Search found 624 matches

Friday, 11th October 2019, 23:14

Forum: Dungeon Crawling Advice

Topic: VpEn of Dith - What should I skill next?

Replies: 16

Views: 5101

Re: VpEn of Dith - What should I skill next?

Ended up finding lots of good gear, managing to boost my int up to 30+ which made getting spells online a lot easier. I decided to go with summoning, which turned out to be the correct choice. Shadow Creatures helped supplement my offense until I was able to get Servitor + Iron Shot online, which wa...

Friday, 11th October 2019, 12:34

Forum: Dungeon Crawling Advice

Topic: VpEn of Dith - What should I skill next?

Replies: 16

Views: 5101

Re: VpEn of Dith - What should I skill next?

I don't actually have access to lightning bolt, though. I've got Conjure Ball Lightning, but with no rElec that's kind of risky to use.

Thursday, 10th October 2019, 21:49

Forum: Dungeon Crawling Advice

Topic: VpEn of Dith - What should I skill next?

Replies: 16

Views: 5101

VpEn of Dith - What should I skill next?

Just reached Depths, prepping for Vaults:5. Enchanter is the last class I haven't won with yet. If I win this character, I'll have finally completed !greaterplayer, I'd rather not lose this character because I don't think I could stand playing through the early game again. Nothing makes my eyes roll...

Sunday, 29th January 2017, 16:15

Forum: Crazy Yiuf's Corner

Topic: Remove Auxiliary Armor, Weapons, and Enchantments

Replies: 13

Views: 4165

Re: Remove Auxiliary Armor, Weapons, and Enchantments

Auxiliary armor is not a no-brainer. It balances races and mutations. Ah yes, just the other day I had to choose between wearing a hat or not on my troll. If I wore the hat I got +2 AC and see invisible, but if I did that then I wouldn't be able to see that sexy bald head on the tile graphic. I spe...

Sunday, 29th January 2017, 16:08

Forum: Crazy Yiuf's Corner

Topic: Do you actually enjoy playing crawl?

Replies: 37

Views: 12760

Re: Do you actually enjoy playing crawl?

Magic rods were cool, they were unique magical artifacts that gave you access to cool new spells and drew from their own pool of regenerating power. They were fun - I enjoyed them. But most of them got completely axed and the few that remained became limited-use wands Magic rods have been removed c...

Sunday, 29th January 2017, 07:06

Forum: Crazy Yiuf's Corner

Topic: Remove Auxiliary Armor, Weapons, and Enchantments

Replies: 13

Views: 4165

Re: Remove Auxiliary Armor, Weapons, and Enchantments

CanOfWorms wrote:actually i have a character using both a dire flail of pain and a lajatang of speed because of crosstraining bonuses


Let's remove crosstraining bonuses

Sunday, 29th January 2017, 06:10

Forum: Crazy Yiuf's Corner

Topic: Do you actually enjoy playing crawl?

Replies: 37

Views: 12760

Re: Do you actually enjoy playing crawl?

lethediver wrote:What you certainly cannot have is a game that is both full of interesting features, and strategically interesting. If you are playing to win, and you want to derive enjoyment from a game primarily from playing to win - then the simpler the ruleset, the better. See Go, Chess.


I disagree. See DOTA.

Sunday, 29th January 2017, 05:36

Forum: Crazy Yiuf's Corner

Topic: Do you actually enjoy playing crawl?

Replies: 37

Views: 12760

Re: Do you actually enjoy playing crawl?

I agree with you sage1234, I don't really like the direction this game is heading either, and as time goes on I find myself drawn more and more to previous verisons of Crawl. It seems the majority of the community, or at least the vocal online portion of it, is happy with the way the game is progres...

