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Potions of invulnerability reduce satiation, despite this not being documented anywhere and not making sense.
The action cost for movement affects how far a player can walk on the map before getting hungry. Speed doesn't. The "decrease mana" flag reduces spell failure rates by 3% although it's not clear why. (OK. Nevermind. You quietly fixed this in Salmiak.) "Hellfire" is described as doing extra damage to good monsters, but doesn't. (You... fixed this, too. Whatever.) Jewelry of wizardry with bonus damage has a nominal to-hit bonus, but the bonus is always 0 and spells don't miss. Cockatrices are still in the game despite being the worst |
I recently itroduced an old friend to Frog. He had played Moria/Vanilla/Zang/Heng back many years ago. He asked a few questions about things I had just taken for granted.
This made me think of a few quality of life things; 1. (X, Y) It isn't definitively stated anywhere I've seen how Melee Weapons and Combat items only add to melee to-hit and to-dmg, Archery items only to Ranged combat, Wizardry items only to Magic. 1a. What all counts as Ranged Bows/Slings, sure. Thrown? Does that Spike add +Y damage? That flask of oil? 1b. Is it definitively stated somewhere that when dual-wielding Rings only affect the matching hand's weapon? Or that other items bonuses are split? 2. Armor limitations. Should there be a display indicator somewhere that says 'this char can only wear 14.4 Lbs before suffering detrimental effects' I am sure that there are more, but damned if I can think of them right now. :) |
Messing around with the latest version. One thing that I very much miss from (modern) Angband is that a weapon's damage and blows are shown in the weapon description.
It would be *really nice* if we could have that in Frogcomposband as well. As it is now, I need to equip the weapon and then jump down to the Melee category to see what my blows and damage are. Putting it in the weapon description would save me a bunch of key strokes (w,aCmEscw,a). Modern Angband also provides how much more strength and dex you need to get the next tier of blows (i.e. with +1 Dex you would get 1.5 blows with this weapon). That would also be really nice to have visible, especially when deciding which stat to increase after clearing a dungeon or on level up. |
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Frog blows are considerably less tiered than V's; unless your blows are at the maximum or minimum (or your STR or DEX is at 18/***), you can pretty much take it for granted that adding more STR or DEX will give you more blows per round. |
[QUOTE=Sideways;147214]You get 20% of the XP and the pet gets the remaining 80%, except on Quylthulgs (both you and the pet get the full XP) and Rings (same as Quylthulgs in the special case of the ringbearer). Note that what you get is 20% of the XP that would otherwise go to the pet; that might be higher or lower than 20% of the XP you'd get for scoring the kill yourself, since monster XP calculations are not quite identical with player calculations, and the monster's level likely does not equal your level. There are also some additional tweaks for the faster game speeds.
This comment about XP reminds me of a more general question I've been wondering. Is XP per kill reduced the higher the CL is? I'm asking because sometimes I'll skip the quests (after Pest Control) for a while and just keep on diving in Angband, then eventually go back and waltz through a bunch of them (Orc Camp, Old Man Willow, Tengu, Dark Elven Lords, Vapor Quest, etc). By doing this, am I getting fewer total XP than if I did those quests earlier? If I tackle these at CL 30-35 instead of 20-25, is it a major reduction in earned XP or minor? I play in coffee-break mode. |
The basic XP formula for a monster in Frog is [monster-dependent XP value] * [monster's native level] / [CL + 2]; it's very similar to V's formula of [XP value] * [monster level] / CL, though Frog has a lot more extra complications, including the partial credit for just damaging a monster.
Because CL+2 is used as a divisor, you do get less XP from any given monster at higher levels; therefore, delaying a quest does mean you get less XP from the monsters in it. But in the meantime, you did other things at a lower CL and got more XP from those :) In coffee-break specifically, because XP gain is boosted in the dungeon, you could in theory "win" XP by delaying town quests so you can kill dungeon monsters at a lower CL; but in practice this is likely to be counterproductive and any gain would be negligible since most leveling-up happens in the dungeon anyway. |
How exactly does a Rage-Mage's "Detect Magical Foes" decide whether or not an enemy is a "magic user?" It doesn't seem to detect all enemies that use spells (i.e. black knights).
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Are blows for the dragon monster race being calculated correctly? My dragon, even with 18/70 strength only gets 1.5x blows for claws and bite stays at 1x. Is this normal?
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Ok, found the stats.
Str: 18/63 Int: 18/25 Wis: 9 Dex: 18/27 Con: 18/30 Chr: 18/39 Melee: Excellent Attack: Your Claw (3d4) Blows: 2.53 Attack: Your Bite (3d9) Blows:1.00 Does this seem normal? I'll put the dump up as well. http://jsbin.com/xaxehelome/edit?html,output |
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