Search found 36 matches

Saturday, 30th March 2019, 01:20

Forum: Game Design Discussion

Topic: Species Proposal: Proteans

Replies: 6

Views: 2524

Re: Species Proposal: Proteans

I don't think a species that wants to turn off autoexplore for food management reasons and carry 20 useless artifacts every game is going to go over very well. There are fundamental gameplay problems with the interaction between species size and equipment restrictions on a species where your equipm...

Saturday, 30th March 2019, 01:15

Forum: Game Design Discussion

Topic: Species Proposal: Proteans

Replies: 6

Views: 2524

Re: Species Proposal: Proteans

Sorcerous wrote:Shouldn't this thread be under GDD, or at least CYC? Feature proposals aren't exactly about advice.


Yeah sorry, posted in wrong place, I reported it as such to be moved.

Friday, 29th March 2019, 22:03

Forum: Game Design Discussion

Topic: Species Proposal: Proteans

Replies: 6

Views: 2524

Species Proposal: Proteans

Goal Medium difficulty health-tank warrior-mage whose inventory choices have strategic and tactical impact. Also I've always wanted a "D&D gelatinous cube" kind of species to play. Description Proteans are a race of vaguely humanoid amoebas. Their mostly amorphous bodies struggle to m...

Friday, 1st February 2019, 06:22

Forum: Contributions

Topic: Request: Will PAY for some QoL mobile features!

Replies: 2

Views: 3096

Re: Request: Will PAY for some QoL mobile features!

pedritolo wrote:Have you considered macroing 'Tab o' instead?


Yeah that works to stop before auto-attacking... but if you kill something and they don't drop items then you will automatically run off to the next fight.

Wednesday, 30th January 2019, 18:54

Forum: Contributions

Topic: Request: Will PAY for some QoL mobile features!

Replies: 2

Views: 3096

Request: Will PAY for some QoL mobile features!

I'm currently playing the most on my Android phone, portrait orientation. While I've manage to macro up my game to make it very playable, the UI leaves a lot to be desired as phone screen dimensions get wider and wider aspect ratios. I play so much that I'd be willing to pay someone to add a couple ...

Friday, 13th March 2015, 21:55

Forum: Technical Support

Topic: Will there be an Android ASCII update?

Replies: 6

Views: 2809

Re: Will there be an Android ASCII update?

Any chance 0.16 will get an android ascii port? Really really wish this was part of the official ports... Barbs done a great job, feel guilty asking so soon after 0.15.2 just reached play store.

Saturday, 13th December 2014, 05:28

Forum: Coding

Topic: Anyone able to help with ascii Android build?

Replies: 12

Views: 5712

Re: Anyone able to help with ascii Android build?

I have been playing some CeWr on this version and noticed a few bugs. Fedas evolution is broken. All plants and toadstools turn in to monsters called Coding Bug, represented by B. They are immobile and take one hit. Not very usefull, compared to oklobs. Other issue is with monsters following you up...

Wednesday, 3rd December 2014, 06:46

Forum: Crazy Yiuf's Corner

Topic: Proposal: Unrandart large rock named "The Pet Rock"

Replies: 13

Views: 4225

Re: Proposal: Unrandart large rock named "The Pet Rock"

Reason: Ranged weapon users have a variety of unrandarts to choose from. However, the Throwing skill only has The Blowgun of the Assassin which is useful only for needles. This leaves tomahawks, javelins and large rocks all lacking any type of unrandart. This is somewhat inevitable since there are ...

Tuesday, 18th November 2014, 05:15

Forum: Coding

Topic: Anyone able to help with ascii Android build?

Replies: 12

Views: 5712

Re: Anyone able to help with ascii Android build?

Awesome, so fast! You sir are a god among men :D

Tuesday, 18th November 2014, 01:06

Forum: Coding

Topic: Anyone able to help with ascii Android build?

Replies: 12

Views: 5712

Re: Anyone able to help with ascii Android build?

That would be awesome, please let me know if you need help testing anything.

