Search found 246 matches

Friday, 27th December 2013, 00:27

Forum: Dungeon Crawling Advice

Topic: Do dragons created by Receive Corpses not drop hides?

Replies: 29

Views: 8833

Re: Do dragons created by Receive Corpses not drop hides?

And on a less immature, more useful note... If you really want to see bad wiki dead, the easiest way that's going to happen is to replace it with good wiki. If you see something false, be it something tiny and subtle or hilariously blatant, message me about it, or get yourself an account on the wiki...

Thursday, 26th December 2013, 13:14

Forum: Dungeon Crawling Advice

Topic: Do dragons created by Receive Corpses not drop hides?

Replies: 29

Views: 8833

Re: Do dragons created by Receive Corpses not drop hides?

Yep, I'm a friggin' deceiver of the masses, that's me. In happier news, the Kiku issue was fixed the day it was posted here. Better yet, we've had some good players actually sign up to work on the wiki, which is always appreciated. Best of all, I've more or less quit both playing Crawl and reading t...

Friday, 15th November 2013, 13:30

Forum: Dungeon Crawling Advice

Topic: Holy Pandemonium spawnrate (scumming)

Replies: 8

Views: 3014

Re: Holy Pandemonium spawnrate (scumming)

MDvedh wrote:I have no idea why to scum a certain pan level when you can just go to a new pan level.


I think he wants all the experience without the fear of mutations or starvation. Most Pan levels are inedible (if you ignore the rather plentiful permafood snacks the demons leave around the place).

Thursday, 14th November 2013, 18:22

Forum: Dungeon Crawling Advice

Topic: Would you wear those boots ?

Replies: 10

Views: 2776

Re: Would you wear those boots ?

Not if you've already put training in for what's honestly a phenomenal executioner's axe. It's not terrible if you already happened to be training polearms heavily, but switching now would be a huge waste.

Thursday, 14th November 2013, 17:39

Forum: Game Design Discussion

Topic: New Level 5 Spell: Telekinetic Thrust

Replies: 15

Views: 4176

Re: New Level 5 Spell: Telekinetic Thrust

Well, that's something at least. Besides, tired of an annoying centaur warrior? Lich ruining your day? Throw an orc in front of them! This would be fun. Hmm, I wonder if it'd be possible to make a spell that would move an enemy a few tiles of your choosing AND causes that enemy to be completely ign...

Thursday, 14th November 2013, 17:21

Forum: Game Design Discussion

Topic: New Level 5 Spell: Telekinetic Thrust

Replies: 15

Views: 4176

Re: New Level 5 Spell: Telekinetic Thrust

A caster could even use it on themselves, suffer some minor damage, and move several spaces in one turn. Yessss, Crawl needs Team Fortress-style rocket-jumping. So say we all. Seriously though, I think expanding Force Lance's utility a bit into a weird non-Translocations mini-blink is the most inte...

Thursday, 14th November 2013, 15:32

Forum: Game Design Discussion

Topic: New Level 9 Spell: Iskenderun's Spectral Bubble

Replies: 33

Views: 9186

Re: New Level 9 Spell: Iskenderun's Spectral Bubble

A roughly 50%-ish increase to durability is worse than a 50% boost to damage output and movement speed, so it's worse than Haste. Haste is about a bajillion times easier to cast than this. I'm gonna say underpowered is likely the case. While Haste is almost certainly overpowered, it IS in the game, ...

Thursday, 14th November 2013, 14:56

Forum: Game Design Discussion

Topic: New Level 6 Spell: Trismegistus's Hermetic Seal

Replies: 8

Views: 2630

Re: New Level 6 Spell: Trismegistus's Hermetic Seal

This seems like it's guaranteed to cause slow, kitey play. Optimal behavior would be to pull everything even marginally challenging back to your simmering Conjurations pile, rendering anything that isn't faster than you literally harmless, and temporarily losing a couple max MP isn't THAT heavy a pe...

Thursday, 14th November 2013, 14:50

Forum: Dungeon Crawling Advice

Topic: Would you wear those boots ?

Replies: 10

Views: 2776

Re: Would you wear those boots ?

Nah, you've got enough rF+ right there, and the berserk does nothing for ya. -4 AC kills it.

