Search found 38 matches

Friday, 22nd February 2013, 08:17

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: MiFi of Trog

Replies: 2

Views: 820

YASD: MiFi of Trog

Clarity! THE ANSWER WAS CLARITY! EEEEEHHHH TIMES UP YOU LOSE! :P This game was fun though, especially Cig's Wizlab Dungeon Crawl Stone Soup version 0.12-a0-2283-g14445a6 (tiles) character file. Scum the Conqueror (Minotaur Fighter) Turns: 55694, Time: 02:45:07 HP 228/228 AC 43 Str 23 XL: 22 Next: 81...

Thursday, 21st February 2013, 09:27

Forum: Game Design Discussion

Topic: Feedback on item generation in Trunk

Replies: 14

Views: 3545

Re: Feedback on item generation in Trunk

A rod of demonology on d3. 2 wands of healing d2. There's more but you get the point.

Thursday, 21st February 2013, 00:39

Forum: Game Design Discussion

Topic: Feedback on item generation in Trunk

Replies: 14

Views: 3545

Re: Feedback on item generation in Trunk

Feedback on item generation in Trunk? it hasn't changed I was afraid of that. That either means something odd happens to the RNG for a time after installing or something is broken. It happens that we find very different, generally very rare items much earlier now, on several machines. I'll post wit...

Wednesday, 20th February 2013, 23:43

Forum: Game Design Discussion

Topic: Feedback on item generation in Trunk

Replies: 14

Views: 3545

Re: Feedback on item generation in Trunk

Said friend reports +2 Ice Dragon armour on d2.

Wednesday, 20th February 2013, 23:38

Forum: Game Design Discussion

Topic: Feedback on item generation in Trunk

Replies: 14

Views: 3545

Feedback on item generation in Trunk

Recently a friend and I have been playing in Trunk, and while it could be tweaked in any number of ways to amplify aspects of the game like item generation for rapid testing, I wanted to clarify changes to the item generation behavior in the potential Stable release. So far I've seen early quickblad...

Saturday, 16th February 2013, 06:13

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: MiBe of Trog

Replies: 1

Views: 772

CIP: MiBe of Trog

So, this is the farthest I've been with a Minotaur, and is looking like my first victory! I was wondering, where I could go next, or what would be the next logical choice, based on my gear and skills? Dungeon Crawl Stone Soup version 0.11.0 (tiles) character file. Jiru the Slayer (Minotaur Berserker...

Sunday, 9th December 2012, 00:32

Forum: Game Design Discussion

Topic: Dwarven Shields?

Replies: 9

Views: 2729

Re: Dwarven Shields?

Ah, well then discussion over. The reason that I do find it necessary to know, besides curiosity, is that dwarven armour is explicit about it being difficult to cast in, while racial secondary armor doesn't matter, shields also have a casting penalty that is unclear if modified by dwarven status. Th...

Saturday, 8th December 2012, 22:30

Forum: Game Design Discussion

Topic: Dwarven Shields?

Replies: 9

Views: 2729

Re: Dwarven Shields?

almost triple normal shields. I think you're misunderstanding the formula. "increased by 13%" means that you get 13% of the base shield value (i.e. 13% of 5 for normal shields) added to your blocking value. I was aware of that. I simply said the value was triple that of the normal, which ...

Saturday, 8th December 2012, 22:24

Forum: Game Design Discussion

Topic: Dwarven Shields?

Replies: 9

Views: 2729

Re: Dwarven Shields?

It seems it isn't as beneficial as I thought! Thanks! There seems to be a lot of contention about the usefulness of shields vs. killing things faster with heavier weapons. Shields always give me a nice edge as I tend not to find great two handers, and as a caster hybrid rely on melee to get me out o...

Saturday, 8th December 2012, 21:58

Forum: Game Design Discussion

Topic: Dwarven Shields?

Replies: 9

Views: 2729

Dwarven Shields?

In the shields section there is a section describing the shield skill bonus for various racial shields: "For a physical shield (Buckler, Shield and Large Shield), Block is the shield's blocking value, equal to the base shield bonus (3 for Buckler, 5 for Shield, 7 for Large Shield), increased by...