Sunday, 29th January 2017, 04:55

Forum: Crazy Yiuf's Corner

Topic: Remove Auxiliary Armor, Weapons, and Enchantments

Replies: 13

Views: 4165

Remove Auxiliary Armor, Weapons, and Enchantments

Auxiliary armor adds nothing interesting to the game and presents no interesting decisions. If you find a pair of boots on the ground, there is no reason to not wear them. Furthermore, enchantments are also a big problem. Now that you don't have to enchant hides anymore and curses can't be broken wi...

Wednesday, 12th October 2016, 02:05

Forum: Crazy Yiuf's Corner

Topic: Enemies should drop chunks!

Replies: 7

Views: 2619

Re: Enemies should drop chunks!

Alternative proposal: Remove food

Tuesday, 4th October 2016, 21:41

Forum: Game Design Discussion

Topic: New Hosted Branch: Thorn God

Replies: 49

Views: 24005

Re: New Hosted Branch: Thorn God

Just won a three rune DrAs of Wudzu. The bonus AC, Spiny 3, clarity and retaliatory headbutt were nice, but it felt like that's all there was to the god. I tried using the snaplasher vines and they tore through popcorn enemies, but they just died extremely quickly as soon as they got in range of any...

Tuesday, 4th October 2016, 21:32

Forum: Game Design Discussion

Topic: Should there be MR-ignoring confusion attacks?

Replies: 15

Views: 4800

Re: Should there be MR-ignoring confusion attacks?

If we plan on making non-magical status effects resisted by MR, I propose we also change MR to SR, "status resistance", for clarity. There is nothing magical about being bitten by a tarantula or stung by a hornet.

Tuesday, 4th October 2016, 17:23

Forum: Game Design Discussion

Topic: New Hosted Branch: Thorn God

Replies: 49

Views: 24005

Re: New Hosted Branch: Thorn God

Also, guarantee a D:4 temple as well. The point is to test the god, not play half the game godless.

Monday, 3rd October 2016, 03:10

Forum: Game Design Discussion

Topic: New Hosted Branch: Thorn God

Replies: 49

Views: 24005

Re: New Hosted Branch: Thorn God

n1000 wrote:
the Griggy thread wrote:Fedhas' sibling shares the god's affinity for flora but relishes the pestilential spread of brambles rather than the maintenance of the natural order.


Ah, well I feel like that should have been mentioned in the header post here.

Monday, 3rd October 2016, 01:11

Forum: Game Design Discussion

Topic: New Hosted Branch: Thorn God

Replies: 49

Views: 24005

Re: New Hosted Branch: Thorn God

I'm seeing a huge theme overlap here with Fedhas, they both do different things but the theme is just too similar in my opinion. We're going to have two different gods of plants now? I'm also not convinced that what this god offers is even good, like in what world is a 5% chance to not take damage f...

Monday, 3rd October 2016, 00:28

Forum: Game Design Discussion

Topic: New hosted branch: Basajaun species and High Elf removal

Replies: 94

Views: 34180

Re: New hosted branch: Basajaun species and High Elf removal

Just won a BaFE today, the whole game felt like I was playing a human spellcaster that can't wear armor and has crap defense but a billion health. Felt like a pretty easy game overall, I don't really feel like they are lacking as far as power, but they don't really feel all that unique. That being s...

Saturday, 10th September 2016, 21:51

Forum: Crazy Yiuf's Corner

Topic: Some funny Crawl things that don't make sense

Replies: 73

Views: 37147

Re: Some funny Crawl things that don't make sense

The one that always gets me is that the orb of destruction is so immensely destructive that it will obliterate massive stone giants and send blood and chunks flying several meters every direction, and is strong enough to disintegrate stone walls, but a tiny wooden buckler will stop it dead.

Saturday, 6th August 2016, 06:39

Forum: Crazy Yiuf's Corner

Topic: sex ed

Replies: 27

Views: 8256

Re: sex ed

duvessa wrote:you should never flush condoms, they clog pipes really easily. put them in the garbage instead


Well OK but I think it's harder to flush a garbage bag

Saturday, 6th August 2016, 06:35

Forum: Crazy Yiuf's Corner

Topic: all ants should have stasis

Replies: 6

Views: 1677

Re: all ants should have stasis

duvessa wrote:formicid monsters shouldn't exist and neither should monster stasis


Why and why?