Thursday, 14th November 2013, 14:08

Forum: Game Design Discussion

Topic: Species Proposal: Nymph

Replies: 11

Views: 3807

Re: Species Proposal: Nymph

Cannot fly, and regardless of actual terrain, its current tile is always treated as deep water while its last tile is always shallow. Can never enter lava tiles. No compromise! They are the uber-merfolk!

Wednesday, 13th November 2013, 20:34

Forum: Game Design Discussion

Topic: Rune lock

Replies: 188

Views: 68642

Re: Rune lock

Apart from being a little shorter, what's the difference between Du:17-27 and De:1-6? Still got Hell/Pan/Abyss portals?

Wednesday, 13th November 2013, 18:39

Forum: Dungeon Crawling Advice

Topic: How to beat giant leeches?

Replies: 25

Views: 5488

Re: How to beat giant leeches?

They've got lousy MR (32), which would make spamming a wand of paralysis a legit option that you could follow up with axe whacks, and they're dumb enough to have trouble with invisible players. Alternatively, you could lure them back to Lair and then kite them, but that's kind of silly...

Friday, 8th November 2013, 19:58

Forum: Game Design Discussion

Topic: Abyss Redecorating

Replies: 65

Views: 18251

Re: Abyss Redecorating

Well if she's trying to tempt the desperate, just crank up altar generation as tension rises, or even have her blatantly dump them near the edge of LOS for characters fleeing dangerous opponents : D It's a compromise solution, but I think it maintains flavour nicely.

Friday, 8th November 2013, 19:54

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 102209

Re: Formicids (Was: Dwants)

The fact that shafting is useless when it comes to branch ends, which are generally the most dangerous floors in the game, ought to count for something in terms of them being balanced. Considering that their biggest free panic button comes with that kind of limitation, maybe it SHOULD be really soli...

Thursday, 7th November 2013, 14:22

Forum: Game Design Discussion

Topic: Medium-serious idea: yes another quest post

Replies: 53

Views: 12862

Re: Medium-serious idea: yes another quest post

The Translocationist Fragile, unique friendly spellcaster who spawns extremely rarely in the Abyss or Pandemonium. Shouts out, "I can return us to our world! Just keep them off me for a minute!" Doesn't move, doesn't fight, but very slowly and noisily creates a doorway back to the materia...

Thursday, 7th November 2013, 14:12

Forum: Game Design Discussion

Topic: Medium-serious idea: yes another quest post

Replies: 53

Views: 12862

Re: Medium-serious idea: yes another quest post

The Kidnapped Halflings There's that one vault where a band of kobolds has a caged up bunch of young halflings. How about that only spawns on a given floor after you encounter the grieving parents? I don't like much the idea of the dungeon generation being affected by the player exploration (this i...

Thursday, 7th November 2013, 13:26

Forum: Game Design Discussion

Topic: Heaven Idea

Replies: 34

Views: 9007

Re: Heaven Idea

I think something more feasible would be to create a fifth unique Pan Lord, a holy one to go with the holy level, and a holy rune with it. Then, have this Pan lord rotate out with Mnoleg or Lom Lobon. Veto if player worships TSO, unless all the holy enemies could be flagged in a way to accommodate ...

Thursday, 7th November 2013, 13:17

Forum: Game Design Discussion

Topic: Species: Psiborn

Replies: 38

Views: 7357

Re: Species: Psiborn

If you're really keen on Wild Magic, maybe it should develop as you do; WM1 at level 1, WM2 at 8, WM 3 at 15. Coupled with their starting INT, that'd make them more than competitive on D:1 and, so long as they focused on their spells, truly impressive by the mid-game.

Wednesday, 6th November 2013, 20:16

Forum: Crazy Yiuf's Corner

Topic: Demigod Idea

Replies: 42

Views: 10292

Re: Demigod Idea

Yeah, I suggested "Paragon" as a name change for Demigod, it somehow seemed to fit with the mechanics while not changing the "feel" too much for me. I think it feels like a less extreme name change than from "demigod" to "infidel" Oh right, sorry, forgot abou...

