Search found 18 matches

Thursday, 6th July 2017, 04:34

Forum: Game Design Discussion

Topic: Standardize summoning school naming convention

Replies: 18

Views: 3220

Re: Standardize summoning school naming convention

Ice Beast Call Blink Butterflies Call Spider Form Small Mammal Call Fireball Guardian Golem Call Deflect Missiles Forest Call Magic Dart Lightning Spire Call Hydra Call I don't like this. If the intent is to optimise left-to-right reading, then it'd be better to drop the verb entirely: Ice Beast Bl...

Thursday, 18th May 2017, 10:49

Forum: Game Design Discussion

Topic: Skill locked chests (a more palatable Archaeologist)

Replies: 31

Views: 6482

Re: Skill locked chests (a more palatable Archaeologist)

I really like the gambling aspect of this proposal. Holding onto a strongbox and Skilling while hoping for a nice item seems like fun to me. To make it less of a newbie trap, emphasise the skill gain over the item gain -- so it's competing more with Manuals than with acquirement scrolls. 1) Replace ...

Wednesday, 31st August 2016, 08:31

Forum: Game Design Discussion

Topic: God proposal: Ignapikali, the Tunneller

Replies: 20

Views: 3338

Re: God proposal: Ignapikali, the Tunneller

Some offensively oriented use of shafts would fit in nicely with the god, but I feel that shaft monster would need something else going on, or else it is a bit too similar to slimify or banishment or even Zin's imprisonment (being weaker than those abilities is not the problem—the problem is the si...

Wednesday, 23rd December 2015, 06:59

Forum: Game Design Discussion

Topic: Swap Haste and Ring of Flames

Replies: 32

Views: 3812

Re: Swap Haste and Ring of Flames

Ring of Flames is a really interesting, fun spell concept (specifically: the part that makes flame clouds, not the part that gives you the effect of wearing a ring). It is pretty distinct from other spells, and can potentially change your combat tactics. One of the main things that makes the spell u...

Friday, 18th December 2015, 23:01

Forum: Game Design Discussion

Topic: Swap Haste and Ring of Flames

Replies: 32

Views: 3812

Re: Swap Haste and Ring of Flames

I strongly support any of the proposed buffs to RoF, as it is really fun but really hard to justify using it.

Dropping Charms seems ideal for the reasons stated above; heck, even making it conj/fire would be a buff.

Tuesday, 8th December 2015, 10:16

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP! 15 Rune Deep Elf Wizard of Sif

Replies: 7

Views: 1116

Re: YAVP! 15 Rune Deep Elf Wizard of Sif

Congrats, it sounds like a fun game! Question: how would this run be different if your DEWz was an atheist with a staff of channeling? (This isn't intended as snark; it's a data point for the Sif Muna discussion.) It sounds like the miscast protection made a difference to your spell skilling... Did ...

Monday, 23rd November 2015, 20:29

Forum: Dungeon Crawling Advice

Topic: Hard to transition from early game to midgame

Replies: 40

Views: 4346

Re: Hard to transition from early game to midgame

As noted above, identify your potions and scrolls. It's a common newbie issue to hoard consumables. My game has gradually improved as I've allowed myself to use more of them. Next time you play, set a goal for the game: you're not trying to win; you're trying to die with all your consumables used up...

Friday, 20th November 2015, 06:51

Forum: Game Design Discussion

Topic: pick up rune and/or kill lord to end hell effects

Replies: 31

Views: 3876

Re: pick up rune and/or kill lord to end hell effects (poll)

Two reasons why it could be nice to tie this effect to the rune: 1) The abyssal rune is currently the only time that has a passive effect when carried. More of these effects would make the runes feel a little more like magical artifacts and a little less like philately. 2) If you're planning to kill...

Wednesday, 18th November 2015, 06:43

Forum: Game Design Discussion

Topic: Proposal: Extra spell levels for Sif Muna

Replies: 24

Views: 2724

Re: Proposal: Extra spell levels for Sif Muna

I like this idea, but having abandoning Sif prevent you from casting any spells is a bit over the top. Yeah, #2 and 3 are completely gratuitous, and note they apply if you destroy a book for some reason. What's the point of losing spells when you leave Sif? Oh cool -- I thought it would be needed f...

