Search found 186 matches

Saturday, 2nd January 2016, 16:19

Forum: Game Design Discussion

Topic: Liminals (split from Lacertilians thread)

Replies: 22

Views: 5072

Re: Liminals (split from Lacertilians thread)

You might get trog on a wizard or vehumet on a fighter. And then you're like -__- Heh that would be hilarious. Then again, pure casters are not recommended backgrounds for liminals. Committing to one strategy before lvl 5 is also not recommended with liminals (and with most species for that matter)...

Saturday, 2nd January 2016, 15:24

Forum: Game Design Discussion

Topic: Liminals (split from Lacertilians thread)

Replies: 22

Views: 5072

Re: Liminals (split from Lacertilians thread)

I think it could be fun to have a conduct where gods easily take to you, but also easily get bored of you. In other words, piety grows fast, wrath is mild, but you have to change gods repeatedly. (Some caveats: no god repetition until you've gone full cycle among the temple gods.) A patch that make...

Saturday, 2nd January 2016, 14:03

Forum: Dungeon Crawling Advice

Topic: Same look/commands for Webtiles and download tiles

Replies: 9

Views: 2677

Re: Same look/commands for Webtiles and download tiles

Press F11 while on webtiles to get fullscreen.

Wednesday, 30th December 2015, 13:09

Forum: Game Design Discussion

Topic: Fireball crash

Replies: 3

Views: 1590

Re: Fireball crash

Wednesday, 30th December 2015, 13:03

Forum: Game Design Discussion

Topic: Liminals (split from Lacertilians thread)

Replies: 22

Views: 5072

Re: Lacertilians, playable on CBRO

Random god is bad for various reasons. Could you elaborate on this? Right now the only argument that comes to my mind is the possibility of start scumming for an specific god (good luck creating 20+ characters!) How about passive detection of altars and temple? Fits in flavour. The gimmick may indu...

Monday, 28th December 2015, 11:02

Forum: Game Design Discussion

Topic: Liminals (split from Lacertilians thread)

Replies: 22

Views: 5072

Re: Lacertilians, playable on CBRO

So liminals are just humans that startscummed for a faded altar? No. The faded altar gives you a small initial boost in piety with one random god. The "faith" effect helps you to get piety over time, all the time and with all gods you join (including the first one that Liminals get at ran...

Sunday, 27th December 2015, 13:19

Forum: Game Design Discussion

Topic: Liminals (split from Lacertilians thread)

Replies: 22

Views: 5072

Re: Lacertilians, playable on CBRO

Is the intent that Liminals cannot stop worshipping their chosen god? No, you can still abandon gods but you have to deal with the wrath. That seems like it will just lead to annoyance as people immediately go back to temple and pick the god they actually want (or save scumming until you get Jiyva/...

Sunday, 27th December 2015, 10:39

Forum: Game Design Discussion

Topic: Liminals (split from Lacertilians thread)

Replies: 22

Views: 5072

Liminals (split from Lacertilians thread)

gammafunk: the problem with that race is that the best way to play it is to ignore the gimmick gammafunk: and just use the innate faith with the first god you choose ontoclasm: well, i dunno how to make that not the case Grunt: the true random god. Liminals I created the Liminals, a branch of Lacer...

Sunday, 29th November 2015, 11:31

Forum: Game Design Discussion

Topic: Display "nettability" in monster description

Replies: 25

Views: 5451

Re: Display "nettability" in monster description

Maybe nets should just work on all sizes? Throwing nets in real life can be pretty big, and the larger ones could certainly impair a stone giant or dragon if they existed. Larger sizes do more damage to the net already (although the scaling is a little weird), extending that makes more sense than h...

Sunday, 29th November 2015, 10:50

Forum: Game Design Discussion

Topic: Beoghites auto-pray on orc corpses

Replies: 3

Views: 981

Beoghites auto-pray on orc corpses

Proposal: If following Beogh, standing over one or more orcish remains automatically destroys them. This takes no time, gives you the normal praying over remains message and has the chance of giving you piety as it is now. Why: - Because praying over corpses as it is right now is rarely an interesti...

