just take longer to be implemented
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My decision on wacky rooms was to force levels to be large enough to accommodate greater vaults, unless level size is set to "Tiny" or "Extremely Small", in which case lesser vaults will be accepted.
It got so bad I had to delete the install and reinstall. Also was picking up corpses and skeletons as a Demigod Psion. Creeping corruption until by Warrens 5 the bogus items became unsalable, undroppable.
Reinstalled this morning and played for an hour fine.
I think something's also changed about monster allocation in vaults, making vault monsters less dangerous at least in the early game; which may be an even larger reason for the difficulty discrepancy I'm seeing. I'll have to figure out what that is and see if it should be reverted with the wacky rooms option on.
(Update: Seems Chris just flat-out nerfed OOD vault monsters. Reverting this with the option on only increases the gap between lesser vaults and greater vaults, though, so that question remains current. It seems fairly clear to me that allowing lesser vaults on tiny levels is an easy-mode, but I have no idea if users of the option would find that desirable or repulsive.)
Hello, is there any chance for "always generate vault rooms" birth option being reintroduced?
I am currently experimenting with reintroducing this option, but there is one point on which I need feedback because of a key difference between Frog and Pos.
In PosChengband, dungeons with tiny levels were an exception to the "always generate vaults" option; no vaults were generated. But the starter dungeon (Stronghold) was not a tiny-level dungeon, so the player was thrown in the deep end right off the start, with greater vaults generating on level 1.
FrogComposband's starter dungeon, Warrens, is a tiny-level dungeon; so if I simply copy Pos's code there will be no vaults in Warrens, which will play the same way as it would with the option off. There's three ways I can go about this:
1) Copy the Pos code directly, and accept there are no vaults in Warrens.
2) Allow the generation of lesser vaults in place of greater vaults when the levels are tiny. This is what my experimental code currently does, but a problem is already apparent; early lesser vaults are generally radically softer than a greater vault would be, making the start much less dangerous. I have no idea if always-vaulters would consider this good or bad. 3) Edit: Trying to force the generation of greater vaults even in dungeons with tiny levels works less well than I'd thought, and is not an option.
A potential additional option would be to increase level size with wacky rooms on, avoiding the problem by not generating tiny levels; but that's a pretty awkward end-run.
Do old ironman_rooms players have any clear preference?
yeah, being able to see such data for weapons not equipped has been requested before; but it's more complicated to implement in Frog than it was in V (and it's pretty complicated in V...), so for now you need to equip them. (One big difference is that in V you always know which slot a weapon goes in, but in Frog most characters have multiple weapon slots, and some have no weapon slots at all.)
Buying weapons tends to be a really rare occurrence anyway; pretty much the only times it happens (other than on death-swords) are 1) some once-in-a-year black market ego/randart or 2) buying an average rapier at game start because you started with a dagger and still want to melee Thieves' Hideout at cl 1. Weapon egos are pretty common, even in the fairly early game, so shop weapons need to be really exceptional to be worth investing in.
If you're playing toffee you should get rough estimates of the likely reforge results for a given target, helping you assess the likelihood that it will be better than what you currently have.
Vilya is "too powerful" for reforging - it will give very good results, but no better than reforging Nenya because the extra power is just ignored. I wouldn't recommend reforging it onto a MHDSM; MHDSMs in general work better as targets for ?artcreation, and as an archery skillmaster you don't really need AC that badly. (Actually, I suspect the game won't even let you reforge Vilya onto a MHDSM, though logically it ought to allow that.)
I'd go for a shooter, or a cloak, or some less AC-heavy armour (a Sexy Swimsuit would be a very appealing option if you had one, because the Ag would keep the value down; but something like a leather jacket would work nicely too). Probably a shooter though.
Anyone reforged a ring of power? Looks like I may be able to reforge Vilya before meeting Oberon. I've already got the nice shooters and armours so although a shooter or MHDSM would be most tempting the result would have to be stellar to be useful. On the other hand my boots, gloves and headgear could easily be improved. But I don't have great dragon items as base and expect those to end up with lower total power although I don't recall the exact rules for reforging.
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