[Announce] FrogComposband 7.1.liquorice released

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  • Sideways
    replied
    Originally posted by budswell
    Funnily enough got Smeagol as a ringbearer. Like the speed and HP, so tried to persist. But the erratic movement was too annoying - dissmissed.

    Am I right in assuming erratic movement only affects ringbearer mounts?
    It took me a while to figure out what you were talking about, since erratic movement does not affect walking on ringbearers at all. But I see now that it does affect running, digging, and other commands that involve some kind of repeating movement, even if you have reins (rings play like they always have reins). This seems like a bug, thanks for reporting!

    Originally posted by budswell
    Edit: Another question. Can any race/monster which can wear rings be a ringbearer? Or only 't' 'h' and 'p' races?
    This is covered in the ring help that pops up when you start a new ring (the ring help can also be accessed with ?fdg at any time):

    Not all monsters are suitable ring-bearers. Bearer candidates include all humans (p), humanoids (h), townspeople (t), angels (A) and yeeks (y), most vampires (V) and liches (L), and a few other thematically suitable monsters such as the Nazgul. The Charm Ring-Bearer power only works on these monsters; and even if you still acquire other monsters as pets, you cannot ride them or make them pick you up.

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  • budswell
    replied
    Playing my first Ring that didnt die super early.
    Funnily enough got Smeagol as a ringbearer. Like the speed and HP, so tried to persist. But the erratic movement was too annoying - dissmissed.

    Am I right in assuming erratic movement only affects ringbearer mounts?
    Played a few normal riders, and never had the issue.
    Not complaining, It makes sense - no reigns on a ringbearer.

    Edit: My next ringbearer was a Kamikaze Yeek. Brief but funny
    Edit: Another question. Can any race/monster which can wear rings be a ringbearer? Or only 't' 'h' and 'p' races?
    Last edited by budswell; May 24, 2020, 04:46.

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  • TheQuest
    replied
    Some more suggestions from me. While playing with any summon class I need to keep track of my mana upkeep. Would be really nice to see mana upkeep number in percents somewhere below stats and hunger. Otherwise I keep looking every time through "shift+` p".

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  • Thraalbee
    replied
    Thanks! Never used that command before. Usually digging (ctrl-j etc) works fine.

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  • Sideways
    replied
    Bash the doors A 18/193 STR berserker shouldn't need very many attempts.

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  • Thraalbee
    replied
    Stuck in quest

    My level 30 Berserker with STR 18/193 and quite heavy (albeit not sharp) weapons is stuck in the Angwilian stables. The doors to one room are stuck and I can't open, can't dig, can't smash trap or earthquake them open. Not happy about quitting a quest. I've tried to make the monsters open it themselves (detect ferocity says they are clustered on the inside of the door) but failed so far.
    -- Any way out of this?
    -- Also, is this intended behaviour? Not entirely fair if you ask me.

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  • TheQuest
    replied
    I guess at this point you cannot add something like this to mogaminator to pick up items based on dynamic level and value:
    Code:
    weapons more value than 500*$LEVEL
    But maybe this is something that can be implemented in future releases?

    Right now I have split this by 10th of levels, for example:
    Code:
    ?:[GEQ $LEVEL 20]
    weapons more value than 15000
    ?:1
    ?:[GEQ $LEVEL 10]
    weapons more value than 5000
    ?:1
    
    etc.

    Leave a comment:


  • TheQuest
    replied
    I can't reproduce this issue. Are you sure you have "Highlight pets on map" on, and not just "Highlight pets in lists" (which from the screenshot is obviously on)?
    Omg you are right! Sorry

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  • Sideways
    replied
    Originally posted by TheQuest
    Wider [ and ] windows
    Would be nice if they are at least the same with as inventory window. Currently, even if places list is kind of OK, monster list width is too narrow.
    Maybe I'm just really used to the current width, but I've never had any problems with it, and sometimes I'm outright happy that it doesn't hide more of the map. Someone else did also suggest making it wider, though, so clearly you are not alone with your thoughts. I could try to allow customizing the width, which is the true FrogComposband solution

    Loop [ and ] when navigating with arrows
    Will look into this too, thanks.