Sunday, 29th November 2015, 10:14

Forum: Game Design Discussion

Topic: Race proposal: Hill Goblin

Replies: 4

Views: 1749

Re: Race proposal: Hill Goblin

Sounds like lots of quirky purely cosmetic details into one species.
I think the most interesting mechanic is the intrinsic amulet of faith.
I'd suggest dropping most of the quirks and just keep the meaty stuff.

Tuesday, 24th November 2015, 16:06

Forum: Crazy Yiuf's Corner

Topic: [Proposal] QUEST SYSTEM, GAMEPLAY TWISTS

Replies: 47

Views: 13101

Re: [Proposal] QUEST SYSTEM, GAMEPLAY TWISTS

Each game somehow try to represent reality. The game tries to be true to reality only when doing so improves gameplay. There are good games that create interesting situations while being quite abstract (chess for example) and dealing away with minutia that would just distract the players. The quest...

Thursday, 6th August 2015, 08:19

Forum: Game Design Discussion

Topic: new oddities card: (divine) intervention

Replies: 8

Views: 2185

Re: new oddities card: (divine) intervention

Nemelex has Famine in the virtual deck of oddities, as well as its opposite - Feast. But he also has the Wrath card in the deck of oddities, and wouldn't it be fun to have its opposite in the deck of oddities too ? Symmetry in a game is not necessarily good for game design. Because oddity cards are...

Thursday, 21st May 2015, 13:17

Forum: Crazy Yiuf's Corner

Topic: Suggestion: Merge Bread and Meat Rations

Replies: 55

Views: 15110

Re: Suggestion: Merge Bread and Meat Rations

Marbit propossal: Change bread to "bread rations" and meat to "meat rations". These items work like fruit in the sense that they merge into "food rations" when picked from the ground. Species with dietary restrictions keep them separated as they were in the ground. Pro...

Thursday, 7th May 2015, 10:32

Forum: Game Design Discussion

Topic: Gozag ability proposal: rent equipment

Replies: 5

Views: 2309

Re: Gozag ability proposal: rent equipment

Don't rent the equipment, sell it. No one wants to deal with more steps just to buy an item in a shop. While we are at it, don't make the player pay for the chance to generate a shop in a distant land whose items could perhaps be useful. The benefit of getting an extra shop is reduced by the cost of...

Wednesday, 4th March 2015, 06:22

Forum: Game Design Discussion

Topic: New randart negative properties

Replies: 69

Views: 18687

Re: New randart negative properties

Some of the bad randart effects are similar to some bad mutations: TELE (teleportitis) RAGE (berksetitis) Noisy (shoutitis) Hunger (fast metabolism) +/- Str Dex or int (reduced attributes) This, in my opinion, seems to work well. Perhaps adding some more of the mutations as artifact properties might...

Monday, 5th January 2015, 13:53

Forum: Game Design Discussion

Topic: Extremely rare items and Fun.

Replies: 7

Views: 2478

Re: Extremely rare items and Fun.

Special items are special because they are uncommon. Common weapons already have some wacky gamechanging effects such as reach in polearms, cleave with axes or the different brands and randart egos. I think some effects should be rarer than others and unrandart items and their quirks are often quite...

Friday, 26th December 2014, 16:56

Forum: Game Design Discussion

Topic: Change green dragon

Replies: 21

Views: 6278

Re: Change green dragon

There is no real reason for Wyverns to be red, or D. I guess they are D because they are large pseudodragons (and there are a limited number of glyphs available). As to why they are light red, probably brown was already taken when they were created. But yes, I agree that they are a bit weird. Anywa...

Friday, 26th December 2014, 16:21

Forum: Game Design Discussion

Topic: Change green dragon

Replies: 21

Views: 6278

Re: Change green dragon

Since red is taken, Fire Dragons would then be a pink D? Yes, I thought something like that. Still, that requires juggling between some glyphs. I though something like: http://i58.tinypic.com/2f07s3m.png The lindwurm tile was just me having some fun but I think the end result looks awesome. I'm sta...