Friday, 5th August 2016, 14:30

Forum: Crazy Yiuf's Corner

Topic: New branches or runes?

Replies: 7

Views: 2019

Re: New branches or runes?

I'd just like an alternative to Lair.

Monday, 1st August 2016, 22:10

Forum: Dungeon Crawling Advice

Topic: Singing sword

Replies: 12

Views: 3538

Re: Singing sword

If you enjoy fun I would recommend using it

Monday, 1st August 2016, 21:58

Forum: Game Design Discussion

Topic: Vampire blood simplification

Replies: 14

Views: 3800

Re: Vampire blood simplification

I mean, among other things, I just wanna be able to drink from tarantulas/orb spiders, so that if I get spider I don't have to leave partway through to go bottle some monsters so that I can regenerate health Vampires are actually kind of fun to play up until you hit the lair branches, at which poin...

Tuesday, 26th July 2016, 11:08

Forum: Game Design Discussion

Topic: Let Lichform drink potions

Replies: 55

Views: 12186

Re: Let Lichform drink potions

Because if you can cast neromut than you can cast ddoor except ddoor is way better than anything necromut gives you and you can't cast them at the same time. Can't you just end the form and then cast? Any situation where you would be unable to end lichform is also a situation where you wouldn't be ...

Friday, 22nd July 2016, 23:31

Forum: Crazy Yiuf's Corner

Topic: Terrible design choice and service

Replies: 151

Views: 40314

Re: Terrible design choice and service

dpeg wrote:If a feature never kills anybody (assuming good play), then it didn't really exist.


I mean if you take that logic and apply it to some of the people here then there basically isn't a game after the first dungeon floor

Friday, 22nd July 2016, 23:27

Forum: Crazy Yiuf's Corner

Topic: Strength in Numbers Monster

Replies: 15

Views: 3590

Re: Strength in Numbers Monster

Ettins should be the exact same but instead of sheep they use hill giants

Friday, 22nd July 2016, 16:09

Forum: Crazy Yiuf's Corner

Topic: Terrible design choice and service

Replies: 151

Views: 40314

Re: Terrible design choice and service

It's my idea of fun, though. Remembering safe ground is bullshit, dumb, and should be changed, but the core of it, forcing the player to find the upstairs on a level he's unprepared for, is a lot of fun. Weighing the pros/cons and making the decision to shaft yourself out of a bad situation on Fo a...

Friday, 22nd July 2016, 15:32

Forum: Crazy Yiuf's Corner

Topic: Terrible design choice and service

Replies: 151

Views: 40314

Re: Terrible design choice and service

Being forcibly placed out-of-position into an unexplored floor full of out of depth monsters (comparative to your level) and being forced to travel back up three staircases, probably triggering timed portals on the way, all because "well you didn't passively detect that shaft trap", is not...

Friday, 22nd July 2016, 14:04

Forum: Crazy Yiuf's Corner

Topic: Terrible design choice and service

Replies: 151

Views: 40314

Re: Terrible design choice and service

Can we actually remove shafts though

Thursday, 21st July 2016, 01:27

Forum: Dungeon Crawling Advice

Topic: Auto-pickup settings

Replies: 10

Views: 2999

Re: Auto-pickup settings

Because it's fun to use even if it's bad in 95% of situations

Wednesday, 20th July 2016, 23:56

Forum: Crazy Yiuf's Corner

Topic: Number of CMut Pots?

Replies: 3

Views: 1470

Re: Number of CMut Pots?

In my experiences before they were made more common, I typically only found one or two, at most.

Wednesday, 20th July 2016, 23:41

Forum: Dungeon Crawling Advice

Topic: Auto-pickup settings

Replies: 10

Views: 2999

Re: Auto-pickup settings

What? This was moved out of GDD? This feature doesn't actually exist outside of RC (and the rc edit doesn't actually do what I'm suggesting). I'm asking for an in-game interface tweak that just lets you check items on the unidentified item list screen Also RC doesn't handle exceptions. For example, ...

