Search found 136 matches

Monday, 20th July 2020, 16:00

Forum: Game Design Discussion

Topic: Clock Brainstorming Thread

Replies: 35

Views: 1189

Re: Clock Brainstorming Thread

How about random monsters spawning? ⋅  Named "Pandemonium guard" ⋅  Randomish properties like Panlords, scaled to be appropriate for the floor/your level, but increasing in lethality as more spawn per floor ⋅  Chance to spawn randomly every turn you spend on a...

Wednesday, 15th July 2020, 13:59

Forum: Crazy Yiuf's Corner

Topic: Stupid ideas -- Started for 0.19, and Still Running!

Replies: 230

Views: 44855

Re: Stupid ideas -- Started for 0.19, and Still Running!

Playing as DDDe starts you on Orc:1, with Arga as starting weapon, and a balrug is generated wandering the level.
Welcome message:
You delved too greedily and too deep!

Tuesday, 14th July 2020, 13:23

Forum: Crazy Yiuf's Corner

Topic: Stupid ideas -- Started for 0.19, and Still Running!

Replies: 230

Views: 44855

Re: Stupid ideas -- Started for 0.19, and Still Running!

The player species with six limbs and a rolling ability should be called "Boring Beetle." Rolling into a wall should embed you into it: doesn't actually remove the wall but limits movement/targetting to the direction you came from. Monsters do get to target you from whichever direction (a...

Monday, 13th July 2020, 09:50

Forum: YASD! YAVP! and characters in progress too

Topic: CIP (now YASD): MfIE^Vehumet - wear Harm?

Replies: 9

Views: 457

Re: CIP: MfIE^Vehumet - wear Harm?

Ah well, Vehumet didn't offer Absolute Zero and I proceeded to severely underestimate Louise :-( (You'd think after running upstairs from her three times I'd have taken the hint to maybe revise my strategy a bit...) 63292 | Snake:4 | Offered knowledge of Lehudib's Crystal Spear by Vehumet. 63292 | S...

Friday, 10th July 2020, 16:46

Forum: YASD! YAVP! and characters in progress too

Topic: CIP (now YASD): MfIE^Vehumet - wear Harm?

Replies: 9

Views: 457

Re: CIP: MfIE^Vehumet - wear Harm?

Thanks. I got the impression poison wasn't all that great once you reach lower levels, and haven't found any rebranding scrolls, so I figured it might be better to hope for a better brand to drop before using up all my enchant scrolls? Most of my games tend to start out good and then I go squish bec...

Friday, 10th July 2020, 15:34

Forum: YASD! YAVP! and characters in progress too

Topic: CIP (now YASD): MfIE^Vehumet - wear Harm?

Replies: 9

Views: 457

CIP (now YASD): MfIE^Vehumet - wear Harm?

https://underhound.eu/crawl/morgue/rigrig/rigrig.txt Dungeon Crawl Stone Soup version 0.26-a0-257-g47e9e61525 (webtiles) character file. rigrig the Gelid (Merfolk Ice Elementalist) Turns: 59555, Time: 03:55:50 Health: 140/140 AC: 14 Str: 5 XL: 17 Next: 85% Magic: 33/33 EV: 24 Int: 22 God: Vehumet [...

Tuesday, 16th June 2020, 21:13

Forum: Game Design Discussion

Topic: Have Xom Explicitly Gift Ammo

Replies: 10

Views: 860

Re: Have Xom Explicitly Gift Ammo

Ammo type would be weighed towards the players' lowest ranged skill, with bonus points for being completely unusable.
(So people can recommend starting CK as troll: "You'll never get unusable ammo gifts!")

Friday, 29th May 2020, 23:51

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: VpEE^Ash

Replies: 0

Views: 245

YASD: VpEE^Ash

https://underhound.eu/crawl/morgue/Oki/morgue-Oki-20200529-172443.txt Dungeon Crawl Stone Soup version 0.26-a0-34-g9e0bf03589 (webtiles) character file. Game seed: 2965559056825736357, levelgen mode: deterministic 635987 Oki the Imperceptible (level 27, -11/179 HPs) Began as a Vampire Earth Element...

Wednesday, 8th April 2020, 12:28

Forum: Game Design Discussion

Topic: merfolk avoiding shallow water

Replies: 14

Views: 1463

Re: merfolk avoiding shallow water

I'm thinking "Your boots of Awesomeness {rEverything+++ Clarity etc.} meld" might come as a nasty surprise...

