Search found 6452 matches

Tuesday, 10th September 2019, 01:37

Forum: Game Design Discussion

Topic: Formicids should not get swift

Replies: 62

Views: 22326

Re: Formicids should not get swift

Because their effect is the same, regarding movement. They make you move faster. That's a seriously circular argument "Faster movement is the same as haste because haste makes you move faster" is as weak as it gets. Game-wise "moving faster" is an *effect of being hasted* not th...

Monday, 9th September 2019, 21:07

Forum: Game Design Discussion

Topic: Formicids should not get swift

Replies: 62

Views: 22326

Re: Formicids should not get swift

Ok I'm sorry I thought it was obvious that "Imo formicid should not be fast because they can't be hasted". In case you missed it, humans and spriggans can be hasted and slowed. You still haven't answered the question of "Why does one imply the other" Why does "can't be hast...

Monday, 9th September 2019, 19:28

Forum: Game Design Discussion

Topic: Formicids should not get swift

Replies: 62

Views: 22326

Re: Formicids should not get swift

Consistency yes, flavour not. Like I said, I don't care what the Switfness description is, I care about the effect. It is the gameplay that suffers currently. What aspect of gameplay is deteriorated? Do you feel that "you move faster" and "haste" are not sufficiently different f...

Monday, 9th September 2019, 18:14

Forum: Dungeon Crawling Advice

Topic: Short Newperson Questions

Replies: 196

Views: 75172

Re: Short Newperson Questions

Still not sure: is the racial experience modifier (e.g. - 1 for DE) a factor only for gaining character levels (1-27) or does this factor into all experience gained, by that I mean affecting the rate at which skill levels are raised? Up until recently I assumed the former, thus believing that for 3...

Monday, 9th September 2019, 17:35

Forum: Game Design Discussion

Topic: Formicids should not get swift

Replies: 62

Views: 22326

Re: Formicids should not get swift

Imo the reason for a species like this to exist is described in what Implojin wrote earlier: The idea was to force interesting play by limiting players' ability to press 'undo' (with translocations, or by walking away) after making poor engagement decisions. Swiftness clearly should not be allowed ...

Sunday, 8th September 2019, 00:17

Forum: Crazy Yiuf's Corner

Topic: My glorious return!

Replies: 27

Views: 9097

Re: My glorious return!

Is getting out of zot:5 in a 3-rune orb run still the unfair garbage that made me quit in .21 or was it nerfed I'm not sure what you mean.. Controlled teleport/blink and PoG still don't work with the orb, and uncontrolled teleports are still delayed, if that's what you mean. (I don't find that that...

Sunday, 8th September 2019, 00:03

Forum: Contributions

Topic: Saving skill configurations

Replies: 4

Views: 3682

Re: Saving skill configurations

I assume "character build" includes race+background+weapon choice (where available?) and "remembered" stuff includes inital skill focus choices and skill targets? Really you can actually write this into your .rc file already with some effort (you can use LUA to determine what bui...

Saturday, 7th September 2019, 23:53

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: MfGl^Hep

Replies: 4

Views: 2232

Re: YASD: MfGl^Hep

So for V:5 initial rush, the things you need to do are: 1. Control the number of things attacking you at a time, this involves things like enslavement and paralysis, as well as limiting the number of ways people can approach you, the two-square wide corridors that you were in are decent, if not idea...

Friday, 6th September 2019, 04:45

Forum: Technical Support

Topic: I want to read logfile in detail

Replies: 4

Views: 3640

Re: I want to read logfile in detail

The format isn't documented anywhere except the source. See hiscores.cc. Here's a quick overview of the fields you didn't guess. lv: version of this logfile record. 0.1 is the only value in use. vsav / vsavrc: Version tags associated with your save file. Only useful for debugging. absdepth: "a...

Tuesday, 3rd September 2019, 20:06

Forum: Game Design Discussion

Topic: Confusing display of cost of crosstrained skill

Replies: 4

Views: 1756

Re: Confusing display of cost of crosstrained skill

I'm posting here, not to Mantis, because I can't quite decide if I'm missing something obvious and this is not an infelicity. It seems to me that the relative cost displayed for a skill that has been crosstrained is misleading. For example, start a HuGl and go flail. Use wizard mode to raise M&...