    Seems like when playing as Ring my summons are not highlighted even if such option is turned on (in P menu).
    I can't reproduce this issue. Are you sure you have "Highlight pets on map" on, and not just "Highlight pets in lists" (which from the screenshot is obviously on)?

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  • TheQuest
    replied
    Some suggestions for future releases

    Wider [ and ] windows
    Would be nice if they are at least the same with as inventory window. Currently, even if places list is kind of OK, monster list width is too narrow.

    Loop [ and ] when navigating with arrows
    The idea here is to jump to last item in list when fist one is selected and I press UP. The same mechanics when last one is selected and I press DOWN.
    Last edited by TheQuest; May 15, 2020, 10:30.

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  • TheQuest
    replied
    Seems like when playing as Ring my summons are not highlighted even if such option is turned on (in P menu).



    They should not be white, if I remember correctly.

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  • Sideways
    replied
    Dazzle is also missing the stasis effect.

    That said, it is still a very good mut and could reasonably be much higher-level; but at the same time, it isn't badly out of line with other mutation powers, which are generally very low-level and for good reasons. It is very annoying when you get a mutation power and can't actually use it until much later; and taking advantage of this particular mut at low levels will be hard anyway (even if you are lucky enough to get it!) due to the high cost and failrate. Laser Eye, one of the best mutation powers, is also level 7 but often practically unusable in the early game; and Dazzle has a higher cost and higher difficulty.

    Also, since the power of the Dazzle mut scales with CL, it isn't game-breakingly strong at CL 7.

    Leave a comment:


  • HugoVirtuoso
    replied
    My current Tonberry Chaos-Warrior reincarnation (EternalNorseForce811, as HugoV5 on angband.live) got rewarded the 'Dazzle' ability at around clvl 11 with a 49% failrate. Dazzle can function as early as clvl 7 (on the 'U' command's menu). It's missing the slowing effect and this is the only difference from the Confusing Lights 'U' ability. Shouldn't Dazzle be a higher clvl ability via 'U'? Just asking even though my Chaos-Warriors seldomly even have this Dazzle opportunity...Note how the Confusing Lights ability is not even usable at all until clvl 40. Even at clvl 40, the Confusing Lights' failrate tends to be high and difficulty to overcome
    Last edited by HugoVirtuoso; May 13, 2020, 06:53.

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  • caruso
    replied
    Originally posted by budswell
    Did you mean numlock? As far as I know capslock has no effect on running. But for me shift+numpad running only works if I turn numlock off
    Indeed, that worked! Thanks a lot! It's been such a long time that I last played a roguelike that I even confused capslock with numlock

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  • caruso
    replied
    Originally posted by Sideways
    I tried to warn you in the e-mail that you'd have to walk over the zero daggers that were causing the problem before you could use the object list, sorry if I was not sufficiently clear about that.
    All good; I should have read your e-mail more carefully
    Originally posted by Sideways
    I will clarify that wording, and also change the feedback message to make it clearer to the player what's happening.
    Good idea
    Originally posted by Sideways
    Not quite sure I would like those myself, but they could potentially be options, thanks for the suggestions.
    It's not that important, so feel free to scrap them if the list of options is getting too long.

    Originally posted by Sideways
    Not entirely sure what you mean by draining, since that term could apply to a number of different concepts; but my first guess is that you're referring to vampiric attacks. Vampiric attacks are already covered in the FAQ, and the only FAQ hits for the word "drain" occur in that section.
    Yes, I was probably speaking Stone Soup there...
    Originally posted by Sideways
    Monsters cannot recover the max-HP lost to vampiric draining, but uniques who spawn again later will spawn with their full, normal HP. I think placing a monster in a capture ball will also restore the lost max-HP, so you could "heal" a vampirised pet that way.
    My Cherub has been restored to full max HP; I can tell thanks to that staff of Probing. I might be able to tell later on whether that was because of capturing it.

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