Friday, 26th December 2014, 09:24

Forum: Game Design Discussion

Topic: Change green dragon

Replies: 21

Views: 6278

Re: Change green dragon

Ontoclasm, before you dismiss my argument please consider that the console glyph might also be odd and worth changing. In the console we see the same pattern where the color of the glyph also tells you something on the elemental affinity of a creature. Check an updated pic of the monsters that I put...

Wednesday, 24th December 2014, 13:56

Forum: Game Design Discussion

Topic: Change green dragon

Replies: 21

Views: 6278

Re: Change green dragon

Building on the tile that Bloax made
I made the armour:
Image

The armour for the player's doll was a bit harder...
Image

Tuesday, 23rd December 2014, 22:40

Forum: Game Design Discussion

Topic: Put ring command streamline

Replies: 7

Views: 2259

Put ring command streamline

Proposal: When changing rings don't offer the option to change it for an identical ring. Most of the time the option of putting on a ring of protection from fire in a slot that is being occupied by an identical ring of protection from fire is not useful. I think this can be streamlined by removing ...

Tuesday, 23rd December 2014, 22:03

Forum: Game Design Discussion

Topic: Change green dragon

Replies: 21

Views: 6278

Change green dragon

Propossal: Change the name of the Green Dragon to Red Dragon. Also change the tile so that this dragon is actually red. In the same way change the name and coloration of green dragon hide and armour. Why: Because colour can help convey information about a monster. In this case colour can help a pla...

Thursday, 17th April 2014, 04:50

Forum: Game Design Discussion

Topic: Suggestion for new unique: O'Malley

Replies: 19

Views: 5036

Re: Suggestion for new unique: O'Malley

headcrab0803 wrote: doesnt inner flaming friendlies make them hostile or does that only work for players

Not if they are friendly or mindless. Monster inner flame could theoretically be set to only target enemy undead, mindless or enemy minions.

I also like the unique.

Thursday, 10th April 2014, 00:28

Forum: Crazy Yiuf's Corner

Topic: Armour GDR

Replies: 14

Views: 2983

Armour GDR

Have you ever noticed that an armour's GDR is almost four times its AC?
The error of this method is small except for the robe and the crystal plate armour.

Saturday, 29th March 2014, 01:01

Forum: Game Design Discussion

Topic: Remove the scroll of random uselessness

Replies: 8

Views: 2775

Remove the scroll of random uselessness

Proposal: Remove the scroll of random uselessness. Discussion: Once scrolls of random uselessness have been identified they are trash and almost no one would carry them. Even in the identifying minigame they have a small role as they are just one among a dozen or so possible scrolls to identify. In...

Monday, 24th March 2014, 17:03

Forum: Game Design Discussion

Topic: chunk root interrupts rest/autoexplore

Replies: 9

Views: 2470

chunk root interrupts rest/autoexplore

Suggestion: By default the "something rots in your inventory" message interruption is turned off. Discussion: When something rots in your inventory a message appears that interrupts resting/auto-explore. Getting this message is rarely useful and most of the time it just anoying. I'm sure ...

Saturday, 22nd March 2014, 14:53

Forum: Game Design Discussion

Topic: Buff player spines mutation

Replies: 7

Views: 3138

Re: Buff player spines mutation

What about spines also giving you AC?
You will still be able to have decent AC with light armour and use the spines or get some impressive armour without returning damage.

Monday, 17th March 2014, 15:50

Forum: Game Design Discussion

Topic: Magic tab

Replies: 15

Views: 5128

Re: Magic tab

Given that macros help so much the game interaction perhaps they could be mentioned in hint mode for the deep elf sorceror. It sounds to me that it should be one of the first tips given to a caster to reduce the tedium of pressing z+a+f hundreds of times. Tip: You can use a macro to save some time, ...

Monday, 17th March 2014, 01:24

Forum: Game Design Discussion

Topic: Magic tab

Replies: 15

Views: 5128

Re: Magic tab

If it helps leave it open.

