Search found 1508 matches

Thursday, 21st May 2020, 16:46

Forum: Dungeon Crawling Advice

Topic: Triple defense hypothesis

Replies: 24

Views: 10213

Re: Triple defense hypothesis

Defensive training still has legit thresholds, in that AFAIK the game doesn't track fractional AC/EV/SH. Yep, on this level there are definitely thresholds. You don't gain TOO much by optimizing for them, but I definitely run the math for armour training breakpoints on any light or medium armour ch...

Tuesday, 19th May 2020, 19:16

Forum: Game Design Discussion

Topic: Make Kobolds the nightstalker species

Replies: 9

Views: 4065

Re: Make Kobolds the nightstalker species

I like the idea (and would be happy to implement it if there's dev interest.) Suggestion on XL thresholds: I think XL26 is a bit too late for the final version of this. It's not too hard to win the game prior to XL26, and even if you don't you're only getting to experience their final form for a sma...

Monday, 18th May 2020, 16:38

Forum: Game Design Discussion

Topic: XP given by popcorn monsters

Replies: 19

Views: 7644

Re: XP given by popcorn monsters

[...] but it would be nice to see some other method of determining what is popcorn like maybe how often players die to that monster at that dungeon level. I thought a little bit more about this, but there are several complications in using this method: ⋅  The monster which got the killing...

Sunday, 17th May 2020, 21:44

Forum: Game Design Discussion

Topic: Connect magic schools with player resistances

Replies: 17

Views: 5494

Re: Connect magic schools with player resistances

Majang wrote:I'm even more covetous about MR or rN, where an extra pip can be the difference between life and death in the mid game.

I'm curious; what devastating rN attacks are there in the midgame?

Monday, 16th December 2019, 13:23

Forum: Crazy Yiuf's Corner

Topic: 'Agony' and 'dispel undead' range 1 in trunk

Replies: 16

Views: 5197

Re: 'Agony' and 'dispel undead' range 1 - bug or feature?

It's almost always possible to hurt stuff for a quarter of their hp reliably We must be playing a different game. Attacks in dcss are anything but reliable; even with a great weapon and mindelay it often takes 50 auts or more to deal 25% HP. I suspect the cleaner UI of melee (tab) is making you und...

Monday, 16th December 2019, 02:59

Forum: Crazy Yiuf's Corner

Topic: 'Agony' and 'dispel undead' range 1 in trunk

Replies: 16

Views: 5197

Re: 'Agony' and 'dispel undead' range 1 - bug or feature?

It's almost always possible to hurt stuff for a quarter of their hp reliably We must be playing a different game. Attacks in dcss are anything but reliable; even with a great weapon and mindelay it often takes 50 auts or more to deal 25% HP. I suspect the cleaner UI of melee (tab) is making you und...

Monday, 9th December 2019, 21:10

Forum: Game Design Discussion

Topic: Player distortion brand --> no TP

Replies: 5

Views: 2457

Re: Player distortion brand --> no TP

IMO one of the best parts about using the distortion brand is the tele effect. I'm not worried about losing XP, and teleing a monster is almost as good as banishing it a lot of the time. If it's an especially dangerous monster that I want to ensure dies, I can just find it and kill it by itself.

Monday, 9th December 2019, 19:08

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 49551

Re: Positional Attack Magic Implementation [Now Playable]

Re: that bug report; I suspect what's going on is that you don't have enough spell power to hit range 3. At low spell power, Dazzling Flash is only 2 range.

Monday, 28th October 2019, 16:31

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 99381

Re: Positional Attack Spells

Well, the upside of IMB is that it's a fairly good single-target single-school spell (it's cheap to get online and does the job of a single-target spell fairly well), the occasional splash damage is mostly irrelevant to it. That many squares hit is way too strong for a typical level 4-6 spell (You ...

Monday, 28th October 2019, 14:24

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 99381

Re: Positional Attack Spells

A Level 4-6 AoE Fire Magic spell, FireFury. Can't miss, randomly chooses between one of the following patterns centered on the player: ... I don't think, personally, that I would ever want to use a spell that I didn't know what I was going to target, the upside would have to be very very large for ...