Wednesday, 6th November 2013, 20:13

Forum: Game Design Discussion

Topic: Heaven Idea

Replies: 34

Views: 9007

Re: Heaven Idea

Obviously having 4 post game branches being completely neutralised by your god choice would be ridiculous, but storming heaven during my holy crusade is also ridiculous. For storming the Heavens with holy characters, we could simply say that merely entering constitutes excommunication. It'd be nast...

Wednesday, 6th November 2013, 20:00

Forum: Crazy Yiuf's Corner

Topic: Demigod Idea

Replies: 42

Views: 10292

Re: Demigod Idea

I think indspenceable's point on keeping demigod mechanics the way they are is valid, and that it's a different enough style of gameplay from other species as is. Maybe the solution to the flavour / implementation discrepancy really should be a name change. Make a new species known as demigods which...

Wednesday, 6th November 2013, 19:35

Forum: Game Design Discussion

Topic: Medium-serious idea: yes another quest post

Replies: 53

Views: 12862

Re: Medium-serious idea: yes another quest post

The Kidnapped Halflings There's that one vault where a band of kobolds has a caged up bunch of young halflings. How about that only spawns on a given floor after you encounter the grieving parents? Make them friendly to prevent players from killing them on sight, and have the messages, "The gr...

Wednesday, 6th November 2013, 18:51

Forum: Game Design Discussion

Topic: Abyss Redecorating

Replies: 65

Views: 18251

Re: Abyss Redecorating

I agree on the point that there's currently no reason to go to Abyss:5. It simply ramps up the monster spawn rate high enough to make exploration that much more dangerous; I'd much rather spend a little more time on Abyss:3 than dive to someplace much more eager to kill me, especially since you some...

Tuesday, 5th November 2013, 16:16

Forum: Game Design Discussion

Topic: Heaven Idea

Replies: 34

Views: 9007

Re: Heaven Idea

I'd love to see these have a 10% chance of replacing any of the standard Hells. Having it be an uncommon event would leave the undead with only one or two (4% chance per game) brutal challenge stage as opposed to multiple guaranteed. The problem is that it takes too much time to develop entire bran...

Tuesday, 5th November 2013, 15:51

Forum: Game Design Discussion

Topic: Heaven Idea

Replies: 34

Views: 9007

Re: Heaven Idea

I'd love to see these have a 10% chance of replacing any of the standard Hells. Having it be an uncommon event would leave the undead with only one or two (4% chance per game) brutal challenge stage as opposed to multiple guaranteed.

Monday, 4th November 2013, 20:49

Forum: Crazy Yiuf's Corner

Topic: Demigod Idea

Replies: 42

Views: 10292

Re: Demigod Idea

I for one think the idea of no-level cap is quite awesome. Of course, increased levels beyond 27 would have to be nerfed in some way(maybe by radically increasing the exp requirement for levels beyond 27). It would make sense, and would be similar to demonpawns in the sense that the appeal stems fr...

Monday, 4th November 2013, 18:51

Forum: Game Design Discussion

Topic: Proposal: Wand of Vulnerability/Dispelling

Replies: 27

Views: 8054

Re: Proposal: Wand of Vulnerability/Dispelling

Fair enough; if the AI functions like that 90% of the time, then spending a wand charge or two to cut 50% of a monster's damage potential sounds like a bargain.

Monday, 4th November 2013, 16:09

Forum: Game Design Discussion

Topic: Proposal: Wand of Vulnerability/Dispelling

Replies: 27

Views: 8054

Re: Proposal: Wand of Vulnerability/Dispelling

Due to the fact that enemies capable of buffing would (barring dumb AI) just re-buff themselves right after, I like the idea of it applying a debuff that prevents casting those spells again. Alternatively though, how about it inflicts damage based on how heavily enhanced the victim is? Think of it a...

Monday, 4th November 2013, 15:56

Forum: Crazy Yiuf's Corner

Topic: Demigod Idea

Replies: 42

Views: 10292

Re: Demigod Idea

I'm surprised I've never seen rN+ or rN++ proposed as an innate resistance for them. It's fairly minor, thematically appropriate, doesn't require any sort of fancy new systems at all, and is the desired tip-of-the-hat toward these beings being more than just Really, Really Genetically Blessed sonsa...