Wednesday, 28th November 2012, 06:34

Forum: Dungeon Crawling Advice

Topic: Wizards! How do you train your book of Minor Magic?

Replies: 21

Views: 5332

Re: Wizards! How do you train your book of Minor Magic?

Conjurations to 5 Spellcasting to 5 (Magic Dart Power Maxed) Learn: Blink, Summon Imp, Mephitic Cloud (I used to get Repel Missiles and Slow until I realized they aren't useful if you play carefully anyway) Spellcasting to 10 (Learn Conjure Flame as soon as it becomes available) The extra spellcasti...

Wednesday, 28th November 2012, 04:47

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 2661274

Re: Best/Worst Artifacts

The +0 +6 Demon Whip of Inference {pain, +Lev, rF+} Will go nicely with the +1 Wizard Hat "Fridur" {rF++, Acc +4, Stlth+} Haven't even cleared the Mines and I've already acquired a +2 Dwarven Buckler of Reflection! :D Awaiting the retribution of Xom on my RNG. :twisted: Edit: Aaaand overwh...

Tuesday, 2nd October 2012, 07:09

Forum: Game Design Discussion

Topic: Jewelry

Replies: 6

Views: 1965

Re: Jewelry

If you want to be evil, make it so it doesn't cause contamination; it instead causes things that contaminate you to do so more than usual. That will fix the problem of being too obvious. Come to think of it, that could make for an interesting bad randart property. You know, that is not a half bad i...

Monday, 17th September 2012, 20:05

Forum: Game Design Discussion

Topic: Mercenary Card Feedback

Replies: 1

Views: 1670

Re: Mercenary Card Feedback

I've just gotten a nice Tengu, but even with Ctrl+t set to the most liberal rules he won't switch his weapon out for a better one. I assume this is because he is a durable summon. I was really hoping not to see this because it seems to me this buffs evocations and nemelex without the potential for a...

Sunday, 16th September 2012, 22:30

Forum: Game Design Discussion

Topic: Scroll of Summoning: data, questions and possible reform

Replies: 4

Views: 1556

Re: Scroll of Summoning: data, questions and possible reform

Was it ever changed (or not) for these to merge with the Unholy Resurrection spell creatures? I haven't tested this in any version, worth a wizmode trial, and it is/was Twisted Resurrection unless the name got a changed recently. I've just now recieved my first permanent Kenku mercenary named Kemeh...

Sunday, 16th September 2012, 22:28

Forum: Game Design Discussion

Topic: Scroll of Summoning: data, questions and possible reform

Replies: 4

Views: 1556

Re: Scroll of Summoning: data, questions and possible reform

With twisted ressurection to get small and large abominations, it seems like a glaring redundancy at the very least. I can see your point onton, but it seems irrelevant since there is a delay of 3-6 turns (trusting the wiki for lack of better options) between starting a teleport and the teleport tak...

Sunday, 16th September 2012, 09:40

Forum: Game Design Discussion

Topic: Scroll of Summoning: data, questions and possible reform

Replies: 4

Views: 1556

Scroll of Summoning: data, questions and possible reform

I've been lurking and haven't seen too many threads with much input on the scroll of summoning. I'd really like to know how many scrolls of summoning someone would see in an average game and the length of that game (early, mid, 3-15 rune, endgame and post-endgame). I've yet to dig into the code to f...

Sunday, 17th June 2012, 04:57

Forum: Game Design Discussion

Topic: hides

Replies: 44

Views: 8333

Re: hides

I like that mister smock. Quicksilver dragons are rare/dangerous enough to give a cool reward for, and getting lucky skinning it, I think. The idea is that more armors aren't necessarily a problem, but hides make an interesting solution to spawning items, they spawn only on monsters, or so rarely on...

Friday, 15th June 2012, 01:26

Forum: Game Design Discussion

Topic: hides

Replies: 44

Views: 8333

Re: hides

I think the current set of armors is difficult to add to without introducing a lot of overlap. Currently you have the choice between regular armor and dragon armor. Regular armor will often have a random ego property or be a randart. Dragon armor has much better base stats, but the additional prope...

