Search found 2209 matches

Monday, 18th May 2020, 09:43

Forum: Game Design Discussion

Topic: Connect magic schools with player resistances

Replies: 17

Views: 1286

Re: Connect magic schools with player resistances

* those are two uniques with speed 10, you can in most cases just avoid them if you can't handle them - as you should with any other monster in the game * Hall of Blades is a totally optional area inside a totally optional area. You can't get there by chance. Don't enter in it if you can't handle da...

Wednesday, 13th May 2020, 09:02

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2847

Views: 437553

Re: Best/Worst Artifacts

  Code:
the +14 plate armour of the Imp (worn) {Harm *Slow Str+8}.


A truly magnificent randart plate coffin.

I'm definitely using (and dying in it) as I'm exploding things with Punk and +12 slaying - 6 of which coming from necklace of bloodlust.

Monday, 11th May 2020, 07:26

Forum: Dungeon Crawling Advice

Topic: What's the strategy for extended spellcaster (MuFE of Gozag)

Replies: 14

Views: 1497

Re: What's the strategy for extended spellcaster (MuFE of Go

Interesting point about Lucy's strong escape tools - which Mu lack. However, the thing that baffles me is "gozag's shop to gear up". I've played a good amount of Gozag games, and in most of them I've got shit. I can't really understand how consider that a viable strategy - unless adding th...

Tuesday, 5th May 2020, 18:22

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 117

Views: 12477

Re: Positional Attack Magic Implementation [Now Playable]

Maybe I'm reading wrongly the commit message, but it seems to me that the bonus isn't so negligible that you shouldn't use it in open space against dangerous melee monsters - but again, it's possible I'm doing badly the math. (at 100 spellpower, in relation of number of empty spaces) | | 0-3 | 4 | 5...

Monday, 4th May 2020, 08:23

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 117

Views: 12477

Re: Positional Attack Magic Implementation [Now Playable]

A damage spell overhaul was the perfect opportunity to reduce that tedium by getting rid of manual targeting. But instead the worst cases of clunky manual targeting (fireball, LRD, freezing cloud, bouncing bolts) escaped unscathed, as did magic dart and freeze and sandblast and stone arrow and iron...

Saturday, 25th April 2020, 11:06

Forum: Crazy Yiuf's Corner

Topic: 2020 Top/Bottom tier spell Poll

Replies: 4

Views: 1275

Re: 2020 Top/Bottom tier spell Poll

I don't find this poll meaningful at all: what's the reason to divide between "direct spell damage dealing mages" and "every one else"? For the first group the trained X-level school damage spell will be always the best. For the latter, the best X-level "utility" spell ...

Monday, 6th April 2020, 16:01

Forum: Game Design Discussion

Topic: merfolk avoiding shallow water

Replies: 14

Views: 1351

Re: merfolk avoiding shallow water

Too specific case for a rc file option?

Monday, 6th April 2020, 15:56

Forum: Game Design Discussion

Topic: Miscast Simplification

Replies: 33

Views: 2966

Re: Miscast Simplification

Well, it could work as the skill training menu, where you can swap between base value, drained value, ash's bonus value. About duvessa's rightfully concerns about wizardry, the solution for me is simple: remove +wiz items, excluding fixedart, Vehumet's bonus, mutations, etc. Reasons: why +wiz exists...

Monday, 6th April 2020, 08:20

Forum: Game Design Discussion

Topic: Miscast Simplification

Replies: 33

Views: 2966

Re: Miscast Simplification

My 2 cents: I agree with all that said before, but I'd like that there would be just 1 effect for all spells that prevent\disencourage trying to cast high-fail rate spells, because it would be still good to try to cast fire-storm\summon lightning spire\whatever at 50% fail-rate with things at the ed...

Wednesday, 11th March 2020, 08:21

Forum: Dungeon Crawling Advice

Topic: New Leech

Replies: 17

Views: 2212

Re: New Leech

I understand we're now in pure theoretical analysis, but yet I wouldn't give any weight to extended for my early game weapon choice. Especially considering we're talking of two low-skill 1h, not a bardiche vs an exec axe with a whopping 26 skill cost. Nothing forbids to train two weapon skills to 14...

Friday, 6th March 2020, 09:31

Forum: Dungeon Crawling Advice

Topic: New Leech

Replies: 17

Views: 2212

Re: New Leech

*Rage is bad design as long as paralysis chance and luring exist. Even without the luring having a very small chance to die is bad design. Consider this: would you accept idea of a new great weapon which makes you almost invincible except it can unavoidably kill you unless you spend much time makin...

Thursday, 5th March 2020, 21:38

Forum: Dungeon Crawling Advice

Topic: What are the actually effects of +str on damage?