Tuesday, 25th February 2020, 11:36

Forum: Crazy Yiuf's Corner

Topic: New species: FooBar, Half-Foo

Replies: 2

Views: 820

New species: FooBar, Half-Foo

FooBar After choosing this, you get to pick <Foo> from existing species, and then you get to pick <Bar>. If you pick the same species, you just play that species (menu simplification: do away with the regular species choice, just always pick <Foo> and <Bar>) You always need to pick <Foo>, but can p...

Tuesday, 11th February 2020, 16:31

Forum: Game Design Discussion

Topic: drop last picked up or unequipped item with D

Replies: 6

Views: 721

Re: drop last picked up or unequipped item with D

Maybe make it "last picked up or unequipped or identified"?

Friday, 7th February 2020, 13:07

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: OpTm^Oka

Replies: 2

Views: 557

YASD: OpTm^Oka

Once again death by crawling instead of going to bed: I just killed one spriggan berserker, went upstairs to heal and forgot to refresh heroism before going back down for his buddy. Then proceeded to mindlessly tab(and even manually ignore the health warning) myself to death before figuring out what...

Thursday, 30th January 2020, 23:35

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2849

Views: 450576

Re: Best/Worst Artifacts

  Code:
the +8 hunting sling of Niemneucs (weapon) {freeze, Int+6 Stlth-}
   (You found it on level 4 of the Dungeon)
Guess I'll give slings a try.

Wednesday, 8th January 2020, 18:00

Forum: Crazy Yiuf's Corner

Topic: DCSS is unrealistic

Replies: 24

Views: 3855

Re: DCSS is unrealistic

the normal walking pace of a dungeon explorer is *really* slow
You're crawling, not walking!

Wednesday, 8th January 2020, 16:02

Forum: Game Design Discussion

Topic: Slime creature change

Replies: 8

Views: 855

Re: Slime creature change

The split mechanic could probably be improved to reduce tediousness, maybe only make them split when taking damage?

Wednesday, 8th January 2020, 12:55

Forum: Game Design Discussion

Topic: Slime creature change

Replies: 8

Views: 855

Re: Slime creature change

It would also be a nerf to their damage against AC chars and lower the chance of huge damage spikes.

Tuesday, 7th January 2020, 15:29

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 6946

Re: Update stair logic (nerf stair dancing)

How about taking a stair places you next to the other end instead of directly on top of it? When there are multiple options, make it prefer placing you on an adjacent square with a monster in it, moving the monster onto the back stair. To lower the chance of instakill surprises: when you first enter...

Wednesday, 20th November 2019, 16:35

Forum: Crazy Yiuf's Corner

Topic: Stupid ideas -- Started for 0.19, and Still Running!

Replies: 230

Views: 44855

Re: Stupid ideas -- Started for 0.19, and Still Running!

Ring of levitation: You float into the air, but are unable to control your movement. Instead, Newtonian mechanics apply: hitting/throwing things(and being hit) starts you moving in the opposite direction at a speed proportional to the damage done, slowly coming to a stop by air resistance, stopping ...

Tuesday, 29th October 2019, 16:52

Forum: Crazy Yiuf's Corner

Topic: Timed loot

Replies: 2

Views: 854

Timed loot

I feel that timed portals are a Good Thing, because a) they encourage deciding if more risky exploration[1] is worth getting there in time[2] b) they give you that warm fuzzy feeling of accomplishment when you reach them in time, c) and again when you manage to empty them[3] More Good Things would b...

Monday, 28th October 2019, 13:32

Forum: Game Design Discussion

Topic: Ianu the Silent, God of Antimagic

Replies: 10

Views: 1730

Re: Ianu the Silent, God of Antimagic

If it is to be a "mage-warrior" god, maybe (some of the active) abilities could use spell schools instead of invocations?
Silence: Hexes
Cast light: Charms
Summon allies: Summonings

Tuesday, 15th October 2019, 10:41

Forum: Game Design Discussion

Topic: Casting UI Concerns (was: No More Haste Spell)

Replies: 23

Views: 3268

Re: Casting UI Concerns (was: No More Haste Spell)

Another idea:
when automagic would cast a spell, show the targeter. That should give players a good indication who they will be casting at (or that they are still out of range)

Monday, 7th October 2019, 10:30

Forum: Game Design Discussion

Topic: Neutral monsters bad

Replies: 19

Views: 2001

Re: Neutral monsters bad

duvessa wrote:The flavour change is easy for Pikel and Kirke
But I like the flavour of freeing the slaves, "their enchantments persist" turns it into just a band of humans led by a kobold. Couldn't neutrals be changed to never attack instead?