Wednesday, 13th June 2012, 22:00

Forum: Game Design Discussion

Topic: hides

Replies: 44

Views: 8333

Re: hides

Randart animal skins are not any more interesting than randart robes, the only difference is weight and you probably didn't even know about that because why would you care? Who are you replying to? Actually I did know the weight difference, I care to know that because I'd like to be informed on the...

Wednesday, 13th June 2012, 09:45

Forum: Game Design Discussion

Topic: Remove most armours from the game

Replies: 77

Views: 17283

Re: Remove most armours from the game

I said this in a thread about the usefulness (or lack thereof) of hides in the game. While hides give resistances now the thread basically talks about why hides themselves are a flavorful but kind of useless intermediate item to dragon armors. I'd hate to see the art assets and sprite work for the c...

Wednesday, 13th June 2012, 08:56

Forum: Game Design Discussion

Topic: hides

Replies: 44

Views: 8333

Re: hides

And what's more while Draconian's get a new 'Earth' draconian out of grey Draconians, we could get a wider variety of Dragon Armor niches. Quicksilver gives running. Make it happen. QDA erry day. Shadow gives... partial rTorment? Necromancy boost? Iron gives extra AC... maybe an Earth boost? Somethi...

Sunday, 10th June 2012, 08:46

Forum: Game Design Discussion

Topic: Draconian Armour Balancing and Feedback before 0.11

Replies: 22

Views: 5468

Re: Draconian Armour Balancing and Feedback before 0.11

I'm reading your arguments and and all that, but I've totally lost what your point is now. What are we trying to do here? Buff Draconians? Revert them back to having body armor with no auxilllary slots? Be more realisitic? Slice off their vestigial wings? Come up with some weird, complicated synerg...

Friday, 8th June 2012, 02:34

Forum: Game Design Discussion

Topic: Draconian Armour Balancing and Feedback before 0.11

Replies: 22

Views: 5468

Re: Draconian Armour Balancing and Feedback before 0.11

XuaXua wrote:That's old Tiamat. Now Tiamat just gets the cloak. The wiki needs to be updated for the newer game version (as usual).


I should read my own links! The revision was discussed on the devwiki I posted!

Friday, 8th June 2012, 01:45

Forum: Game Design Discussion

Topic: Draconian Armour Balancing and Feedback before 0.11

Replies: 22

Views: 5468

Re: Draconian Armour Balancing and Feedback before 0.11

Dr do not need help in melee. I've won 7 Dr since the armour change and every one of them was a tabber to some extent. GDR is nice but not necessary. You can use statue/dragon form if you really want it. Felids and octopodes can't wear dragon armour either. Tabber as in tab attack correct? The armo...

Thursday, 7th June 2012, 21:32

Forum: Game Design Discussion

Topic: Draconian Armour Balancing and Feedback before 0.11

Replies: 22

Views: 5468

Re: Re:

Perhaps they should get only 50 extra regen and the current malus to food cost. That means you get diminishing returns. Way more food cost on top of a troll's prohibitively costly food needs does not sound broken, it wouldn't be optimal, and certainly not optimal or as broken as a Troll with a ring...

Wednesday, 6th June 2012, 21:53

Forum: Game Design Discussion

Topic: hides

Replies: 44

Views: 8333

Re: hides

I suggest removing plain animal skins altogether and instead make several more interesting skins of butcherable monsters to enchant. Why should Dragons and Trolls have all the fun? Turtle Shell Mail- Moderate weight but medium AC and a bit of SH to compensate. I support this only if it comes with f...

Wednesday, 6th June 2012, 01:13

Forum: Game Design Discussion

Topic: Draconian Armour Balancing and Feedback before 0.11

Replies: 22

Views: 5468

Re:

Draconians get +4 AC at start, and gain another 9, for +13 AC at xl27. That's more AC than Mottled Dragon Armour, without the scroll cost or the EV penalty. Yeah, they don't make decisions about body armour, but restricting any armour slot will necessarily remove potential decisions. Reducing varie...

Tuesday, 5th June 2012, 07:26

Forum: Game Design Discussion

Topic: Improving Xom!!!

Replies: 68

Views: 23965

Re: Improving Xom!!!