Monday, 2nd September 2019, 23:28

Forum: Dungeon Crawling Advice

Topic: MiBe - Weapon decisions

Replies: 5

Views: 2504

Re: MiBe - Weapon decisions

I appreciate the tips here! I just wanted to followup to say I now have my first win! http://crawl.berotato.org/crawl/morgue/PhantomBowie/morgue-PhantomBowie-20190902-201223.txt Congrats! As a follow-up I notice from your morgue you used a demon whip for a while then ditched it. For future informat...

Monday, 2nd September 2019, 02:07

Forum: Dungeon Crawling Advice

Topic: MiBe - Weapon decisions

Replies: 5

Views: 2504

Re: MiBe - Weapon decisions

A great mace is a pretty small upgrade from an eveningstar, and a shield is a big upgrade from no-shield, Also you can enchant that eveningstar up, which you can't do with the great mace. Also you've got a good sling to use one-handed for ranged attacks. Also you're at 14.2 shields and it only takes...

Wednesday, 28th August 2019, 18:07

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 3207956

Re: Best/Worst Artifacts

Pteriforever wrote:Image
Hmm, these must be two of a set

Man it's been so long since i saw both to-hit and damage enchantment numbers that it looks weird to me :)

Tuesday, 27th August 2019, 21:58

Forum: Crazy Yiuf's Corner

Topic: Revamp Scarves

Replies: 18

Views: 5430

Re: Revamp Scarves

duvessa wrote:Making scarves enchantable just makes them even more like cloaks, that's not good.

Hm, would hats be better if they were unenchantable too? Should there be more types of unenchantable equipment (Animal skins come to mind)?

Tuesday, 27th August 2019, 18:24

Forum: Crazy Yiuf's Corner

Topic: Revamp Scarves

Replies: 18

Views: 5430

Revamp Scarves

So I very rarely feel like a scarf is an attractive option. Some of the enchantments are interesting/useful, but presently all the scarves provide either limited-use abilities (cloud immunity is only very rarely impactful) or abilities that are duplicated (Resistances are all over the place, spirit ...

Monday, 26th August 2019, 17:05

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: I knew it was a bad idea

Replies: 14

Views: 3942

Re: YASD: I knew it was a bad idea

Even IMB is usually more practical for multi-hits than dazzling spray, in situations where you can't make good use of prism like corridors/odd terrain. I spam searing ray the most in the early goings as Cj though. Dazzling spray is a viable stabbing tool and it's odd to have it in the Cj playbook, ...

Monday, 26th August 2019, 14:28

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: I knew it was a bad idea

Replies: 14

Views: 3942

Re: YASD: I knew it was a bad idea

Not sure why you tried Dazzling Spray. Just fireball her from afar. Also, you can use the various things Siegurt listed above. Dazzling Spray is an enchanter spell. It has conjuration school tacked on, but conjurer types have very little use for it. Well, it's actually not a terrible damage spell i...

Monday, 26th August 2019, 03:52

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: I knew it was a bad idea

Replies: 14

Views: 3942

Re: YASD: I knew it was a bad idea

FWIW: 1. Dazzling spray doesn't have a great chance of working (less than a decent-skill confuse) 2. If it *does* work, it doesn't really "disable" the creature, it leaves them 'dazzled' which means that they "can't see you" similar to you being invisible, in particular this mean...

Saturday, 24th August 2019, 23:51

Forum: Crazy Yiuf's Corner

Topic: My glorious return!

Replies: 27

Views: 9097

Re: My glorious return!

It's me again. Been in a weird mood lately, and yesterday I decided to pick up the game again for a bit. Decided to say hi. Nice to see this place is still here. I don't know if I'll stick around or keep playing much, it'd be cool to finally win Crawl after all these years though. Truth be told, ba...

Friday, 23rd August 2019, 22:27

Forum: Game Design Discussion

Topic: hat of illiteracy

Replies: 17

Views: 5544

Re: hat of illiteracy

How about a helm that gives blurry vision, and ranged weapon slaying (maybe replace gloves of archery with it) +3 Helm of binocular {archery, blurry vision:1} "This helm has clear glass that covers your eyes, letting you see with greater clarity at a distance, at the expense of making reading t...

