The forum is being replaced with new software. Please use the replacement hosted at https://forum.angband.live/ in the meantime. These forums will stay open until migrating old topics can be achieved, though posting will eventually be locked. Thankyou for your patience.

[Announce] FrogComposband 7.1.salmiak released

Collapse
X
 
  • Time
  • Show
Clear All
new posts

  • MITZE
    replied
    Bug: Trap Doors, Disarming, Levitation, and easy_disarm

    With levitation and with easy_disarm off, walking into a trap door ignores it, and failing to disarm a trap door ignores it. Expected.

    With levitation and with easy disarm on, walking into a trap door ignores it, and failing to disarm a trap door procs it.

    EDIT: rhukath's the one who pointed out the bug, I just did a bit of poking and the report.
    Last edited by MITZE; November 29, 2022, 18:19. Reason: Added some info, fixed formatting and added a credit.

    Leave a comment:


  • Sideways
    replied
    Originally posted by GrimaTheBold
    Quick question - when casting Genocide, why does the game ask for confirmation if it's a 'n' or 'X'? What's special about nagas and xorns?
    'n' is the repeat key for the regular keyset, and 'X' is the repeat key for the roguelike keyset.

    Staves of genocide in particular have very high fail rates for most characters, so it's not unusual to see 100 consecutive failures before the staff is successfully used on attempt #101. By that point, most players will already be sitting on (or prepared to hit) the repeat key to initiate attempt #102...

    Leave a comment:


  • Thraalbee
    replied
    x is unmaker and they can be numerous. you might die if low on hp so a confirm is nice

    Leave a comment:


  • Nick
    replied
    Originally posted by GrimaTheBold
    Quick question - when casting Genocide, why does the game ask for confirmation if it's a 'n' or 'X'? What's special about nagas and xorns?
    At a guess, something to do with the fact that 'N' and 'x' are not monster types?

    Leave a comment:


  • GrimaTheBold
    replied
    Quick question - when casting Genocide, why does the game ask for confirmation if it's a 'n' or 'X'? What's special about nagas and xorns?

    Leave a comment:


  • MITZE
    replied
    Bug: Necromancer Touch Spells and Fear

    A necromancer's touch spells don't appear to be consistent with current fear code; as far as I can tell it looks like it (necromancer.c starting at line 14) still presumes old binary fear code (e.g. current V/FA2), where being afraid at all prevents you from doing the thing (melee, or in a Necromancer's case their touch spells which in a lot of ways count as melee) and also prevents you from wasting the turn due to fear getting in the way.

    Leave a comment:


  • Nick
    replied
    Originally posted by MITZE
    You're a sick and twisted individual, rodent.
    Like all the best maintainers.

    Leave a comment:


  • MITZE
    replied
    The Land of Oz

    Visited Oz for the first time yesterday.

    .

    .

    .

    You're a sick and twisted individual, rodent.

    Leave a comment:


  • MITZE
    replied
    That's One Tough Sheep

    Click image for larger version

Name:	That's One Tough Sheep.JPG
Views:	1
Size:	37.7 KB
ID:	233485

    It really, really is.

    Leave a comment:


  • Pete Mack
    replied
    Vecna really needs 100% to drop his head.
    That is such a good (apocryphal) story. Direct ancestor of Leeeeroy Jenkkns!

    Leave a comment:


  • MITZE
    replied
    Bug/RFE: Necromancers and Vecnacrown

    If I'm understanding how things work correctly, Vecnacrown can't drop for Necromancers. Ever.

    It's a setchance drop from Vecna only, and for Necromancers Vecnahand takes priority in the statement.

    Leave a comment:


  • MITZE
    replied
    One More Thing

    Oh, one more thing about Animate Dead: while regular monsters running away might make sense, it doesn't for undead slaves!

    Leave a comment:


  • MITZE
    replied
    Bugs/RFEs: Various Things

    Bunch of various things; some arguably bugs, and some arguably not but also don't make sense if you stop to think about them.

    • Necromancers two-handing something still counts for them having a "free hand" for touch attacks. Possibly applies for mummies too, etc.
    • Similar problem with (at least) mummies; according to Bucephalus, they can wear a shield, hold the reins while riding, and still have a "free hand" for their gimmicks.
    • Animate Dead, logically, reanimates corpses and skeletons . . . yet, detect spells treat the reanimated as living still. Not strictly a bug, but a logic problem with the current system.
    Last edited by MITZE; October 28, 2022, 23:27. Reason: Fixed grammar.

    Leave a comment:


  • Sideways
    replied
    Originally posted by MITZE
    Had a player on the webserver wondering where their vFear was coming from, on a Craven character.

    Yes, I know the name of the personality would imply it, but apparently that's not enough and it needs to be explicitly stated that Craven gives vFear; its current description doesn't do that.
    I think it's not stated because Craven also penalizes your CL for fear check calculations; and only mentioning the vFear might give the inaccurate implication that that's the only fear-related penalty, while mentioning both feels like overkill for a short flavor description. (They are both mentioned in the much longer help section on fear.)

    Leave a comment:


  • MITZE
    replied
    RFE: "Craven" clarification

    Had a player on the webserver wondering where their vFear was coming from, on a Craven character.

    Yes, I know the name of the personality would imply it, but apparently that's not enough and it needs to be explicitly stated that Craven gives vFear; its current description doesn't do that.

    Leave a comment:

Working...
😀
😂
🥰
😘
🤢
😎
😞
😡
👍
👎
MMOMBuy POE 2 Currency