Friday, 25th October 2019, 16:44

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 99381

Re: Positional Attack Spells

A Level 4-6 AoE Fire Magic spell, FireFury. Can't miss, randomly chooses between one of the following patterns centered on the player: ..###.... .....#.#. ..####.#. .#.#@#.#. .#.####.. .#.#..... ....###.. ..##..#.. .#..#..#. ...###.#. ..##@##.. .#.###... .#..#..#. ..#..##.. .....##.. .###..#.. .#.##...

Tuesday, 17th September 2019, 14:19

Forum: Game Design Discussion

Topic: Demonspawn Rerolls

Replies: 14

Views: 4861

Re: Demonspawn Rerolls

Suggested revision: When Ds get the first mutation of a facet, they have a chance to veto it. Doing so removes that facet from any subsequent generation, and instantly gives another facet of the same tier, along with its first mutation. This way, you don't have a noob trap of delaying mutations. Yo...

Tuesday, 17th September 2019, 14:12

Forum: Game Design Discussion

Topic: Making D:1 more interesting for newer players

Replies: 14

Views: 4646

Re: Making D:1 more interesting for newer players

What percentage of starts can reliably survive an adder at XL1? I suspect it's quite small. At least the OoD spawning adders didn't spawn till you had a little time to gain XP. I don't think you can realisitically add much more threat to XL1 characters. The problem with D:1 is that it has both XL1 a...

Tuesday, 17th September 2019, 13:18

Forum: Game Design Discussion

Topic: Fedhas rework

Replies: 32

Views: 12630

Re: Fedhas rework

Now, aspirationally, I think it could be really cool if overgrowth worked like a slow-growing (literally) corrupt, spreading out from areas that the player walked while the ability was active. This sort of combines the "Summon Forest" notion with corruption, and could transform an area - ...

Thursday, 8th August 2019, 16:14

Forum: Dungeon Crawling Advice

Topic: High Level Necro Spells

Replies: 34

Views: 11398

Re: High Level Necro Spells

4) Necromutation is a form spell, and should be considered such. This makes it an intruder from the start: all form spells are situational. I don't get it. How situational is Blade Hands? Or Dragon Form? Or Hydra Form? Form spells, aside from necromutation at least, are built to be your primary off...

Wednesday, 17th July 2019, 14:01

Forum: Coding

Topic: The solo time/pain bond timer of Uskayaw seems not to work.

Replies: 5

Views: 4613

Re: The solo time/pain bond timer of Uskayaw seems not to wo

I don't understand the question, but I can provide some pseudocode for how this works. Hopefully that either answers the question, or helps frame in in a way I can understand. The player object stores a cooldown on each ability (USKAYAW_AUDIENCE_TIMER and USKAYAW_BOND_TIMER) After all the monsters a...

Wednesday, 17th July 2019, 13:32

Forum: Game Design Discussion

Topic: no random stat gain pls.

Replies: 41

Views: 14143

Re: no random stat gain pls.

qepasa wrote:str for a mage is wasted point

This isn't obviously true unless you find a robe of the Archmagi or something. I've played quite a few mages in medium or heavy armour, and str is very useful then.

Wednesday, 17th July 2019, 13:30

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 26521

Re: Experimental branch: two state vampires

Recently finished a VpEn - Gozag game. Undead form seemed much better than Alive. I switched around D2 and never switched back. I'd recommend some other limitations in Undead form, certainly dropping rC++ to rC+, and maybe adding MR- (low magic resistance was the biggest resistance problem so doubl...

Wednesday, 17th July 2019, 13:26

Forum: Game Design Discussion

Topic: About the Demonspawn magic shield mutation...

Replies: 9

Views: 3731

Re: About the Demonspawn magic shield mutation...

My issue with that mutation line is that you can die while autoexploring or hitting 5 with it. Pip 3 makes part of your HP regen apply to your mana pool instead; for most sources of damage that's fine because you have guardian spirit, and MP is just better than HP. But Poison ignores guardian spirit...

Wednesday, 3rd July 2019, 13:56

Forum: Game Design Discussion

Topic: Use monster experience instead of HD in piety gain calc

Replies: 2

Views: 2004

Re: Use monster experience instead of HD in piety gain calc

Today I learned that early Okawaru is actually incredibly reliable if you've left a few worms alive you can go back and kill. That's annoying.

