[Announce] FrogComposband 7.1.salmiak released

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  • Sideways
    replied
    Originally posted by NotCIAAgent
    How does player's stealing works? Namely, Rogue's Burglary and Gnome's Pickpocket. Are you just taking the enemy's loot while it's still alive? Are you effectively generating a second loot roll?

    Because if you are just stealing the enemy's stuff he would drop if he was dead... what's the point? You probably gotta kill it anyway. At least it will be so until pretty late in the game, I assume.
    Effectively, you're just taking its loot while it's still alive. (Loot isn't generated until it drops, so you wouldn't get exactly the same loot from killing it; but the same generation rules would apply.)

    Picking pockets does have some upsides. You can get loot from monsters you aren't ready to kill; you can get loot from monsters without waking them up; and occasionally, the teleport aspect can be nice too. Of course, none of those work 100% of the time...

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  • NotCIAAgent
    replied
    How does player's stealing works? Namely, Rogue's Burglary and Gnome's Pickpocket. Are you just taking the enemy's loot while it's still alive? Are you effectively generating a second loot roll?

    Because if you are just stealing the enemy's stuff he would drop if he was dead... what's the point? You probably gotta kill it anyway. At least it will be so until pretty late in the game, I assume.

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  • Sideways
    replied
    Originally posted by MITZE
    The visibility of invisible monsters is not saved upon game exit; further, it's rerolled on game load, so you can exit and reload the game with an invisible monster nearby until you see it.
    Thanks. This was already fixed in the offline dev version, I shouldn't be so lazy about updating the nightly

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  • MITZE
    replied
    Invisible Monsters

    The visibility of invisible monsters is not saved upon game exit; further, it's rerolled on game load, so you can exit and reload the game with an invisible monster nearby until you see it.

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  • Sideways
    replied
    Originally posted by Tyrael
    Hello, I have been playing the latest frog after a several year hiatus and found a weird interaction. Psionic healing does not seem to be able to cure poison, even if it the tooltip does say that it does. I'm imagining this is a pre-7.0 PCB feature that got under the radar.
    Here's a screenshot of the description in question https://imgur.com/a/8ZwMk88

    While I'm at it, is nature healing also not supposed to poison? I've been trying some nightmare mode challenges and even a young green dragon can breath for ridiculous amounts of poison, something like 350 without Rpois which the nature earlygame "cure poison" spell only seems to halve (and then if you get unlucky and they breathe on you again you've got an even bigger poison counter and you can't tele away without dying, but that's just nightmare doing what it does best I guess) so I can only shudder to imagine the sort of damage an ancient green wyrm might actually do.

    Thanks for the game!
    Thanks, the description for psionic healing was out of date. I have replaced the claim that it cures poison with a note that it can cure hallucination.

    The nature spells "Cure Wounds & Poison" and "Herbal Healing" already note that they aren't fully effective against very severe poisoning. Is there another nature healing spell with a misleading description that I'm missing?

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  • Tyrael
    replied
    Issue/Bug Report: Psionic healing and poisoning

    Hello, I have been playing the latest frog after a several year hiatus and found a weird interaction. Psionic healing does not seem to be able to cure poison, even if it the tooltip does say that it does. I'm imagining this is a pre-7.0 PCB feature that got under the radar.
    Here's a screenshot of the description in question https://imgur.com/a/8ZwMk88

    While I'm at it, is nature healing also not supposed to poison? I've been trying some nightmare mode challenges and even a young green dragon can breath for ridiculous amounts of poison, something like 350 without Rpois which the nature earlygame "cure poison" spell only seems to halve (and then if you get unlucky and they breathe on you again you've got an even bigger poison counter and you can't tele away without dying, but that's just nightmare doing what it does best I guess) so I can only shudder to imagine the sort of damage an ancient green wyrm might actually do.

    Thanks for the game!

    Leave a comment:


  • Sideways
    replied
    Originally posted by AwooWolfWoof
    Thanks for the reply Regarding no sell mode on coffee break though; since there's probably a lot of ego weapons to grab and sell on later levels, would no sell mode yield less gold? But would they be roughly the same since some monsters like dragons and hydras already drop a lot of gold and if magnified by no sell mode...
    They're designed to be fairly comparable. In a long game you'll probably end up with somewhat more money with selling on (supposing you actually sell items you don't need); but selling off might get you past the very first levels of a coffee run more reliably.

