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Old May 29, 2018, 15:36   #121
murphy
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Gotcha. Maybe an additional sentence in the class description, about having different reserves for spell points depending on level, would give the player a clue about what the significance is of the powers.
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Old May 30, 2018, 07:07   #122
TheQuest
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mango?

I can see that "mango" version of frogcomposband is live on angband.live.
Any changelog available?
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Old May 30, 2018, 14:13   #123
Sideways
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Quote:
Originally Posted by TheQuest View Post
I can see that "mango" version of frogcomposband is live on angband.live.
Any changelog available?
The angband.live version is a pre-release of mango, a full changelog will come with the official release. Most of the changes are listed here but it's not completely up to date.
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Old May 30, 2018, 17:31   #124
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I've seen two peppermint char dumps for Alchemists on the ladder, one pre-release peppermint, one post.
Yet, for the life of me, I don't see the class mentioned in the help or creation files?

Just got bored the other day and was browsing the ladders looking for something interesting.
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Old May 30, 2018, 17:53   #125
TauzentBlitz
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Any way to get weapons with good boosts to AC? I've tried a Deathsword out and the lack of AC really started to hurt for a melee character.
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Old May 30, 2018, 18:46   #126
murphy
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Quote:
Originally Posted by CyclopsSlayer View Post
I've seen two peppermint char dumps for Alchemists on the ladder, one pre-release peppermint, one post.
Yet, for the life of me, I don't see the class mentioned in the help or creation files?

Just got bored the other day and was browsing the ladders looking for something interesting.
If you're playing on the live server, the class is there, in the startup look under the "devices" group
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Old May 30, 2018, 23:32   #127
CyclopsSlayer
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Originally Posted by murphy View Post
If you're playing on the live server, the class is there, in the startup look under the "devices" group
Ah, no, I play mostly standalone. Will maybe check it out, as the PC version doesn't have them.
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Old May 31, 2018, 20:47   #128
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Characters used for dungeon walls look wrong

First of all, thanks for keeping the spirit of PosCheng alive and I am loving this variant already!

One question (apologies if this has nothing to do with FrogComposband itself). My dungeon walls look "wrong" in that that they use the characters # and % rather than the usual wall characters I am used to.

Is this deliberate? I find it pretty hard to work out where my character is sometimes.

Update: I found someone had posted something similar on an earlier page in this thread. So, to be specific, I'm seeing what he saw, namely the ASCII character for walls is a solid block in poschengband, but a # sign in FrogComposband (and %).

Would compiling it myself solve the problem (and I'm unfortunately restricted to compiling on Windows at the moment).

Cheers,

Ed

Last edited by Flauterfiddle; May 31, 2018 at 21:04.
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Old May 31, 2018, 22:07   #129
CyclopsSlayer
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@Flauterfiddle

Seems to be an intentional change, and while I have largely gotten used to it, I detest the ragged and confusing appearance.
Yes, I often lose the @ and have trouble discerning dark from unexplored from walls.
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Old May 31, 2018, 22:49   #130
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Originally Posted by CyclopsSlayer View Post
@Flauterfiddle

Seems to be an intentional change, and while I have largely gotten used to it, I detest the ragged and confusing appearance.
Yes, I often lose the @ and have trouble discerning dark from unexplored from walls.
I thought I'd got used to it. Then I played a Spectre Necromancer. They can walk through walls if they want (but it hurts them to do so). It was not pretty. Should definitely be an option if intentional, it's a huge change if so.
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