Wednesday, 3rd July 2019, 13:52

Forum: Game Design Discussion

Topic: Difficulty vs XL

Replies: 52

Views: 19217

Re: Difficulty vs XL

It's definitely possible. XL is a rather coarse measure -- using XP would be better. Unfortunately, there is no fine-grained measure of XP which I can get from Sequell data. At least, I don't know how to do it, maybe some Sequell wizards can figure it out. Many things in-game depend on XL, so it's ...

Wednesday, 3rd July 2019, 13:49

Forum: Game Design Discussion

Topic: Exploration-based piety is bad

Replies: 14

Views: 6530

Re: Exploration-based piety is bad

First, I agree with the design goal for piety that you proposed; piety is a tool you gain 'as you progress through the game, which you spend to make your life easier' and 'generally speaking, you should get more piety as you progress deeper into the game and venture into more difficult areas'. I thi...

Wednesday, 3rd July 2019, 12:57

Forum: Game Design Discussion

Topic: Difficulty vs XL

Replies: 52

Views: 19217

Re: Difficulty vs XL

Going back to the original graph. The problem I always have with the 'lethality by XL' analysis is that XP aptitudes exist. Game progression (and hence difficulty) scale with XP-gained far more than they do with XL. And that makes the random distribution of XP apt blur out features on the difficulty...

Wednesday, 26th June 2019, 16:15

Forum: Crazy Yiuf's Corner

Topic: Divine Exegesis: I heard you like big spells

Replies: 5

Views: 2797

Re: Divine Exegesis: I heard you like big spells

For clarity, '1.5 Invocations spellpower boost' means that it's added into the spellpower calculation at the same time as your spell schools. This value will be multiplied by your int factor and by your enhancers, and then stepped down if over 50.

Monday, 13th May 2019, 14:55

Forum: Crazy Yiuf's Corner

Topic: Dith's shadow mimic doesn't seem to distract the enemy.

Replies: 8

Views: 3123

Re: Dith's shadow mimic doesn't seem to distract the enemy.

Shadow mimic also uses monster code to attack, and these are different from player codes. Some spells for example deal different damage: stone arrow used to be strong. Throwing used to be very good with Dith, because monster throwing is strong. Not sure what is the current state for these though, I...

Wednesday, 10th April 2019, 12:29

Forum: Dungeon Crawling Advice

Topic: Stat Strategy ("stategy" as the Pros call it)

Replies: 25

Views: 7896

Re: Stat Strategy ("stategy" as the Pros call it)

To answer the OP, I think the rule of thumb is: if you kill things with attacks, pick strength. If you kill things with spells, pick intelligence. Hypothetically if you don't kill things with attacks or with spells, pick dexterity; but like Siegurt said, it's hard to imagine a good build like that....

Wednesday, 3rd April 2019, 16:14

Forum: Dungeon Crawling Advice

Topic: Crystal ball of energy too risky?

Replies: 7

Views: 2992

Re: Crystal ball of energy too risky?

It's nice on Ash blasters. You can't swap to staff of energy, but by cursing an enhancer staff on you get a boost to Evo... which is what you need for CBoE.

Wednesday, 27th March 2019, 14:41

Forum: Dungeon Crawling Advice

Topic: Factors in 3rd rune choice

Replies: 30

Views: 9228

Re: Factors in 3rd rune choice

Similarly, at max power confusing touch on a short blade has a 20% chance to confuse a gold dragon per swing at max power. Spending 2 turns worth of attacks (4 swings of dagger or rapier) gives a ~60% confuse chance, so this is not a bad way to get rid of dragons or undead/demons with lower HD than...

Friday, 22nd March 2019, 19:51

Forum: Game Design Discussion

Topic: New unrandart: Alchemist's Stone

Replies: 29

Views: 10380

Re: New unrandart: Alchemist's Stone

Unrandart bucklers bug me. You don't get a million unrandart drops, and so by the time you might find a shield one, it's a pretty big sacrifice to not use a two hander or a medium or large shield and the XP requirements for medium aren't all that bad. Warlock's mirror is an example. I wish it were ...

Friday, 22nd March 2019, 14:40

Forum: Game Design Discussion

Topic: Is this supposed to be fun?