Monday, 4th November 2013, 14:26

Forum: Crazy Yiuf's Corner

Topic: Demigod Idea

Replies: 42

Views: 10292

Re: Demigod Idea

I'm surprised I've never seen rN+ or rN++ proposed as an innate resistance for them. It's fairly minor, thematically appropriate, doesn't require any sort of fancy new systems at all, and is the desired tip-of-the-hat toward these beings being more than just Really, Really Genetically Blessed sonsab...

Friday, 1st November 2013, 19:20

Forum: Dungeon Crawling Advice

Topic: Shoals, Spider, casters

Replies: 128

Views: 36331

Re: Shoals, Spider, casters

Hurkyl wrote:
Siegurt wrote:
Hurkyl wrote:They don't drain your MP when you're invisible, right?


Actually they can employ their gaze attacks on you and drain your MP even if they can't see you, however they have to 'guess' at your position if they don't already know it.

Bah. Bad wiki.


Fixed!

Wednesday, 23rd October 2013, 14:39

Forum: Game Design Discussion

Topic: Proposal: Making rune collection more epic

Replies: 47

Views: 22518

Re: Proposal: Making rune collection more epic

Sar wrote:I'm not a very good player


You're ranked 15th overall in the tournament with a 100% win rate : P I think you can gloat a little.

Monday, 21st October 2013, 20:14

Forum: Game Design Discussion

Topic: Homogeneous Races

Replies: 25

Views: 6461

Re: Homogeneous Races

I think there's plenty separating hill orcs and minotaurs already, though if I were to suggest any sort of adjustment there, I'd say it should be for minotaurs; unparalleled martial aptitudes are really nice, but not terribly interesting, and the counter-headbutt mechanic is cool but barely noticed ...

Monday, 21st October 2013, 15:36

Forum: Dungeon Crawling Advice

Topic: How effective is yellow draconian spit? Spear or trident?

Replies: 4

Views: 2114

Re: How effective is yellow draconian spit? Spear or trident

Acid spit's corrosion effect is its most obvious trait, but not its primary one. It's useful because very few things outside of the Slime Pits resist it, and it also inflicts bleeding on the enemy (damage over time). It's not my favorite breath attack, but it's not useless.

Monday, 21st October 2013, 15:23

Forum: Game Design Discussion

Topic: Yred/beogh invocation to dismiss allies

Replies: 3

Views: 1503

Re: Yred/beogh invocation to dismiss allies

The ability to call in a dozen bone dragons, ghouls, and servitors at will is amazingly powerful, and costs next to nothing (Hunger, MP, and a smidge of Invocations training). I'm okay with there being an incentive not to use it every time something scary appears. Anything that can literally wipe th...

Monday, 21st October 2013, 13:49

Forum: Game Design Discussion

Topic: The Factory (branch idea)

Replies: 9

Views: 2558

Re: The Factory (branch idea)

This sounds like an area that involves interesting change-of-pace gameplay, good loot, and relatively little experience. I absolutely do not want to derail this thread into yet another Labyrinths: Yea or Nay debacle, but I can definitely think of one particularly unpopular mid-game mini-branch this...

Monday, 21st October 2013, 12:58

Forum: Dungeon Crawling Advice

Topic: Indecisive KoAs

Replies: 30

Views: 8208

Re: Indecisive KoAs

Draining is nice, but the actual HD draining effect is uncommon enough that you'll have likely killed the guy long before its MR drops significantly, particularly with that electro-shiv youv'e got there. I like draining as a general damage booster when fighting the living, but its actual added effec...

Monday, 21st October 2013, 12:33

Forum: Game Design Discussion

Topic: The Factory (branch idea)

Replies: 9

Views: 2558

Re: The Factory (branch idea)

I very much like this whole proposal, especially as this seems like an opportunity to give dwarves (and maybe gnomes??) their time to shine. I also like the idea that, as the artefact is being developed, there will occasionally be steps in the crafting process you can take to help it along. Fail to ...

Monday, 14th October 2013, 15:26

Forum: Dungeon Crawling Advice

Topic: AC versus on-hit effects

Replies: 3

Views: 1536

Re: AC versus on-hit effects

Galefury wrote:Same for enhancer staves, except for the staff of earth.