Replies: 18

Views: 2697

What are the actually effects of +str on damage?

I never bother to understand how much str affects melee damage. Or if it affects ranged damage at all. However, my last char makes me wonder this question, as I have some +str artefact I could swap with something else. Dungeon Crawl Stone Soup version 0.25-a0-578-gc91f01c (webtiles) character file. ...

Thursday, 5th March 2020, 21:27

Forum: Dungeon Crawling Advice

Topic: New Leech

Replies: 17

Views: 2212

Re: New Leech

*Rage is a nuisance, as long as you avoid the cases where berserking - or the eventual paralysis post berserk - could kill you. Overall it triggers very little, and considering that berserk is extremely strong buff, there are actually very few cases where you would avoid to berserk. You certainly ha...

Thursday, 27th February 2020, 22:17

Forum: Dungeon Crawling Advice

Topic: finally figured out how to do vaults 5

Replies: 15

Views: 1455

Re: finally figured out how to do vaults 5

around the level (which should be removed). We are talking about ancient versions, and I can't find the commit, but this was briefly tried. In very old version, V:5 quadrants were closed except the entrance nearby the stairs. The common suggested way to clear V:5 was to clear the outer ring - where...

Thursday, 27th February 2020, 09:06

Forum: Crazy Yiuf's Corner

Topic: New species: FooBar, Half-Foo

Replies: 2

Views: 780

Re: New species: FooBar, Half-Foo

If you trim special cases, it would be a less fucked species than Felid, so I'd hope some dev add that.

I'd play it.

Sunday, 23rd February 2020, 18:52

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 117

Views: 12477

Re: Positional Attack Magic Implementation [Now Playable]

Why is it hard?
I think it is extremely annoying - much more than before - an still a bit spoiler to use, but at least personally don't understand how it is hard.

Sunday, 23rd February 2020, 16:34

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2847

Views: 437553

Re: Best/Worst Artifacts

This question is more suited in "advice" area than this topic. I'd hope a mod can split it up. Have you a dump? At which point of the game you were? It's a bit different if you were at D:8 before Lair instead of later. Anyway. That bardiche is kinda okay, because str+5 is like a little mor...

Sunday, 23rd February 2020, 12:13

Forum: YASD! YAVP! and characters in progress too

Topic: When u can't decide if keep calm or not, but doesn't matter

Replies: 0

Views: 436

When u can't decide if keep calm or not, but doesn't matter

Dungeon Crawl Stone Soup version 0.25-a0-549-g6e6e650 (webtiles) character file. nago the Tycoon (Gnoll Gladiator) Turns: 91843, Time: 02:56:13 Health: 222/222 AC: 38 Str: 25 XL: 27 Magic: 46/46 EV: 23 Int: 14 God: Gozag Gold: 18789 SH: 17 Dex: 22 Spells: 17/64 levels left rFire + + . SeeInvis + b ...

Saturday, 15th February 2020, 11:17

Forum: Game Design Discussion

Topic: Rework the ancient champion spellbook

Replies: 3

Views: 662

Re: Rework the ancient champion spellbook

or split into multiple monsters. Unless the splitting is "create or better rework" some early monster to introduce sooner some mechanic only present in late game, please don't do that. There are already too many monsters with weird gimmicks that actually don't provide nothing too interest...

Thursday, 13th February 2020, 08:44

Forum: Crazy Yiuf's Corner

Topic: feels like alot of indie games are now called roguelikes

Replies: 112

Views: 23974

Re: feels like alot of indie games are now called roguelikes

this is some serious necroposting

Thursday, 12th December 2019, 10:32

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 117

Views: 12477

Re: Positional Attack Magic Implementation [Now Playable]

A bit out of topic but as dev are reading this topic: I played a VM to try new sting and so on and used ignite poison I think for the first time. I'm pretty positive its power should be tuned down: i've used it as main kill spell in conjution with toxic radiance and until Vaults it's broken. It utte...

Wednesday, 11th December 2019, 11:46

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 117

Views: 12477

Re: Positional Attack Magic Implementation [Now Playable]

I've played a bit of IE start and I feel the background is a very bad spot right now - both gameplay and powerwise. 1) They lack something in-between freeze and lv.4 spells. Freeze is the best damage lv.1 spell, but missing a ranged option until lv.4 is a huge gap. Not considering the difficulties r...

Friday, 29th November 2019, 09:24

Forum: Game Design Discussion

Topic: Monster threat level summary in offline tiles

Replies: 21

Views: 2772

Re: Monster threat level summary in offline tiles

I've just seen this in trunk. Very nice addition, thank you! I have only a small "complain": the dark grey\grey indicator looks very similar to a staircase. In other words, it looks like the enemy is on a staircase. This was quite misleading for me. Probably I got the worst case of all: I ...