Replies: 46

Views: 17075

Re: Is this supposed to be fun?

Well, at a minimum I think them having a custom 30% bonus to XP is absurd. Given their low threat level, I suspect that could be non-controversially eliminated. But in the end, it doesn't solve the problem, it just makes it less expensive to ignore it. Even if they gave 1XP, it would be worth the co...

Thursday, 14th March 2019, 13:28

Forum: Dungeon Crawling Advice

Topic: Trog vs. Okawaru

Replies: 65

Views: 19351

Re: Trog vs. Okawaru

Indeed. Trolls are a trap. They are extremely easy in reaching Temple/Lair but then they die to hydra or in Lair branches/Vaults because of awfully low AC/MR (talking about new players here). So after dying as Tr new players should start a Mi and get to Lair just easily (comparing to Tr's extremely...

Tuesday, 12th March 2019, 17:22

Forum: Dungeon Crawling Advice

Topic: Trog vs. Okawaru

Replies: 65

Views: 19351

Re: Trog vs. Okawaru

Ah, OK. Sure, weapon gifts specifically are worse on Trolls. But I don't really think that's a good argument against TrMo; it only affects 2 gods, and only a tiny portion of their power.

Tuesday, 12th March 2019, 17:06

Forum: Game Design Discussion

Topic: Is this supposed to be fun?

Replies: 46

Views: 17075

Re: Is this supposed to be fun?

It sounds like the primary problem with Imps is that they're insufficiently lethal; not surprising since they have the melee of a goblin, but better resists and defenses. The most direct solution is to increase their melee damage, but that makes them indistinguishable from phantoms (which are actual...

Tuesday, 12th March 2019, 15:46

Forum: Dungeon Crawling Advice

Topic: Trog vs. Okawaru

Replies: 65

Views: 19351

Re: Trog vs. Okawaru

Re: being disappointed in Oka gifts... that's inevitable. The game gives everyone but gnolls lots of nice stuff they can't use. I don't think it's much of a downside to any race. There is still important difference. As Tr you will be disappointed by the fact of receiving a gift, especially if you u...

Tuesday, 12th March 2019, 12:51

Forum: Dungeon Crawling Advice

Topic: Trog vs. Okawaru

Replies: 65

Views: 19351

Re: Trog vs. Okawaru

I was also primarily considering Siegurt's inexperienced players. For new players, Mo is pretty much strictly suboptimal. I think god variety is pretty important to the 'inexperienced' stage. Re: being disappointed in Oka gifts... that's inevitable. The game gives everyone but gnolls lots of nice st...

Monday, 11th March 2019, 00:00

Forum: Dungeon Crawling Advice

Topic: Trog vs. Okawaru

Replies: 65

Views: 19351

Re: Trog vs. Okawaru

Troll monks have decent dodging scaling (because they start with a decent amount of dex and will never suffer from too heavy of armour), great shield scaling, and have gained a lot of midgame armour options since I first started playing. Three years ago, I'd have agreed with your assessment. Now... ...

Sunday, 10th March 2019, 18:41

Forum: Crazy Yiuf's Corner

Topic: How do Ghost moths mate?

Replies: 10

Views: 3901

Re: How do Ghost moths mate?

They're actually ghosts. A pseudoundead transformation of the ordinary moth. Ghost moths are made, not born.

Sunday, 10th March 2019, 18:19

Forum: Dungeon Crawling Advice

Topic: Any chance the abyss is currently broken on trunk?

Replies: 9

Views: 3205

Re: Any chance the abyss is currently broken on trunk?

Yeah, combat-generated portals become down-only. But that doesn't affect randomly generated portals you find. Of course on qaz it's a bit hard to explore abyss.

(I'm also very very skeptical that abyss is easier than V:5 on qaz. V:5 is no joke, but neither is the abyss.)

Sunday, 10th March 2019, 14:59

Forum: Dungeon Crawling Advice

Topic: Trog vs. Okawaru

Replies: 65

Views: 19351

Re: Trog vs. Okawaru

magipi wrote:I really hope that you are just kidding.

Nope. I really hope you'll respond to my opinion with something substantive.