Monday, 16th November 2015, 07:59

Forum: Game Design Discussion

Topic: Proposal: Extra spell levels for Sif Muna

Replies: 24

Views: 2724

Proposal: Extra spell levels for Sif Muna

I find that the spell slots limit is a limit I come up against during the whole game. But if really starts to become a hard limit in extended when I have 80 slots. I think it would be really fun if Sif Muna allowed the player to have more than 80 spell slots. Gameplay Reasons: - Sif Muna doesn't pro...

Saturday, 31st October 2015, 20:24

Forum: Crazy Yiuf's Corner

Topic: Crawl inconsistencies

Replies: 17

Views: 2648

Re: Crawl inconsistencies

Beogh smites anyone who smashes an orcish idol. In former versions, TSO would smite slayers of angels. If gods are allowed to harm each other's property without anyone "asking" them to smite, then why do they have followers at all? According to these rules, whenever you play a demonspawn n...

Tuesday, 20th October 2015, 22:35

Forum: Game Design Discussion

Topic: Proposal: Change Okawaru to grant gifts to enemies

Replies: 17

Views: 2780

Re: Proposal: Change Okawaru to grant gifts to enemies

On other hand I would like to notice Oka got pretty defined design niche - it's "passive" universalistic combat god with (at least now) non-existent conduct (you dont want to hit allies anyway, escpecially strong ones), two trivial self-buffs and item gifts which are awesomely stylised &q...

Friday, 16th October 2015, 23:59

Forum: Game Design Discussion

Topic: Daily Challenge Mode

Replies: 29

Views: 7645

Re: Daily Challenge Mode

Are baileys and ice caverns and labyrinths each considered separate branches, or one combined "misc" branch? What happens if I see an ice cave and a Bailey and a treasure trove on the same floor? Does the order that I enter them change their layout? Is Gehenna a separate branch from the Ve...

Tuesday, 9th October 2012, 01:44

Forum: Technical Support

Topic: force_more_message filters?

Replies: 3

Views: 902

Re: force_more_message filters?

That makes sense. That should make ashenzari, in particular, easier... as his messages don't follow a pattern like many others do. And thanks for the note about having to save for those to work; that makes sense too. Looking at MarvinPA's rcfile, I see that runrest_stop_message has the counterpart r...

Sunday, 7th October 2012, 00:47

Forum: Technical Support

Topic: force_more_message filters?

Replies: 3

Views: 902

force_more_message filters?

I'm trying to get a force_more_message for basically everything related to gods. Specifically changes in piety, xom's actions, divine wrath. I tried this: force_more_message = god: but that puts a --more-- on "Vehumet accepts your kill".... which is too tedious to play. Then I tried: # Ann...

Wednesday, 26th September 2012, 07:06

Forum: Game Design Discussion

Topic: Invisibility seems worse at high spell power

Replies: 27

Views: 6348

Re: Invisibility seems worse at high spell power

Still the spell should not just end when you start glowing, otherwise you could cast invis, cblink a couple of times and still end up with no mutations, because when you just start glowing yellow, you do not mutate nor do you take damage from it. Actually, yes, from the moment you start glowing vis...

Wednesday, 26th September 2012, 06:44

Forum: Game Design Discussion

Topic: Invisibility seems worse at high spell power

Replies: 27

Views: 6348

Re: Invisibility seems worse at high spell power

If you are, for all intents and purposes, visible again, then the spell should just end as soon as you start glowing. Your contamination isn't going to decay enough to stop glowing while Invis is still in effect. Ooh, I like this. In one of my testings, my character turned invisible, then started g...

Tuesday, 25th September 2012, 01:25

Forum: Game Design Discussion

Topic: Invisibility seems worse at high spell power

Replies: 27

Views: 6348

Invisibility seems worse at high spell power

(from DCSS 0.10.3) Invisibility spells last longer when the caster has higher spellpower; this is one of the few cases in which having a higher spellpower or higher skill levels can be bad for the player. I'm not clear on what the solution should be; but I'm finding it's becoming a huge problem for ...

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