And the new rod of striking.

Monday, 14th October 2013, 13:20

Forum: Dungeon Crawling Advice

Topic: Question about piety cost

Replies: 6

Views: 2020

Re: Question about piety cost

That's fair, and it's not like I'm not regularly looting the Tavern for things to update anyway. Regardless, if you DO spot any glaring irregularities, feel free to message me about them. I much prefer that over the usual wiki bashing : P

Monday, 14th October 2013, 12:53

Forum: Dungeon Crawling Advice

Topic: Stabbing + lost souls: bug or intended?

Replies: 8

Views: 2153

Re: Stabbing + lost souls: bug or intended?

Yeah, death and ressurection (of a sort) should probably clean-slate the monster. Do other status effects (confusion, petrification, etc.) linger as well?

Monday, 14th October 2013, 12:51

Forum: Dungeon Crawling Advice

Topic: Question about piety cost

Replies: 6

Views: 2020

Re: Question about piety cost

Thanks Sandman. By the way, if you're regularly consulting the wiki and comparing it against the code, have you considered setting up an account there? We could also use more code divers.

Monday, 14th October 2013, 12:49

Forum: Game Design Discussion

Topic: Rework the Scroll of Noise

Replies: 35

Views: 9670

Re: Rework the Scroll of Noise

Drawing from the ol' 3.5E Player's Handbook, how about a scroll of noise temporarily deafens everything within your line of sight? Still creates the attention-getting boom of noise, but also applies a spell-casting failure rate to every natural being in LOS (including you) akin to the effect of gett...

Monday, 7th October 2013, 20:00

Forum: Game Design Discussion

Topic: Make scrolls of curse/remove curse ID on read

Replies: 21

Views: 8333

Re: Make scrolls of curse/remove curse ID on read

I don't see why we couldn't do the same thing they do for scrolls of enchant weapon. "Your hands/body/fingers and neck briefly glow black."

Friday, 4th October 2013, 12:53

Forum: Dungeon Crawling Advice

Topic: Starting weapon/skills for DrFE?

Replies: 15

Views: 4416

Re: Starting weapon/skills for DrFE?

Until you've trained up your weapon skills, most weapons attack slowly. Short blades in general attack quickly, and require less skill in general to get up to really fast attack speeds. They do less damage per hit than bigger weapons, but you can stab the unwary with them for gratuitous amounts of d...

Friday, 4th October 2013, 12:49

Forum: Dungeon Crawling Advice

Topic: Interface tips

Replies: 5

Views: 2053

Re: Interface tips

Much appreciated. I've added a couple of these to the Wiki.

Thursday, 3rd October 2013, 13:54

Forum: Dungeon Crawling Advice

Topic: Didn't know trove could spawn with 3 items.

Replies: 8

Views: 2550

Re: Didn't know trove could spawn with 3 items.

I'm curious here; you're saying that it emphasizes wonderful items OR junk. A scythe spawned here. Is this vault actually weighted toward producing bottom-tier weapon artefacts, or was that just further horrible luck?

Wednesday, 2nd October 2013, 14:36

Forum: Game Design Discussion

Topic: The Forge (reflavour HoB)

Replies: 12

Views: 5266

Re: The Forge (reflavour HoB)

Unworked lifesteel A durable statue type monster that does nothing on its own, but appears in bands near furnace vaults with one or two deep elf mastersmiths. The mastersmiths have a 20% chance each turn of activating any unworked lifesteel adjacent to them, immediately converting them to a random ...

Thursday, 26th September 2013, 20:20

Forum: Game Design Discussion

Topic: Bullseye.

Replies: 14

Views: 4379

Re: Bullseye.

I know when this came up before, the response I got from dpeg was that not all unrands are supposed to be useful to everyone, but they should be useful to SOMEONE (too lazy to go back and get the quote). I'm perfectly fine with that philosophy; not everything has to be a pile of resistances and buff...

Thursday, 26th September 2013, 18:18

Forum: Game Design Discussion

Topic: Bullseye.

Replies: 14

Views: 4379

Re: Bullseye.

A practical demonstration of why EV is better than SH in most scenarios?
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