Wednesday, 20th July 2016, 22:13

Forum: Dungeon Crawling Advice

Topic: Auto-pickup settings

Replies: 10

Views: 2999

Auto-pickup settings

There are certain items that are set to not be picked up by default that I usually always want to pick up (such as immolation), and certain items that are set to be picked up by default that I usually never want to pick up (such as potions of flight). It would be very convenient if it was possible t...

Wednesday, 20th July 2016, 20:14

Forum: Crazy Yiuf's Corner

Topic: Theoretical Unavoidable Death?

Replies: 30

Views: 7595

Re: Theoretical Unavoidable Death?

arandomperson12 wrote:What if one of them spawned on top of a zot trap and paralyzed you?


Monsters don't trigger traps when generated on top of one.

Wednesday, 20th July 2016, 19:07

Forum: Crazy Yiuf's Corner

Topic: Don't generate wand of flame past D:5

Replies: 6

Views: 2101

Re: Don't generate wand of flame past D:5

It actually stays useful until the end of lair (and sometimes swamp, when it generates) as a "wand of kill things standing in water" - namely, eels. After that you can just turn it off on the auto pickup menu.

Wednesday, 20th July 2016, 13:09

Forum: Crazy Yiuf's Corner

Topic: FR: Shatter creates permenant shafts

Replies: 2

Views: 1086

Re: FR: Shatter creates permenant shafts

The game already teases you by destroying nearby walls. I wont be satisfied until every tile in the dungeon is an empty void
Think about how fun it would be to fall from D:1 all the way to Zot:5

Wednesday, 20th July 2016, 05:41

Forum: Game Design Discussion

Topic: Give komodo dragons rSlayDragon-

Replies: 15

Views: 4016

Re: Give komodo dragons rSlayDragon-

Haelyn wrote:I'm 70% certain this is a stupid idea but maybe there should be a Slay(speciesgroup) brand.


If you go back in time and play ancient versions of Crawl you can enjoy beating down scrubs with your +1, +2 dwarven spiked flail of orc slaying.

Wednesday, 20th July 2016, 05:38

Forum: Crazy Yiuf's Corner

Topic: FR: Shatter creates permenant shafts

Replies: 2

Views: 1086

FR: Shatter creates permenant shafts

Make shatter destroy floor tiles, leaving a permanent shaft trap in its place that has a 100% chance to suck in anything that walks over it. This can happen under any normal floor tile including the tile the player or enemy is standing on.

Wednesday, 20th July 2016, 03:46

Forum: Game Design Discussion

Topic: Show when a summon is about to despawn

Replies: 9

Views: 2305

Re: Show when a summon is about to despawn

MainiacJoe wrote:In trunk allies are shown as green circles, change that to a dashed circle?


We could also do both the white summon dot and a dashed circle.

Tuesday, 19th July 2016, 22:48

Forum: Game Design Discussion

Topic: New Naga Unique - Stheno

Replies: 16

Views: 4173

Re: New Naga Unique

Medusa had wings, and snakes as hair. Poison? Multiple attacks? Flight? In general, her portraits were used to cause fear in the enemies. Add a fear effect, so that you can't get closer and axe her while she's petrifying you? Make the aura disappear when she's blind or cannot see the player or is h...

Tuesday, 19th July 2016, 20:29

Forum: Crazy Yiuf's Corner

Topic: Fix Deep Dwarves

Replies: 42

Views: 13015

Re: Fix Deep Dwarves

dowan wrote:Well... they would be absurdly good if they could rest to heal but kept their damage shaving.


They're already absurdly good, if they could regenerate health they would be straight up broken.