Thursday, 22nd August 2019, 16:50

Forum: YASD! YAVP! and characters in progress too

Topic: Advice for GnWn of Hep

Replies: 6

Views: 2230

Re: Advice for GnWn of Hep

Hey Guys, I died in Zot 5. Thought I'd go in and clear it before trying out Hell/Pan but something new happened (haven't played in a few years). Once I entered the left lung, I kept getting teleported around the whole place whenever a monster stepped into a trap? Why am I getting move around when t...

Tuesday, 20th August 2019, 22:53

Forum: Game Design Discussion

Topic: Remove confusing touch

Replies: 76

Views: 24748

Re: Remove confusing touch

it's mostly a go-to for stabbers against a wide swath of randomly super-high MR or magic-immune monsters. Then the spell is already ruined, because monster HD closely corresponds to monster MR. There really aren't many monsters with low HD but high MR, and vice versa That's actually not true, there...

Tuesday, 20th August 2019, 16:11

Forum: Game Design Discussion

Topic: Remove confusing touch

Replies: 76

Views: 24748

Re: Remove confusing touch

There's also no reason it can't scale effectiveness with spellpower *and also* target HD, I mean it's bad that HD is opaque and also meaningful in some circumstances, but that's true regardless of whether CT exists or not. Whether it targets HD or MR is separate from whether it should scale with spe...

Thursday, 15th August 2019, 21:53

Forum: Game Design Discussion

Topic: Remove confusing touch

Replies: 76

Views: 24748

Re: Remove confusing touch

It'd be more surprising if any two people agreed on everything lol. Animate skeleton is nice and can mostly carry lair/orc/D:15. The skeletons hit other monsters pretty hard and this scales decently until you enter areas like spider (can't raise many enemies) or elf (skeletons do no damage for most...

Thursday, 15th August 2019, 19:48

Forum: Dungeon Crawling Advice

Topic: Weapon choice, looking for fsim guru

Replies: 5

Views: 2294

Re: Weapon choice, looking for fsim guru

I'd point out that you could rebrand the quick blade if you don't want to use pain, I mean pain is *really really* good, but a qblade of elec would be pretty good too, and not require necromancy. (elec is about equal to pain brand and 11 necromancy skill) Here's the list of things that are immune to...

Thursday, 15th August 2019, 18:40

Forum: Crazy Yiuf's Corner

Topic: I love it when...

Replies: 1478

Views: 3248682

Re: I love it when...

  Code:

An iron imp comes into view. It is wielding the +2 Maxwell's thermic engine
{flame, freeze}.

Thursday, 15th August 2019, 14:56

Forum: Dungeon Crawling Advice

Topic: Surviving abyss

Replies: 5

Views: 2395

Re: Surviving abyss

I would further advise "don't kill things you don't need to kill" if you can outrun it or ignore it safely, definitely do so. Always keep moving and never try to hole up and rest unless you've recently teleported and haven't seen anything. A source of regeneration to heal you while you are...

Wednesday, 14th August 2019, 19:06

Forum: Game Design Discussion

Topic: New item: Pebbles

Replies: 10

Views: 3476

Re: New item: Pebbles

Why?

Tuesday, 13th August 2019, 22:31

Forum: Crazy Yiuf's Corner

Topic: Spell ideas

Replies: 9

Views: 3790

Re: Spell ideas

In my opinion, a spell which does the same thing as peace of equipment is not fun. It's obnoxious to use. Even if it was a permacharm, it still wouldn't be fun. The transmutations all give you stuff which you can't get any other way, limit your options, and change the gameplay experience a lot. Of ...

Friday, 9th August 2019, 12:29

Forum: Game Design Discussion

Topic: Remove 1 MP Spells

Replies: 15

Views: 5804

Re: Remove 1 MP Spells

Hard to say what anyone finds "interesting". It's possible that for a very experienced player, the decision may be easy in many cases, and thus not interesting. I can only say that it's a meaningful decision and it's pretty fundamental to how spells work. So the definition I use for 'inte...

Friday, 9th August 2019, 12:15

Forum: Game Design Discussion

Topic: Remove 1 MP Spells

Replies: 15

Views: 5804

Re: Remove 1 MP Spells

Note the level 1 spells are only usefull in the midgame because they're cheap to cast. Being able to cast 10 sandblasts instead of 2 LRDs can make all the difference when you've been careless. If the balance was changed so that you only got 6 sandblasts for the price of 2 LRDs, it wouldn't help nea...