Sunday, 16th November 2014, 22:27

Forum: Coding

Topic: Anyone able to help with ascii Android build?

Replies: 12

Views: 5712

Anyone able to help with ascii Android build?

I've been trying to contact the guy who ported DCSS ascii to Android, but have not been getting any response recently. I'm hoping someone out there with Xubuntu or Mac OS X can update the port in his absence. Sadly I'm Windows only, otherwise I'd give it a shot. He's got ample instructions for it he...

Friday, 17th January 2014, 18:39

Forum: Game Design Discussion

Topic: Species Proposal: Caiman

Replies: 17

Views: 4145

Re: Species Proposal: Caiman

I seem to be the only fan of your corrosion mechanic. What if it were an active ability, e.g. something like "Secrete Corrosion". It still can be something that doesn't trigger at every hit, but at least you can turn it off if its too annoying. I do agree that acid branding of weapon seem...

Friday, 17th January 2014, 01:20

Forum: Game Design Discussion

Topic: Species Proposal: Caiman

Replies: 17

Views: 4145

Re: Species Proposal: Caiman

Couple quick notes... the idea was to have a species for whom the vast amount of trash equipment lying around is in fact useful until you've attained aterfacts. So perhaps in order to cut down on the tedium of corrosion, it should be an *attempt* at corrosion. This would still deal the bonus acid da...

Thursday, 16th January 2014, 06:50

Forum: Game Design Discussion

Topic: Species Proposal: Caiman

Replies: 17

Views: 4145

Species Proposal: Caiman

Caiman are reptilian people of the swamp, imbued with extremely corrosive skin that is so powerful they can digest their prey through mere touch. They can grow be to monstrous in size if they wish, or stay small and evasive. They are among the few species who actively collect and use even the most m...

Friday, 13th December 2013, 21:15

Forum: Game Design Discussion

Topic: Ideas for viable yet thematic Poison Magic spells

Replies: 9

Views: 2801

Re: Ideas for viable yet thematic Poison Magic spells

Would one be able to walk through venom vines? Casting one behind you sounds strong+fun if you can. I like the idea of creating poisonous plants to help you. Giving them constrict would be cool/thematic but probably too strong(though probably not too strong for a level 8 spell?). Think they should ...

Friday, 13th December 2013, 08:50

Forum: Game Design Discussion

Topic: Ideas for viable yet thematic Poison Magic spells

Replies: 9

Views: 2801

Re: Ideas for viable yet thematic Poison Magic spells

Yeah reworked the description a bit. I didn't intend it to be only self cast, but also usable to buff living allies, with the caveat that as powerful as it is, it could backfire with the indiscriminate bonus attacks. Maybe I didn't describe it right, but the poisoning is applied to any attacker who ...

Friday, 13th December 2013, 04:29

Forum: Game Design Discussion

Topic: Ideas for viable yet thematic Poison Magic spells

Replies: 9

Views: 2801

Re: Ideas for viable yet thematic Poison Magic spells

Is there an unspoken rule that it can't come from other sources? Also, it's why I went with a corpse as a requirement for initiating the spell. What other spells involve corpses but aren't Necromancy? Hmm, while technically not spells, Decomposition and Powered By Pain come to mind, and are not tie...

Friday, 13th December 2013, 01:28

Forum: Game Design Discussion

Topic: Ideas for viable yet thematic Poison Magic spells

Replies: 9

Views: 2801

Re: Ideas for viable yet thematic Poison Magic spells

nicolae wrote:Creating miasma already explicitly falls under Necromany (see Corpse Rot). I don't have much to say about the other spells.


Is there an unspoken rule that it can't come from other sources? Also, it's why I went with a corpse as a requirement for initiating the spell.

Thursday, 12th December 2013, 23:53

Forum: Game Design Discussion

Topic: Ideas for viable yet thematic Poison Magic spells

Replies: 9

Views: 2801

Ideas for viable yet thematic Poison Magic spells

I know poison magic late game viability has been discussed, and it seems ultimately theme was chosen over effectiveness due to the plentitude of late game options, but I'd still like to see viable poison spells for 15 rune runs. Here's my idea for 3 spells that would help on this, while still respec...

