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[Announce] FrogComposband 7.1.salmiak released

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  • wobbly
    replied
    Double magic on the red mage is behaving in odd ways when using the repeat command. Sometimes it'll repeat both, sometimes it only repeats the first. Also seems to ignore the book inscriptions.

    Leave a comment:


  • Sideways
    replied
    Originally posted by budswell
    Playing an Igor. Just got
    "Hands of Nar the Dwarf (+2)"
    What is the bonus for? Other body parts usually say which stat its for.
    Is it the same as when you find gloves (+1) (I don't know what that +1 is for either - had assumed martial arts)
    That sounds like a to-dam bonus, it would say (+2,+0) if it were to-hit.

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  • budswell
    replied
    Playing an Igor. Just got
    "Hands of Nar the Dwarf (+2)"
    What is the bonus for? Other body parts usually say which stat its for.
    Is it the same as when you find gloves (+1) (I don't know what that +1 is for either - had assumed martial arts)

    Leave a comment:


  • Sideways
    replied
    Originally posted by budswell
    Hi, I have noticed something which doesn't seem quite right (not sure if its actually a bug).

    I currently have 1x see Invisible, so invisible monsters kind of flit in and out.
    But I have noticed that using SHIFT-5 to centre the screen seems to re-evaluate whether I can see them or not. So combining L and SHIFT-5 (so no actual action) you can keep forcing redraws and eventually see the sneaky so&sos that you know are there.
    Thanks, this look like a bug. (What keys like Shift+5 do is entirely dependent on keyboard layout, but I presume you're using it to trigger Recenter Viewport; and I can reproduce the issue using ^V.)

    Leave a comment:


  • budswell
    replied
    Hi, I have noticed something which doesn't seem quite right (not sure if its actually a bug).

    I currently have 1x see Invisible, so invisible monsters kind of flit in and out.
    But I have noticed that using SHIFT-5 to centre the screen seems to re-evaluate whether I can see them or not. So combining L and SHIFT-5 (so no actual action) you can keep forcing redraws and eventually see the sneaky so&sos that you know are there.
    Last edited by budswell; January 4, 2021, 03:25.

    Leave a comment:


  • Sideways
    replied
    Originally posted by budswell
    I think I remember reading (either the help or a Sideways post) that Igors only need to submit the ears for a bounty. Is that right?
    But no other race/class can dismember corpses.
    Yes, it's canon that the ears (or the head) are sufficient proof of a wanted kill.

    Leave a comment:


  • CyclopsSlayer
    replied
    Hmm, Arrow crafters use Skeletons to make arrows, a corpse should/could contain a skeleton as well.

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  • budswell
    replied
    I think I remember reading (either the help or a Sideways post) that Igors only need to submit the ears for a bounty. Is that right?
    But no other race/class can dismember corpses.

    Leave a comment:


  • ShadowTechnology
    replied
    Originally posted by Sideways
    Normal player rogues suffer glove encumbrance (i.e. their mana pool is reduced if they wear gloves without at least one of +Dex, +Md or Fa); and novice rogues have "rogue" as their possessor pseudo-class, so they inherit that mechanic. Note that while novice rogues don't have spells, they do have a mana pool, which they can potentially use with mutation powers or a mana-branded weapon.

    Hugo has been complaining about corpse weights for years. He wants everyone to have the heavy corpses
    One could propose a perfectly logical solution to the paradox. For wanted corpses, you only have to present "proof of death". The head is generally sufficient. But possessors need the whole body.

    Leave a comment:


  • Sideways
    replied
    Originally posted by budswell
    Couple of possessor questions:
    - When posessing a novice rogue why do I get the spellcasting warning when wearing glove? The body has no spells?
    - For most (all?) other classes wanted corpses weigh 4 lbs. But as a possessor they seem to weigh calculated weight (50+ lbs). I get this is probably to stop possessors carrying around corposes to switch to. But doesn't seem "fair", and really a hassle if you end up with two or more wanted corpses on same dive.
    Normal player rogues suffer glove encumbrance (i.e. their mana pool is reduced if they wear gloves without at least one of +Dex, +Md or Fa); and novice rogues have "rogue" as their possessor pseudo-class, so they inherit that mechanic. Note that while novice rogues don't have spells, they do have a mana pool, which they can potentially use with mutation powers or a mana-branded weapon.

    Hugo has been complaining about corpse weights for years. He wants everyone to have the heavy corpses

    Leave a comment:


  • budswell
    replied
    Couple of possessor questions:
    - When posessing a novice rogue why do I get the spellcasting warning when wearing glove? The body has no spells?
    - For most (all?) other classes wanted corpses weigh 4 lbs. But as a possessor they seem to weigh calculated weight (50+ lbs). I get this is probably to stop possessors carrying around corposes to switch to. But doesn't seem "fair", and really a hassle if you end up with two or more wanted corpses on same dive.

    Leave a comment:


  • Sideways
    replied
    Originally posted by NotCIAAgent
    Are throwing weapons better than Slings for class with bad ranged capability?

    I am doing a Hammermaster, and I decided to just use the pebbles instead of a sling. It is not bad, I get a decent range, and hit often enough, doing up to 6 damage, is not something to be discarded on early game, specially considering how little they weigh, but could I be doing better?
    In general you're better off using a ranged weapon (and/or offensive devices) than throwing your projectiles; but at the very beginning (when your proficiency with a sling or a bow might be abysmally low, and you perhaps have not even found one yet) there is some allure to throwing ammo. On most characters, though, I'd view it as something you might do when you've happened to find ammo but not a sling and want to do some damage from range. Ninjas with their bonuses for throwing Iron Spikes are a special case.

    The one case where I might deliberately plan to throw ammo is if I'm doing the Thieves' Hideout quest really early on some character with low HP and low offensive options otherwise, and every bit of extra damage counts; say, a squishy mage type with poor melee damage and low mana or no offensive spells yet. But mage types don't have the best throwing accuracy, so it isn't a great solution, just a better-than-nothing one.

    Leave a comment:


  • NotCIAAgent
    replied
    Are throwing weapons better than Slings for class with bad ranged capability?

    I am doing a Hammermaster, and I decided to just use the pebbles instead of a sling. It is not bad, I get a decent range, and hit often enough, doing up to 6 damage, is not something to be discarded on early game, specially considering how little they weigh, but could I be doing better?

    Leave a comment:


  • Sideways
    replied
    No; devices absorbed by Magic-Eaters still function as devices, not as spells, so a +devicepower item would affect their power but a wizardry ring will not.

    Leave a comment:


  • ShadowTechnology
    replied
    Does a Ring of Wizardry (+0, +12) add to damage from offensive "spells" from a Magic Eater? I tried one on and did not see any in-game indication of +12 damage from absorbed wands of Magic Missile, Frost Bolt, etc.

    Leave a comment:

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