Friday, 9th August 2019, 06:25

Forum: Game Design Discussion

Topic: Remove 1 MP Spells

Replies: 15

Views: 5804

Re: Remove 1 MP Spells

Flame Tongue, pain, magic dart, all the damage level 1's are quite fine at 1mp. If you're looking to balance low level spells it would be better to just bump the animate skeletons of the magic world up to level 2. Probably all non-damage level 1 spells, summon small mammal is the only one that migh...

Friday, 9th August 2019, 06:16

Forum: Game Design Discussion

Topic: Remove 1 MP Spells

Replies: 15

Views: 5804

Re: Remove 1 MP Spells

Indeed, this situation creates an interesting decision: to kill the monster as fast as possible, or to kill it in the most MP-efficient way possible. If you don't want to manage MP optimally: well, don't. Crawl is generous enough that you can play sub-optimally in one aspect and still end up comple...

Thursday, 8th August 2019, 03:43

Forum: Game Design Discussion

Topic: Remove 1 MP Spells

Replies: 15

Views: 5804

Re: Remove 1 MP Spells

Even if a lvl 2 spell is not double the power of lvl 1 spell, you might still want to use it because it provides more damage per turn, more range, whatever. Indeed, this situation creates an interesting decision: to kill the monster as fast as possible, or to kill it in the most MP-efficient way po...

Wednesday, 7th August 2019, 18:45

Forum: Game Design Discussion

Topic: Remove confusing touch

Replies: 76

Views: 24748

Re: Remove confusing touch

This is again backwards reasoning. The spell is called "confusing touch". If it was meant for short-blade specialists, why wasn't it called "confusing hit" and why did it only trigger on unarmed attacks (prior to 0.23)? I highly doubt that whoever introduced this spell was think...

Wednesday, 7th August 2019, 18:34

Forum: Game Design Discussion

Topic: Remove 1 MP Spells

Replies: 15

Views: 5804

Remove 1 MP Spells

So there's a problem with 1MP spells, let's see if I can describe it in a way that makes sense: 1 MP spells are such a smaller percentage that it's hard to balance the difference in power between them and the other spell levels. For example, 1MP spells are half the cost of 2MP spells, this means you...

Tuesday, 6th August 2019, 17:35

Forum: YASD! YAVP! and characters in progress too

Topic: CiP : MiTm^Chei, is Confusing Touch good ?

Replies: 6

Views: 2120

Re: CiP : MiTm^Chei, is Confusing Touch good ?

CT confuse doesn't last very long, so it would be hard to do much with it using chei other than interrupting monsters with abilities. But you can also accomplish this by killing them. CT is one of the few ways stabbers can still stab enemies in extended, though it wouldn't hurt to balance this spel...

Tuesday, 6th August 2019, 00:27

Forum: YASD! YAVP! and characters in progress too

Topic: CiP : MiTm^Chei, is Confusing Touch good ?

Replies: 6

Views: 2120

Re: CiP : MiTm^Chei, is Confusing Touch good ?

Confusing touch is currently one of the more overpowered spells in the game, it takes almost nothing to get it going, and it debilitates stuff without a MR check. It's somewhat *better* if your stabby, or use axes or polearms, or are worshipping wujian, but with even just a plain old fast-ish attack...

Monday, 5th August 2019, 19:45

Forum: Crazy Yiuf's Corner

Topic: what to do when too strong

Replies: 8

Views: 3856

Re: what to do when too strong

So I have this character which just feels too strong. It's not really interesting to play. The only reason he's been >60% hp was due to torment. Tormenters die with 2-3 LRDs. He's a mage, but most of the time he can just bash stuff to death with a stick. There are 4 powerful bags of tricks he never...

Sunday, 4th August 2019, 23:42

Forum: Game Design Discussion

Topic: Refine DCSS

Replies: 11

Views: 4749

Re: Refine DCSS

Regarding spell schools, I'd prefer the opposite: remove all elemental schools and group spells by function (leaving only conjurations for damage, charms for buffs, hexes for debuffs, summoning for ally creation, translocations for movement). I think this goes too far. The many flavors of elemental...