Tuesday, 24th September 2019, 10:09

Forum: Crazy Yiuf's Corner

Topic: Unrandart proposals

Replies: 29

Views: 3855

Re: Unrandart proposals

Get rid of targeting with '.' for physical projectiles altogether. What are you doing, throwing javelins at the monsters' feet? Projectiles fired or thrown in an arc will have a pretty similar effect to pressing "." The mystery of Shoals aside, one would imagine the ceiling rather preclud...

Tuesday, 16th July 2019, 08:25

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: rF- vs Margery

Replies: 2

Views: 418

Re: YASD: rF- vs Margery

VeryAngryFelid wrote:when you are hit with fire damage while having rF-.

Thanks! I figured that was just because she did a ton of damage.

Monday, 15th July 2019, 15:28

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: rF- vs Margery

Replies: 2

Views: 418

YASD: rF- vs Margery

https://crawl.xtahua.com/crawl/morgue/oki/morgue-oki-20190715-151717.txt Dungeon Crawl Stone Soup version 0.24-a0-500-g46574c2197 (webtiles) character file. Game seed: 7825649677920747889 235023 oki the Grim Reaper (level 19, -13/174 HPs) Began as a Hill Orc Fighter on July 5, 2019. Was the Champio...

Thursday, 11th April 2019, 14:30

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 12620

Re: Shafts - Too common now?

VeryAngryFelid wrote:When you open the door, you are instantly shafted 2 levels deeper
Or maybe a transparent teleport-in only vault, with a shaft as only exit?

Monday, 11th March 2019, 10:17

Forum: Game Design Discussion

Topic: Option to display spells for books in shops

Replies: 9

Views: 1068

Re: Option to display spells for books in shops

I like the idea, but it would hide all of the book name flavor from shops :-( Maybe we could have it both?: a - Book of Air: Shock, Swiftness, Static Discharge, Airstrike, Lightning Bolt b - Book of Battle (unknown): Infusion, Shroud of Golubria, Song of Slaying, Spectral Weapon, Regeneration That m...

Thursday, 31st January 2019, 13:40

Forum: Game Design Discussion

Topic: Remove 3rd pip of fire/cold resistance

Replies: 99

Views: 10363

Re: Remove 3rd pip of fire/cold resistance

Another way to reduce inventory clutter: don't make resistances stack. So the only way to get rX++ would be finding a rX++ item, at which point you can ditch the rX+ version. Maybe simplofy resistances so they all(except MR) work the same, so something like * every pip of rX reduces damage from X by...

Tuesday, 29th January 2019, 11:19

Forum: Game Design Discussion

Topic: Level effects

Replies: 19

Views: 2283

Re: Level effects

I like the idea of level flavors for (mostly) cosmetic purposes, but don't think they should change the rules of the game. So changing map/monster generation would be fine, but no +/- LOS shenanigans or taking away stairs[1]. and branch ends should at most get purely cosmetic changes. Some ideas I l...

Tuesday, 18th December 2018, 13:06

Forum: Game Design Discussion

Topic: Power spiral

Replies: 23

Views: 3804

Re: Power spiral

you used a consumable to reduce the risk to yourself in the short term, the tradeoff is you can't use the consumable later. The point is that the same situation is less risky for stronger characters, so "optimal" play for a weak character would be to use a consumable, while a strong chara...

Thursday, 25th October 2018, 09:49

Forum: Game Design Discussion

Topic: Destroy consumables in monsters' inventories when they die

Replies: 10

Views: 2281

Re: Destroy consumables in monsters' inventories when they d

have monsters not pick up items at all, and have them sometimes generate with a consumable instead One thing that is lost from this change (not picking up items at all) is that I think it's pretty cool when a monster finds a super strong weapon on the floor. Maybe just let them not pick up consumab...