Wednesday, 6th November 2019, 08:38

Forum: Dungeon Crawling Advice

Topic: I play so slooowly

Replies: 14

Views: 2140

Re: How do people play so fast?

Thanks. I'll try that. I've tried it before and found it pretty disorienting because you suddenly appear in another place, but I'll give it another go. In titles "show_travel_trail = true" shows footprints marking your autoexplore path. It helps a lot to understand with a glance the path ...

Wednesday, 2nd October 2019, 09:57

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2847

Views: 437553

Re: Best/Worst Artifacts

  Code:
k - the +10 ring mail of Dogma {rF+ Int+4 SInv Stlth-}
You found it on level 8 of the Dungeon.


Best caster armor EVAR.
Unfortunately my GnFi had already picked up chei so he swapped for heavier armor later on.
But Jesus that would be insane for any other char.

Monday, 16th September 2019, 07:43

Forum: Game Design Discussion

Topic: Fedhas rework

Replies: 32

Views: 4294

Re: Fedhas rework

If overgrowth will be implemented as corruption style, could evoke forest be removed and move the nymph and whatever it does to this ability?

Or just use the fact you're working on plants to remove this spell that shouldn't be really a spell?

Thursday, 5th September 2019, 15:28

Forum: Game Design Discussion

Topic: Formicids should not get swift

Replies: 59

Views: 4540

Re: Formicids should not get swift

It's a magical wind that blows from insde the character, aka a series of incredibly strong farts.
However, when the effect ends, the character is slowed by the stomach ache due all the stress suffered.

Here you are, this lore explains how AntMan can be speed up by swiftness.

Tuesday, 27th August 2019, 11:29

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2847

Views: 437553

Re: Best/Worst Artifacts

  Code:
the cursed +13 crystal plate armour "Xenoabb" (worn) {Str+7 Slay-3}.


I like it because it's kinda a +13 plain cpa which helps you to wear itself.

Monday, 22nd July 2019, 09:52

Forum: Dungeon Crawling Advice

Topic: High Level Necro Spells

Replies: 34

Views: 3774

Re: High Level Necro Spells

I have extremely limited experience with Death's Door, I guess I used it in 2 games. Both games went like this: I cast DD, then it expired, and I died immediately without a chance to do anything. Maybe I'm missing something crucial. Well you have 20ish turns where you're are invulnerable , so I bel...

Wednesday, 26th June 2019, 07:56

Forum: Crazy Yiuf's Corner

Topic: Divine Exegesis: I heard you like big spells

Replies: 5

Views: 1053

Divine Exegesis: I heard you like big spells

Sif Rework Part 4: Add a Divine Exegesis ability Sif currently has one active that uses piety, Channel Energy, an ability that becomes more about convenience than power as the game progresses since players get access to a large MP pool. This commit adds a powerful new active to help Sif be relevant...

Friday, 17th May 2019, 17:15

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2847

Views: 437553

Re: Best/Worst Artifacts

It's the fucking best weapon in the game barring some insane ranged artifact

Friday, 17th May 2019, 13:27

Forum: YASD! YAVP! and characters in progress too

Topic: The new throwing is pretty good

Replies: 2

Views: 622

Re: The new throwing is pretty good

Fsim is needed but I'm almost sure a +9 plain broad axe is going to be significantly better than a +9 holy war axe against evil targets, at least at 0 and >=18 axes skill.

Tuesday, 14th May 2019, 10:16

Forum: Crazy Yiuf's Corner

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

Replies: 8

Views: 1091

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

yeah it's very nice when your hex fails but your shadow buddy helps you.

Sunday, 12th May 2019, 19:41

Forum: Crazy Yiuf's Corner

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

Replies: 8

Views: 1091

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

The shadow ranged or melee attack use a base type of weapon, probably with +0 enchantment and no consideration of player skill.

So it is very good with 2h and very bad with bad 1h.

Large rock or longbow/xbow shadow mimic is extremely good, for example

Sunday, 12th May 2019, 10:53

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 9428

Re: Experimental branch: two state vampires

Possibly -20% hp is a bit excessive, maybe -10hp would be a little more balanced but overall very neat solution. Kudos

Thursday, 9th May 2019, 08:19

Forum: Game Design Discussion

Topic: Throwing Brand Removals thread

Replies: 74

Views: 9443

Re: Throwing Brand Removals thread

On one hand I'll miss the returning brand - the bailey with kobolds and returning tomahawk was alone enough to train some throwing for char even without Oka and Trog. On the other hand throwing has so many problems that anything improves remotely it it's a huge progress. Kudos for your work!