Tuesday, 10th December 2013, 15:50

Forum: Game Design Discussion

Topic: Proposal: <ctrl>a-z for an additional 26 inventory slots

Replies: 19

Views: 7499

Re: Proposal: <ctrl>a-z for an additional 26 inventory slot

Why not have categories instead?

If I press "I" I would see:

r)ecent pickups
h)eaviest
w)eapons
a)rmor
s)crolls
p)otions
j)ewelry
...etc.

which would give me 52 of each item type, and a quicker way to get to lists that I want. At the worst, could make this togglable by config setting.

Monday, 9th December 2013, 20:12

Forum: Game Design Discussion

Topic: Proposal: Umsala, God of Afterlife

Replies: 8

Views: 3435

Re: Proposal: Umsala, God of Afterlife

Emancipate - (12 Piety, Breath) - Detonates all souls in LOS, causing them to explode and deal 1d(Invocation/2) damage to all living enemies around them, with a chance to cause distraction. Obviously numbers are subject to change, but I'm wondering how powerful this ability is meant to be. For comp...

Monday, 9th December 2013, 18:58

Forum: Game Design Discussion

Topic: Proposal: Umsala, God of Afterlife

Replies: 8

Views: 3435

Re: Proposal: Umsala, God of Afterlife

soul sense should have a guaranteed spawn 2-3 tiles away from the player so the regeneration effect never starts immediately upon killing a living being, which would bee to close to the demonspawn mutation and existing god mp/hp for kills (veh,mak). Likewise, a soul should only linger for a few tur...

Saturday, 7th December 2013, 04:34

Forum: Game Design Discussion

Topic: Proposal: Umsala, God of Afterlife

Replies: 8

Views: 3435

Re: Proposal: Umsala, God of Afterlife

Thanks, high praise! I think your feedback is spot on. - River of Reverence was something I originally wanted to also give some proximity vision down the path so that you could utilize all three entrance stairs to a floor to recon, themed as spirit guides. If the silence were of the entire enclosed ...

Saturday, 7th December 2013, 02:11

Forum: Game Design Discussion

Topic: Proposal: Umsala, God of Afterlife

Replies: 8

Views: 3435

Re: Proposal: Umsala, God of Afterlife

Tiktacy wrote:We certainly have had a lot of god proposals recently. :)


Yeah sorry, had it Evernoted for copy paste, and didn't notice that trend til after I submit :shock:

Saturday, 7th December 2013, 01:32

Forum: Game Design Discussion

Topic: Proposal: Umsala, God of Afterlife

Replies: 8

Views: 3435

Proposal: Umsala, God of Afterlife

Umsala is the neutral god of spiritual communion and transportation, who gathers and ferries souls across the underworld river to the afterlife that awaits. Purpose: Provide a viable god choice to broad race/class combinations that offers AOE offense and rewards a playstyle around engaging enemies i...

Thursday, 11th July 2013, 23:24

Forum: Game Design Discussion

Topic: Species Proposal: Leshii, the Forest Folk

Replies: 4

Views: 2014

Re: Species Proposal: Leshii, the Forest Folk

I like the non-metal theme, with leather armors permitted but no ring mail or heavier (except dragon). Allowing air and earth without anti-training might be odd, and the race does seem generally a bit too strong, although it wouldn't be hard to nerf it once playtesting started. I don't think a race...

Thursday, 11th July 2013, 23:18

Forum: Game Design Discussion

Topic: Species Proposal: Leshii, the Forest Folk

Replies: 4

Views: 2014

Re: Species Proposal: Leshii, the Forest Folk

I think the polymorphing into an enemy idea has been discussed multiple times and the problem of it is that it would probably lead to very tedious and gameable gaming experience which would be really had to balance. It could be optimal to leave some types of monsters alive in certain places etc. (v...