Saturday, 15th March 2014, 22:07

Forum: Game Design Discussion

Topic: Magic tab

Replies: 15

Views: 5128

Re: Magic tab

Ok, every day one learns a new thing.
Thanks for the help!

*Mods, close the topic please

Saturday, 15th March 2014, 21:38

Forum: Game Design Discussion

Topic: Magic tab

Replies: 15

Views: 5128

Magic tab

Suggestion: allow setting one spell to auto-attack. Discussion: In melee (or ranged combat) players usually tab low danger no brainer situations. It is not possible to do so with spells (one always needs to confirm the target for each attack). With this proposal players would be able to set one spel...

Thursday, 13th March 2014, 23:15

Forum: Contributions

Topic: Insectoid unique tile

Replies: 0

Views: 1592

Insectoid unique tile

My first try with tiles, I'll wait for a bit of feedback before sending it to mantis to be saved in unused models. It is an overgrown buff insect. Possibly a unique. Anyway, here is the large tile: http://s30.postimg.org/e60wurjot/insect_large.png And here is the normal size tile with different back...

Friday, 7th March 2014, 22:36

Forum: Game Design Discussion

Topic: Proposal: Make monster mer* more gender-equitable

Replies: 118

Views: 35606

Re: Proposal: Make monster mer* more gender-equitable

We do have non unique monsters with sex in crawl and that is perfectly fine. We could certainly make a "queen ant" a "royal ant" but that would only confuse players. In some situations the sex of a monster helps a player to recognize the monster, that is the case of merfolk/merma...

Friday, 7th March 2014, 21:38

Forum: Game Design Discussion

Topic: Proposal: Make monster mer* more gender-equitable

Replies: 118

Views: 35606

Re: Proposal: Make monster mer* more gender-equitable

Oks, to be honest the request to make a gender neutral mermaid strikes me as to touchy. Mermaids were traditionally females and I don't think that any of the devs that implemented the monster were sexist or gender biased in any way nor do I think it is wrong to assign a gender to a monster type when...

Sunday, 23rd February 2014, 02:54

Forum: Game Design Discussion

Topic: No poison outside combat

Replies: 21

Views: 9485

No poison outside combat

Problem: - Outside combat poison presents little tactical choice because resting is almost always better than exploring while poisoned. - Resting while poisoned is a tedious process as poison interrupts your resting quite often. - Deaths by poison outside combat are a bit dull; without curing/heali...

Monday, 10th February 2014, 17:15

Forum: Game Design Discussion

Topic: Item value

Replies: 17

Views: 4778

Re: Item value

Brands effect usually depends on the speed or the damage of a weapon. I'd suggest the following for pricing weapons: Divide brands in three groups: speed (e.g electrocution, pain, distortion) damage (e.g flaming, freezing, vorpal) other (e.g reaping, protection, chaos) Then something on the spirit o...

Saturday, 1st February 2014, 02:57

Forum: Game Design Discussion

Topic: poison and resting

Replies: 3

Views: 1710

Re: poison and resting

What about poison interrupting only if you have 10 or less hp:
  Code:
"You feel it is too dangerous to wait pasively ... the poison is killing you!"

Sunday, 26th January 2014, 19:58

Forum: Game Design Discussion

Topic: Brainstorm permanent ally god

Replies: 47

Views: 13924

Re: Brainstorm permanent ally god

As a follow up of the mercenary shops, the code for the mercenary contract is complete (but has a small bug). I'll now need to implement the code for a new shop that sells these items. Is anyone aware of a patch where a new kind of shop was implemented? Re-using existing code always make things easi...

Saturday, 25th January 2014, 19:26

Forum: Game Design Discussion

Topic: Enhance skill descriptions to reveal secret mechanics

Replies: 13

Views: 3603

Re: Enhance skill descriptions to reveal secret mechanics

some12fat2move wrote:I know there is a tiny accuracy penalty for all melee attacks, but this is so tiny it is pretty much unnoticeable. For UC, attack delay is affected as well.