Friday, 8th March 2019, 14:22

Forum: Game Design Discussion

Topic: Specie Proposal - Angel/Profane Servitor

Replies: 14

Views: 4323

Re: Specie Proposal - Angel/Profane Servitor

rN+++ is not a huge advantage. On the other hand, rN- might finally make rN relevant in a 3-rune game, so... maybe it's worth it?

Friday, 8th March 2019, 14:20

Forum: Dungeon Crawling Advice

Topic: Trog vs. Okawaru

Replies: 65

Views: 19351

Re: Trog vs. Okawaru

I'd nominate TrMo as a better beginner start these days than MiFi or MiBe. Instead of simplifying out god choice (which is interesting and engaging), it simplifies out weapon, armour and skilling (which all are less interesting and have some newbie-traps.) It teaches pillar dancing via fast regen. A...

Thursday, 28th February 2019, 14:34

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: SpEn of Ely

Replies: 12

Views: 3435

Re: CIP: SpEn of Ely

However, Spriggans are unable to use long bows, but can use fustibaluses with a shield.

Wednesday, 27th February 2019, 14:37

Forum: YASD! YAVP! and characters in progress too

Topic: Tasonir's 0.23 tournament writeup

Replies: 6

Views: 2423

Re: Tasonir's 0.23 tournament writeup

Jorgrun doesn't shatter any more.

Wednesday, 27th February 2019, 14:06

Forum: Game Design Discussion

Topic: Monsters and alarm traps

Replies: 19

Views: 6472

Re: Monsters and alarm traps

And in fact sometimes the missile does hit the tree, if this analogy were accurate. Sometimes it doesn't, because reasons (monster stepping on alarm vs shaft or TP). Nothing in the answer or game indicates this or says anything about "heat seeking" in advance, but "missiles are suppo...

Wednesday, 27th February 2019, 13:59

Forum: Dungeon Crawling Advice

Topic: Does umbra from the ring and Dith somehow stack

Replies: 2

Views: 1624

Re: Does umbra from the ring and Dith somehow stack

Slight hijack: Do you know how range affects the umbra? Do you only get the boosts against monsters that are in the Umbra? Or do you keep one-or-both based on you being in the umbra?

Monday, 25th February 2019, 14:51

Forum: Game Design Discussion

Topic: Implement event chance smoothing on EV and SH

Replies: 35

Views: 8559

Re: Implement event chance smoothing on EV and SH

Can you think of a concrete scenario like this where perfect knowledge of the state would change the optimal decision? There are two ogres. You can attack one of the ogres. It is better to attack the ogre that is more likely to hit you. With state tracking, you know which ogre this is; without stat...

Monday, 25th February 2019, 01:32

Forum: Game Design Discussion

Topic: Implement event chance smoothing on EV and SH

Replies: 35

Views: 8559

Re: Implement event chance smoothing on EV and SH

It would still be optimal to track your state vs. each monster. If you're lower on HP it'd be more optimal to run away when you have higher odds of being hit, it'd be more optimal to take your lumps when your HP is higher. I don't think you've thought through this scenario fully. Suppose you do tra...

Saturday, 23rd February 2019, 18:50

Forum: Game Design Discussion

Topic: Implement event chance smoothing on EV and SH

Replies: 35

Views: 8559

Re: Implement event chance smoothing on EV and SH

Duvessa, I'm not sure I see your objection. While it's true that this adds state, in what way would tracking that state provide an advantage? If it doesn't, then you'd have no incentive to track it and it shouldn't reduce optimal player burden.

Friday, 22nd February 2019, 23:14

Forum: Game Design Discussion

Topic: Implement event chance smoothing on EV and SH

Replies: 35

Views: 8559

Re: Implement event chance smoothing on EV and SH

My claim is that crawl is differentially spiky between EV/SH heavy characters and AC heavy. If you think it should be equalized the other way, remove GDR. ;)

Friday, 22nd February 2019, 20:11

Forum: Game Design Discussion

Topic: Implement event chance smoothing on EV and SH

Replies: 35

Views: 8559

Implement event chance smoothing on EV and SH

Inspired by VeryAngryFelid's complaints about spikeyness in another thread and context. EV and SH builds have a harder time with intuitive threat assessment than AC builds. You may be able to tab through 3 orc warriors while taking no damage, while the fourth high-rolls twice and nearly kills you. I...
Next

Return to advanced search

cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.