Thursday, 11th July 2013, 21:24

Forum: Game Design Discussion

Topic: Species Proposal: Leshii, the Forest Folk

Replies: 4

Views: 2014

Species Proposal: Leshii, the Forest Folk

Leshy Race The Leshii are spiritual forest folk, often thought to be the soul of the trees themselves due to their treant-like appearance. While they're plantlike by nature, the wild magics of the forest allows them to change their flesh and appearance to that of their victims, and making them exce...

Saturday, 15th June 2013, 04:09

Forum: Game Design Discussion

Topic: Proposal: Kavalyn, God of Violent Delivery

Replies: 19

Views: 5790

Re: Proposal: Kavalyn, God of Violent Delivery

I think it's pretty interesting. I would say, his piety should decay REALLY fast if you aren't exploring new areas. So much so, that the character has a disincentive to rest. Balance that with a way to spend piety to heal, maybe? The effect could be a god who is all about go, go, go, encouraging a ...

Saturday, 15th June 2013, 04:07

Forum: Game Design Discussion

Topic: Proposal: Kavalyn, God of Violent Delivery

Replies: 19

Views: 5790

Re: Proposal: Kavalyn, God of Violent Delivery

I think the major thing your proposal is missing is something I call "elegance." Basically, I can't see much emergent behavior sprouting up around the toolset you've provided here. [/list] Really good feedback overall, and made me think hard on this. I think the trap I fell into was my de...

Thursday, 13th June 2013, 23:44

Forum: Game Design Discussion

Topic: Proposal: Kavalyn, God of Violent Delivery

Replies: 19

Views: 5790

Re: Proposal: Kavalyn, Goddess of Violent Delivery

The god itself seems interesting. Throw self seems a bit contradictory though - you're suddenly going into melee range, which prevents piety gain, and it's also essentially a translocations spell, which is depreciated. Hmm yeah, I should say that Throw Self itself should be considered a ranged atta...

Thursday, 13th June 2013, 23:42

Forum: Game Design Discussion

Topic: Proposal: Kavalyn, God of Violent Delivery

Replies: 19

Views: 5790

Re: Proposal: Kavalyn, Goddess of Violent Delivery

nordetsa wrote:Also, getting piety seems like a hassle. If killing enemies right next to you doesn't give piety, then you're pretty much forced to walk away from monsters every time.


You would still be able to gain piety in melee range by killing with projectile based attack, but point taken.

Thursday, 13th June 2013, 19:59

Forum: Game Design Discussion

Topic: Proposal: Kavalyn, God of Violent Delivery

Replies: 19

Views: 5790

Re: Proposal: Kavalyn, Goddess of Violent Delivery

Speleothing wrote:Extending LOS is on the list of can't do/won't do.


Whoops missed that, editing.

Thursday, 13th June 2013, 19:38

Forum: Game Design Discussion

Topic: Proposal: Kavalyn, God of Violent Delivery

Replies: 19

Views: 5790

Proposal: Kavalyn, God of Violent Delivery

Kavalyn is the violent god of delivery, the patron saint of going from point A to point B, preferably with death involved. Nothing pleases this god more than that brief moment of paralyzed, horrified realization as death from afar closes in on the victim. Purpose: Kavalyn is meant to have powers use...

Wednesday, 13th February 2013, 02:52

Forum: Dungeon Crawling Advice

Topic: Deep dwarf assassin of Ashenzari?

Replies: 3

Views: 1355

Re: Deep dwarf assassin of Ashenzari?

BlackSheep wrote:Deep dwarves' passive mapping doesn't stack with Ashenzari's. You get whichever one is better.


Ah that is a shame then, oh well.

Wednesday, 13th February 2013, 00:44

Forum: Dungeon Crawling Advice

Topic: Deep dwarf assassin of Ashenzari?

Replies: 3

Views: 1355

Deep dwarf assassin of Ashenzari?

Would love for this to work... I imagine passwall + omniscient DD and Ash vision + scrying would make for some fun, but the lack of healing is a challenge. Looking for ideas on how this could be made to work.

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