If the penalty is so small... why not remove the penalty entirely? It would simplify the game and not much would change.

Saturday, 25th January 2014, 16:49

Forum: Game Design Discussion

Topic: Enhance skill descriptions to reveal secret mechanics

Replies: 13

Views: 3603

Re: Enhance skill descriptions to reveal secret mechanics

Do armour obstaculizes attacks with all weapons or just with UC?

Thursday, 23rd January 2014, 03:42

Forum: Game Design Discussion

Topic: Nemelex reform

Replies: 76

Views: 24182

Re: Nemelex reform

Why not just auto sacrifice on sight every item that could produce the desired decks? Nemelex already has a menu for selecting which kind of items the player want to sacrifice. Randarts and very good items could be spared and sacrificed manually. OP: It is a good proposal but for Nemelex sake, make ...

Tuesday, 21st January 2014, 23:18

Forum: Game Design Discussion

Topic: Brainstorm permanent ally god

Replies: 47

Views: 13924

Re: Brainstorm permanent ally god

...you can already pace your speed to match that of your slowest ally by pressing Ctrl+e. It was recently even fixed to actually work! ¿Can we get a message reminding us that this option exist the first time we get an ally slower than us? I had no idea that this option existed. The <monster> slowly...

Monday, 20th January 2014, 16:26

Forum: Game Design Discussion

Topic: Brainstorm permanent ally god

Replies: 47

Views: 13924

Re: Brainstorm permanent ally god

In the morning I was recycling the bottled efreet code to make a "mercenary contract" and then make shops that would sell different "brands" of a mercenary contract. As a small follow up, I managed to write the code for the "mercenary contract". The item now summons on...

Saturday, 18th January 2014, 07:55

Forum: Game Design Discussion

Topic: Brainstorm permanent ally god

Replies: 47

Views: 13924

Re: Brainstorm permanent ally god

So, has anyone worked on some code for making a mercenary shop? In the morning I was recycling the bottled efreet code to make a "mercenary contract" and then make shops that would sell different "brands" of a mercenary contract. Knowing myself it will take me a loooong time to g...

Friday, 17th January 2014, 20:11

Forum: Game Design Discussion

Topic: Monster Pickup Question

Replies: 2

Views: 963

Re: Monster Pickup Question

For a minute I thought you were asking for pick up lines to get your way in the dungeon.
Sounds like a good topic for CYC.

Wednesday, 15th January 2014, 18:21

Forum: Suggestions & Criticism

Topic: Toxic mods

Replies: 39

Views: 11585

Re: Toxic feedback

twelve, if some admin recently did something to you, pm another admin. The other users cannot do anything for you. If the other admins disagree or ignore you, either they have a real point that you are not seeing or there is a conspiracy against you. In either case you are screwed and complaining op...

Friday, 10th January 2014, 01:58

Forum: Game Design Discussion

Topic: Brainstorm permanent ally god

Replies: 47

Views: 13924

Re: Brainstorm permanent ally god

Thanks for the input, it might be that a permanent ally is no material for a god. Originally I wasn't trying to design a god, I was thinking what could be made to improve mercenaries and much of the stuff I came up with looked a bit like god granted abilities. After that it was just natural to think...

Wednesday, 8th January 2014, 23:26

Forum: Game Design Discussion

Topic: Brainstorm permanent ally god

Replies: 47

Views: 13924

Brainstorm permanent ally god

This is just a brainstorm, hopefully not too Yuif or too general. I'm toying with the idea of a god that provides one (replaceable) permanent ally. Just for fun, imagine that there is one god at the temple, that would give you a free low level mercenary when you join him (replacing a lost permanent ...

Monday, 6th January 2014, 22:00

Forum: Game Design Discussion

Topic: Proposal: beogh reform

Replies: 79

Views: 17131

Re: Proposal: beogh reform

So I think Siegurt and duvessa are right. As I said when HirschI initially posted about this in CYC, just have the god automatically take care of this stuff for you. Your followers do not pick anything up. Your army automatically gets upgrades to their weapons and armor the longer they stick around...
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