Tuesday, 19th July 2016, 18:37

Forum: Game Design Discussion

Topic: Make mottled dragons/draconians acidic

Replies: 21

Views: 6548

Re: Make mottled dragons/draconians acidic

Shard1697 wrote:
Laraso wrote:I think sticky flame is more interesting than bolts of acid.
Why?


Because the idea of igniting something and watching them burn to a crisp is cooler than just simply doing some flat damage like every other breath attack?

Tuesday, 19th July 2016, 18:33

Forum: Game Design Discussion

Topic: New Naga Unique - Stheno

Replies: 16

Views: 4173

Re: New Naga Unique

Rast wrote:Name: Medusa
Instead of petrifying aura, give her the petrify spell and blink


Wouldn't that basically just make her a basilisk that knows blink

Tuesday, 19th July 2016, 18:30

Forum: Game Design Discussion

Topic: Make mottled dragons/draconians acidic

Replies: 21

Views: 6548

Re: Make mottled dragons/draconians acidic

Rather than transforming mottled into yellows and removing yellows, wouldn't it make more sense to just remove mottled and keep yellow? I would be more inclined to find a way to make sticky flamerelevant instead. I think sticky flame is more interesting than bolts of acid.

Tuesday, 19th July 2016, 13:05

Forum: Game Design Discussion

Topic: Make Amulet of Harm a counterpart to Inaccuracy

Replies: 11

Views: 2701

Re: Make Amulet of Harm a counterpart to Inaccuracy

What's wrong with having a second negative amulet?

Tuesday, 19th July 2016, 13:03

Forum: Game Design Discussion

Topic: Disallow Labyrinth Minotaur from teleporting

Replies: 20

Views: 5051

Re: Disallow Labyrinth Minotaur from teleporting

Couldn't you fix this by simply making it so that labyrinth minotaurs can't pick up scrolls/wands of teleportation? This would be completely invisible to the player so it wouldn't be spoilery.

Tuesday, 19th July 2016, 13:00

Forum: Game Design Discussion

Topic: Show when a summon is about to despawn

Replies: 9

Views: 2305

Show when a summon is about to despawn

It can often be annoying, especially with longer-lasting summons such as Makhleb demons that will often participate in multiple fights, to have your ally spontaneously disappear while blocking an enemy / chokepoint. It would be a good idea to show when a summon is close to despawning. When there are...

Tuesday, 19th July 2016, 12:56

Forum: Game Design Discussion

Topic: Make Amulet of Harm a counterpart to Inaccuracy

Replies: 11

Views: 2701

Make Amulet of Harm a counterpart to Inaccuracy

My first idea was bad, I'll admit. I think this one is better though.

Reduce amulet of harm's damage taken increase to 15%. Remove the damage bonus and remove the unequip penalty. Make it always spawn cursed. Now it's a counterpart to the amulet of inaccuracy.

Tuesday, 19th July 2016, 12:20

Forum: Game Design Discussion

Topic: Make removing an Amulet of Harm cause rot

Replies: 4

Views: 1572

Re: Make removing an Amulet of Harm cause rot

I have no idea why you think having an amulet that destroys a few curing potions every time you take it off would be a good idea in any way whatsoever. Losing a single potion of curing is way less annoying than losing all your skill levels early on. You're probably right about not having a strategi...

Tuesday, 19th July 2016, 12:10

Forum: Game Design Discussion

Topic: Species Proposal: Spectre

Replies: 16

Views: 4170

Re: Species Proposal: Spectre

genericpseudonym wrote:Since the spectres already have a silence aura, though, it doesn't do too much to them


That's the entire point of my post

Tuesday, 19th July 2016, 02:57

Forum: Game Design Discussion

Topic: Make removing an Amulet of Harm cause rot

Replies: 4

Views: 1572

Make removing an Amulet of Harm cause rot

Just minor rot, like maybe 4 - 5 HP. Obviously this would involve removing the drain-on-removal aspect of it. This would still discourage amulet swapping, but would be much less annoying since you could fix it by quaffing one of your 30 potions of curing, rather than dealing with the very heavy drai...
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