Thursday, 2nd May 2019, 07:30

Forum: Crazy Yiuf's Corner

Topic: nerf gozag

Replies: 17

Views: 1764

Re: nerf gozag

VeryAngryFelid wrote:
nago wrote:And for not-Tr-Gh-Vp he actually improves it!
How so? By making me check spell hunger and gold in order not to starve?


It was a semi-joke post, for "caster" he is annoying, but if you play "melee" dudes he removes all the eat chunk mini game which is a great thing.

Tuesday, 30th April 2019, 16:51

Forum: Crazy Yiuf's Corner

Topic: nerf gozag

Replies: 17

Views: 1764

Re: nerf gozag

And for not-Tr-Gh-Vp he actually improves it!

Monday, 29th April 2019, 09:46

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 9428

Re: Experimental branch: two state vampires

I think adding a cost cost to batform is a good change - maybe simply skill drain would be better to be coherent to other "abilities" but it's a minor thing. However, as already said, I don't see why adding a permanent, "significant" cost to switch state, especially when 'alive' ...

Wednesday, 17th April 2019, 07:55

Forum: Dungeon Crawling Advice

Topic: Walk-through optimal exposure

Replies: 4

Views: 862

Re: Walk-through optimal exposure

If it is actually good I'd say you may ask to Ultraviolent4 if he can put on http://www.ultraviolent4.com/characters.html

If like 99% of "character guide" is bad, I'd say wiki is the best place.

Sunday, 14th April 2019, 21:34

Forum: Game Design Discussion

Topic: Throwing Brand Removals thread

Replies: 74

Views: 9443

Re: Throwing Brand Removals thread

Why?

Sunday, 14th April 2019, 11:08

Forum: Game Design Discussion

Topic: Throwing Brand Removals thread

Replies: 74

Views: 9443

Re: Throwing Brand Removals thread

I'd say: 1) if a char can afford to let a stone giant to run out of his rocks, there aren't big difference if he has unlimited rock. If a char can't afford to face a rock, it doesn't matter if it is one or unlimited. 2) abusing limited rock supply of stone giant and especially cyclops (slow speed yu...

Thursday, 11th April 2019, 20:28

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2847

Views: 437553

Re: Best/Worst Artifacts

  Code:
+10 plate armour "Seicor" {rPois rN+ rCorr}


It's rare to find armor like that on D:7.
But usually it happens when playing something like a Dr.

Tuesday, 9th April 2019, 15:37

Forum: Game Design Discussion

Topic: Eleven Hauls too early?

Replies: 10

Views: 1305

Re: Eleven Hauls too early?

Sprucery wrote:
Hellmonk wrote:and orc needs to always show up after lair

Not for venom mages imo.


O:1 can still spawn stone giant or ogre magi or even a warlord with a crossbow who are quite deadly for a squishy mage.
Or just the risk of sorceror paralysis or of a warg.
I wouldn't try it early on even with a VM.

Tuesday, 9th April 2019, 15:33

Forum: Dungeon Crawling Advice

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

Replies: 25

Views: 2855

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

How the fuck you get those stat in a game without zig raiding or chei?
(ok a DE can reach 40+ int without too much hassle, or a Dg another stat...)

Thursday, 4th April 2019, 09:42

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2847

Views: 437553

Re: Best/Worst Artifacts

  Code:
d - the amulet "Hykkuhawn" (around neck) {Reflect Fragile rF+ MR+ Str+4 Dex+7 SH+3}.


Ooookay I don't think I'm gonna remove it very soon.

Monday, 1st April 2019, 19:42

Forum: Game Design Discussion

Topic: engorged

Replies: 13

Views: 1700

Re: engorged

Unreal world is awesome but its "focus" is about survival, exploring etc. Food is a fondumental aspect in game like that (the fact that in unreal world that part is interesting and balanced way game play-wise is only a plus). Dcss "game play" has nothing to do with food, it is on...

Friday, 22nd March 2019, 17:38

Forum: Dungeon Crawling Advice

Topic: -4 slaying for +8 Str?

Replies: 13

Views: 1830

Re: -4 slaying for +8 Str?

Speed and haste\finesse\zerk stack but there's an hard limit of 0.3 to min-delay.

Friday, 22nd March 2019, 15:52

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2847

Views: 437553

Re: Best/Worst Artifacts

VeryAngryFelid wrote:I didn't know Clar is still a random ego.


Good catcha, I've discovered just now it's a special case because everyone loves special hidden rules (ok, personally I don't mind them for fixedart)
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