I am a huge fan of Zincland's POWDER, in POWDER, XOM imitates the other gods and will increase or decrease in piety or incur penance according to the other God's restrictions. This wouldn't lend itself too well in Crawl but recently some suggest a 'god of requests'. I really liked having to switch t...

Tuesday, 5th June 2012, 07:15

Forum: Game Design Discussion

Topic: God of Requests

Replies: 7

Views: 1894

Re: God of Requests

I would REALLY like to see Xom be made into a god that demanded things as part of his whims, and rewards faithful servants.

Tuesday, 5th June 2012, 07:10

Forum: Game Design Discussion

Topic: Draconian Armour Balancing and Feedback before 0.11

Replies: 22

Views: 5468

Re: Draconian Armour Balancing and Feedback before 0.11

That means this version has removed dragon armour for Draconians, that is, basically a resist and given them a 'super-robe' for free as you said. By level 27 that +12 (wiki is old but says +13 max AC) versus 16 AC (don't forget Guaranteed damage reduction!Which i don't think Draconian natural AC has...

Tuesday, 5th June 2012, 06:35

Forum: Game Design Discussion

Topic: hides

Replies: 44

Views: 8333

Re: hides

I suggest removing plain animal skins altogether and instead make several more interesting skins of butcherable monsters to enchant. Why should Dragons and Trolls have all the fun? Wolf Hide- Stealth bonus. (Dex or Ev bonus?) Polar Bear/Grizzly Bear Pelt- Armour slot berzerk for free amulet. If you ...

Tuesday, 5th June 2012, 03:59

Forum: Game Design Discussion

Topic: Draconian Armour Balancing and Feedback before 0.11

Replies: 22

Views: 5468

Re: Draconian Armour Balancing and Feedback before 0.11

They could stand some balancing if they are too easy as is while being limited in armor variety. +13 AC is pretty good by endgame, but all dragon armor except steam and mottled that is fully enchanted is much, much better still. I guess it comes down to, it is still viable, but can we get to end gam...

Tuesday, 5th June 2012, 03:32

Forum: Game Design Discussion

Topic: Draconian Armour Balancing and Feedback before 0.11

Replies: 22

Views: 5468

Draconian Armour Balancing and Feedback before 0.11

I'd like some feedback about the Draconian armour changes in 0.10. Namely, has it been easier or harder for your chosen class with the new scheme? What changes have you made in playstyle? I am of the opinion that Draconians should get dragon armour back, with some flavorful twists to it's use. Robes...

Monday, 14th May 2012, 00:01

Forum: Game Design Discussion

Topic: Highscore UI

Replies: 1

Views: 767

Highscore UI

It seems so obvious that I take for granted the ability to check my highscores in games. Why Crawl shows the score screen ONLY on death and make that UI impossible to navigate to in-game is beyond me. This sounds very easy to implement from a coding perspective. Less easy, but also would be apprecia...

Friday, 23rd March 2012, 00:08

Forum: Game Design Discussion

Topic: Draining: a sensible solution

Replies: 18

Views: 4685

Re: Draining: a sensible solution

Rast, I really like that idea actually, perhaps you could INCREASE the HD of monsters as well so that killing draining monsters returns you XP. Or you could go the Stats>HD way and even gain power from killing, like boosts to your stats for HD you drain, reasonably short lived or capped. A random po...

Friday, 2nd March 2012, 08:23

Forum: Game Design Discussion

Topic: Draining: a sensible solution

Replies: 18

Views: 4685

Re: Draining: a sensible solution

It looks like most of you are focused more on monster>player effect of drain branded things, I'm more interested in making the brand an actual unique and desirable brand in it's own way. I could hardly argue that drain was balanced, it seems mediocre, boring and confusing. Hit by drain? Less XP. Use...

Tuesday, 28th February 2012, 05:22

Forum: Game Design Discussion

Topic: Draining: a sensible solution

Replies: 18

Views: 4685

Draining: a sensible solution

I think a combination of XP loss, mediocre damage and lack of significant advantage through HD reduction is making the all too common draining brand a real letdown in terms of flavor. I have a solution that would require a bit of tweaking but in the end makes it a much more interesting and useful br...

Return to advanced search

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