Tuesday, 21st August 2018, 13:52

Forum: Crazy Yiuf's Corner

Topic: Achievements/banners outside tournament

Replies: 0

Views: 435

Achievements/banners outside tournament

From another thread : Banners and achievements should be added to the non-tournament game. I actually quite like the idea of adding per-game achievements. My idea is to only keep track of them in a single game (for replay value, and because they might chance over time). For new players it gives some...

Thursday, 2nd August 2018, 11:55

Forum: Game Design Discussion

Topic: Can we tone down the number of two-headed ogres

Replies: 90

Views: 8554

Re: Can we tone down the number of two-headed ogres

Siegurt wrote:Two-headed ogrecrawl, all two headed ogres all the time!

Even better: N-headed ogrecrawl, where N is the depth. (Except maybe Lair+branches, which have N-headed hydras)

Friday, 22nd June 2018, 11:48

Forum: Crazy Yiuf's Corner

Topic: cat poll

Replies: 14

Views: 2096

Re: cat poll

Voted for boots, hat and scarf, was disappointed by the omission of a "Let Felid wield rapiers" option.

Also needs a "Polymorph Ogre" ability.

Friday, 8th June 2018, 18:47

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: GrEn^Oka, killed by hubris

Replies: 1

Views: 462

YASD: GrEn^Oka, killed by hubris

What have we learned today ? Dungeon Crawl Stone Soup version 0.22-a0-458-gb446440d2e (webtiles) character file. 712549 Oki the Slayer (level 27, -7/184 HPs) Began as a Gargoyle Enchanter on May 15, 2018. Was a High Priest of Okawaru. Killed from afar by an ancient lich (56 damage) ... with a crysta...

Monday, 14th May 2018, 15:04

Forum: Crazy Yiuf's Corner

Topic: Stupid ideas -- Started for 0.19, and Still Running!

Replies: 230

Views: 44855

Re: Stupid ideas -- Started for 0.19, and Still Running!

New monster: Slightly oversized* Amoeba. Stationary monsters which experience a tick of the Game of Life for every turn the player is in LOS: ⋅ Any amoeba adjacent to less than two other creatures dies from under population. ⋅ Any amoeba next to more than three creatures dies fro...

Thursday, 19th April 2018, 15:21

Forum: Game Design Discussion

Topic: YARS: Replace dodge+riposte with parry+riposte

Replies: 2

Views: 828

YARS: Replace dodge+riposte with parry+riposte

( Yet Another Riposte Suggestion) Currently riposte has a few problems: * Having better SH actually makes you riposte less often * While nice-to-have, it doesn't have all that much of an impact * Real-world ripostes are made after parrying an attack, not while jumping out of the way My suggestion is...

Friday, 13th April 2018, 09:11

Forum: Game Design Discussion

Topic: Merge Minotaur and Hill Orc into Mountain Dwarf

Replies: 17

Views: 3020

Re: Merge Minotaur and Hill Orc into Mountain Dwarf

genericpseudonym wrote:Make them one all race, but at level 7 you randomly evolve into either an orc, a dwarf, or a cow. Like draconians.
And at level 14 you randomly evolve into the "Plains", "Forest" or "Ocean" variant.

Monday, 9th April 2018, 15:35

Forum: Crazy Yiuf's Corner

Topic: Enable Beogh to all species

Replies: 10

Views: 1485

Re: Enable Beogh to all species

Enable Beogh for everything (except Dg), but replace all "orc" with <your current species>. When you are not an orc, orcs worship a random other deity instead. Beogh is an evil deity, worshipped by the cave octopodes native to the dungeon. Only octopodes may devote their service to Beogh, ...

Friday, 6th April 2018, 12:40

Forum: Crazy Yiuf's Corner

Topic: Concerning Vp Rework: Three Undead's a Crowd

Replies: 3

Views: 835

Re: Concerning Vp Rework: Three Undead's a Crowd

It's a tricky thing, axing species in baseline Stone Soup: The game has no difficulty setting, save for species, and to a lesser extent background and god choice. Maybe aptitudes and level stat bonuses could be moved from species into something new like "class"? So you get to pick * Speci...

Wednesday, 21st February 2018, 17:35

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: VpEn^Dith This is why I love Dithmenos

Replies: 3

Views: 626

Re: CIP: VpEn^Dith This is why I love Dithmenos

Majang wrote:You still had to deal with the other 23 jellies spat out by TRJ, har, har, har...
Actually, I still have to deal with them... My plan involves lots of Discord :-)
(Because I figured stabbing TRJ and having his surprise entourage tear itself to shreds on the same day would be too much fun.)