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  • AwooWolfWoof
    replied
    Originally posted by Sideways
    There will almost always be enough !healing in coffee-break, although the number of healing potions isn't fixed like it is in instant coffee so it's always possible you might get very unlucky. (Shuffling store stocks is unlikely to help; you cannot directly shuffle for healing potions, and cannot effectively use resting to shuffle black market inventories.)
    Thanks for the reply Regarding no sell mode on coffee break though; since there's probably a lot of ego weapons to grab and sell on later levels, would no sell mode yield less gold? But would they be roughly the same since some monsters like dragons and hydras already drop a lot of gold and if magnified by no sell mode...

    Leave a comment:


  • Sideways
    replied
    Originally posted by AwooWolfWoof
    Will there be enough supplies of health potions during the endgame of coffee break mode? Or is shuffling store stocks the key? And lastly, is no selling mode good in coffee break mode? I tried it from floor 2 to 5 and I've gotten 2k gold but I'm not sure.
    There will almost always be enough !healing in coffee-break, although the number of healing potions isn't fixed like it is in instant coffee so it's always possible you might get very unlucky. (Shuffling store stocks is unlikely to help; you cannot directly shuffle for healing potions, and cannot effectively use resting to shuffle black market inventories.)

    Leave a comment:


  • AwooWolfWoof
    replied
    Will there be enough supplies of health potions during the endgame of coffee break mode? Or is shuffling store stocks the key? And lastly, is no selling mode good in coffee break mode? I tried it from floor 2 to 5 and I've gotten 2k gold but I'm not sure.
    Last edited by AwooWolfWoof; May 22, 2021, 09:51.

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  • scrarth
    replied
    Looks like it gives a penalty to accuracy and increases your number of shots by 1.2 times
    Last edited by scrarth; May 14, 2021, 15:30.

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  • GrimaTheBold
    replied
    Originally posted by scrarth
    I've been playing a Weaponmaster specialising in slings and have noticed that I sometimes miss ranged attacks on painted targets. The exact wording of the ability description, "Your shots never miss your target once you score 3 consecutive hits when wielding a sling." definitely suggests that misses should not be happening, so I had a look at the code. There seems to be a 1/20 miss chance on painted targets if I am reading it right. Either the ability description should be modified to match actual behaviour, or the behaviour should be modified to match the description. Currently it is rather confusing to see a "You miss" message after getting 3 consecutive hits on a monster. I'd lean towards changing behaviour to 100% accuracy, since swordmasters have a similar mechanic in burning blade, which from looking at the code does seem to never miss.
    By the way, did you ever figure out what the Rapid Shot ability does? The description is "When using this technique, all of your shots will launch against a single opponent", but on my last sling master I couldn't figure out what it did differently than a normal attack.

    FWIW I don't think there is a more fun class than a slingmaster once they get Shoot on the Run and then Greater Many Shot abilities on line.

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  • Sideways
    replied
    Thanks, I'll look into it.

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  • scrarth
    replied
    I've been playing a Weaponmaster specialising in slings and have noticed that I sometimes miss ranged attacks on painted targets. The exact wording of the ability description, "Your shots never miss your target once you score 3 consecutive hits when wielding a sling." definitely suggests that misses should not be happening, so I had a look at the code. There seems to be a 1/20 miss chance on painted targets if I am reading it right. Either the ability description should be modified to match actual behaviour, or the behaviour should be modified to match the description. Currently it is rather confusing to see a "You miss" message after getting 3 consecutive hits on a monster. I'd lean towards changing behaviour to 100% accuracy, since swordmasters have a similar mechanic in burning blade, which from looking at the code does seem to never miss.

    Leave a comment:


  • Thraalbee
    replied
    For a stack of them I'd go to angband level 1 or so. Back to Telmora(?). Then Trump Tower to Angband level 98. Bring !enlighten and ?destruction and recall. That town service costs a lot. 100k iirc.

    Leave a comment:

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