Thursday, 1st August 2019, 14:31

Forum: Game Design Discussion

Topic: Refine DCSS

Replies: 11

Views: 4749

Re: Refine DCSS

Orb of destruction is a spell that does damage and only checks AC, not resistances or MR. Right now, earth damage spells and "pure" conjurations both tend to do this whereas other damage schools do not, so it makes sense to move orb to earth magic if you're going to cut conjurations as a ...

Thursday, 25th July 2019, 16:37

Forum: Game Design Discussion

Topic: Agnostic

Replies: 18

Views: 5793

Re: Agnostic

Truthfully, under status quo, I don't see the wisdom in Demigods' existing at all. They just reward unfun behavior, because gods are fun. I imagine nearly all players agree. FWIW I disagree, There's been a non-insignificant number of pro-demigod voices in the past, so I suspect the "nearly all...

Thursday, 25th July 2019, 16:22

Forum: Suggestions & Criticism

Topic: autoexplore

Replies: 2

Views: 20227

Re: autoexplore

You can also take chunks off auto-pickup from the \ menu

Wednesday, 24th July 2019, 18:48

Forum: Dungeon Crawling Advice

Topic: Stab:Dagger Vs Short Sword

Replies: 10

Views: 3438

Re: Stab:Dagger Vs Short Sword

There are a few classes of monsters where distraction stabs are all you're likely to get. OOF immediately comes to mind, but stuff like ancient liches, some fiends/pan lords/hell lords, and some uniques come to mind. Some of that stuff is magic immune outright and rPois/immune with enough HD that C...

Wednesday, 24th July 2019, 17:14

Forum: Dungeon Crawling Advice

Topic: Stab:Dagger Vs Short Sword

Replies: 10

Views: 3438

Re: Stab:Dagger Vs Short Sword

Speed is less important on distraction stabs (because a single stab usually makes something un-distracted) but since distraction stabs suck anyway, you shouldn't be optimizing for the 'what to use for distraction stabs' cases Speed is still better for distraction stabbing anyway, because distractio...

Wednesday, 24th July 2019, 17:04

Forum: Game Design Discussion

Topic: Difficulty vs XL

Replies: 52

Views: 20026

Re: Difficulty vs XL

Using player data and death rates is superior method of evaluating difficulty, assuming we're evaluating difficulty for human beings. You do run into a noise factor with literally impossible positions, however, due to RNG or bad design [....] Same goes for "true" RNG deaths in crawl - tho...

Wednesday, 24th July 2019, 16:15

Forum: Game Design Discussion

Topic: new potions idea

Replies: 1

Views: 1281

Re: new potions idea

FWIW "Size changing abilities" of varying sorts have been suggested in the past, here are some examples: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=9230 https://crawl.develz.org/tavern/viewtopic.php?f=8&t=9149 Both of those are mutations, because if size changes change you...

Tuesday, 23rd July 2019, 19:39

Forum: Dungeon Crawling Advice

Topic: Stab:Dagger Vs Short Sword

Replies: 10

Views: 3438

Re: Stab:Dagger Vs Short Sword

At one point, I did some code-digging, and came up with that, while daggers *do* do twice the damage that other short blades do, there's a cap to the bonus damage from stabbing. That hits around 10 average between stealth and short blades skill for daggers, and 20 for other short blades. (Maybe that...

Thursday, 18th July 2019, 19:26

Forum: Game Design Discussion

Topic: Ring of Anatomical Improbability

Replies: 4

Views: 2490

Re: Ring of Anatomical Improbability

make it the Amulet of Anatomical Improbability, which has only the effect of letting the wearer wear two amulets, one of which is this amulet have Xom gift it every once in a while Nah, this way you have the disadvantage of giving up a ring slot. MM Ah, the solution is to have it take both a ring *...

Thursday, 18th July 2019, 18:52

Forum: Crazy Yiuf's Corner

Topic: No MP Regen with monsters in LOS

Replies: 30

Views: 8991

Re: No MP Regen with monsters in LOS

That's a pretty basic error, but it seems to me the thing to do would've been to delete it rather than elaborate on it and get into a chain of responses to it (including a defense of the original comment!). I will decline to comment on your general posture in this response. That presumes the commen...
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