Tuesday, 20th February 2018, 23:55

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: VpEn^Dith This is why I love Dithmenos

Replies: 3

Views: 626

CIP: VpEn^Dith This is why I love Dithmenos

The helpless Royal Jelly fails to defend itself. You spit the Royal Jelly like a pig!!!!!! You kill the Royal Jelly! Didn't even need my ?vuln to try and confuse it, just walked up to it and stabbitystab :-) Full dump: Dungeon Crawl Stone Soup version 0.22-a0-228-g3692b995fa (webtiles) character fi...

Thursday, 25th January 2018, 09:41

Forum: Game Design Discussion

Topic: FR: don't obscure stairs

Replies: 0

Views: 475

FR: don't obscure stairs

This Swamp entrance has a cloud of mist on top of it. While this looks interesting, it would be nice if the stairs themselves were excluded from having mist placed on top of them, so you can actually find them. So instead of this: P.#8.>.8..##...§§§..............# ........#...#§.§§§............... ....

Friday, 12th January 2018, 11:35

Forum: Game Design Discussion

Topic: Unrandify plain jewellery bonus

Replies: 3

Views: 749

Unrandify plain jewellery bonus

This concerns rings of strength/intelligence/dexterity/protection/evasion and amulets of reflection. When wearing plain jewellery with a random bonus: upon finding find another one of the same type, optimal gameplay would be to check if it has a better bonus, which is kind of tedious for the chance ...

Friday, 12th January 2018, 11:10

Forum: Crazy Yiuf's Corner

Topic: Remove Labyrinths

Replies: 49

Views: 5967

Re: Remove Labyrinths

The minotaur fight is fun, racing to the timed portal is fun, fighting in an unusual layout is fun and the flavor is cool. This. I think the Labyrinth could be a pretty neat DCSS portal, but the experience is ruined by maprot and lack of autoexplore. Some people might like maprot and hate autoexplo...

Wednesday, 4th October 2017, 21:00

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 50521

Re: Bultungin/Gnoll Feedback

I'm liking them so far, running into a neat artefact and actually being able to use it is very nice. If we want more variety, maybe we could mess with aptitudes a bit, based on background? Something like lower all aptitudes to +7, but instead of levels your background gives +apts. +7 should still be...

Thursday, 21st September 2017, 15:41

Forum: Game Design Discussion

Topic: Don't make useless floor items

Replies: 30

Views: 4127

Re: Don't make useless floor items

Pretty sure the purpose of naga bardings on non-naga's is to openly mock the player. New proposal: If an item generates that is useless for the player and will always be useless for the player, turn it into a pre-identified overpowered randart. Bonus points for naming it something that mocks the pl...

Saturday, 2nd September 2017, 12:04

Forum: YASD! YAVP! and characters in progress too

Topic: [YASD]: VpEn^Oka, standard hubris

Replies: 0

Views: 443

[YASD]: VpEn^Oka, standard hubris

Dungeon Crawl Stone Soup version 0.21-a0-233-g0929f2e (webtiles) character file. 49212 Oki the Bewitcher (level 14, -8/96 HPs) Began as a Vampire Enchanter on Aug 30, 2017. Was the Champion of Okawaru. Mangled by a death yak (19 damage) ... on level 5 of the Lair of Beasts on Sept 2, 2017. The game...

Thursday, 31st August 2017, 09:01

Forum: Game Design Discussion

Topic: Explore all hatches on getting Orb

Replies: 16

Views: 2883

Re: Explore all hatches on getting Orb

Any reason not to just use permanent, revealed teleportation traps instead of escape hatches on islands? If all those hatches are auto generated that seems like a nice solution, but I suspect there are a bunch of vaults with pre-defined hatches, which would all need updating. I think it would be ne...

Wednesday, 30th August 2017, 14:09

Forum: Dungeon Crawling Advice

Topic: Just how strong is the speed brand on heavy weapons?

Replies: 21

Views: 3261

Re: Just how strong is the speed brand on heavy weapons?

Vorpal is +16.67% damage on average, regardless of AC. Freezing or flaming is +25% damage on average (sans resistances), regardless of AC. Speed is +50% damage on average, regardless of AC. There's not much point in making it any more complicated than that. This seems pretty straightforward, but wh...
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