Search found 123 matches

Sunday, 8th December 2013, 18:55

Forum: Game Design Discussion

Topic: New God/Artefact - Scepter of the Lich King

Replies: 45

Views: 14393

Re: New God/Artefact - Scepter of the Lich King

Reading it again, I still really like the concept! tazoz, the flavour is so good that something could come out of this :) Now it "just" needs enough thought during design and then "only" an implementation, and you're there. Some more useful comments: 1. While being a lich, the c...

Friday, 6th December 2013, 07:55

Forum: Game Design Discussion

Topic: New God/Artefact - Scepter of the Lich King

Replies: 45

Views: 14393

Re: New God/Artefact - Scepter of the Lich King

I think this can be a good idea, I like it as it is even though normally permanmut suggestions tend to be awful, there are however a number of things I would change: -I think it should be made a qs base item since quarterstaves are miles better than rods as weapons and you're paying a very very big...

Friday, 6th December 2013, 07:34

Forum: Game Design Discussion

Topic: New God/Artefact - Scepter of the Lich King

Replies: 45

Views: 14393

Re: New God/Artefact - Scepter of the Lich King

Also "Undead player characters gain... a draining unarmed attack" seems sort of silly if you only get it while wielding the scepter, and is pretty un-needed as well. I do like that it's sort of a rod of absorbing stuff (Sorta like a vampiric stick) Seems like it would be pretty powerful a...

Friday, 6th December 2013, 07:21

Forum: Game Design Discussion

Topic: New God/Artefact - Scepter of the Lich King

Replies: 45

Views: 14393

Re: New God/Artefact - Scepter of the Lich King

I don't like "passive damage to things in LOS while moving" (I mean, anything that's not faster than you, you can kill by simply walking away) *****: Passive: Each turn that the player does anything but moving, all creatures in sight suffer 1-8 unresistible dmg. well, you walk away and pr...

Friday, 6th December 2013, 06:38

Forum: Game Design Discussion

Topic: New God/Artefact - Scepter of the Lich King

Replies: 45

Views: 14393

Re: New God/Artefact - Scepter of the Lich King

There are some interesting suggestions here and I will try to find some time to write a reply that gives a comprehensive analysis of the feedback and make some minor changes to the original proposal. Most of the criticism does ignore large parts of the proposal, I did consider many of the problems t...

Friday, 6th December 2013, 02:37

Forum: Game Design Discussion

Topic: New God/Artefact - Scepter of the Lich King

Replies: 45

Views: 14393

New God/Artefact - Scepter of the Lich King

Scepter of the Lich king, A scepter that belonged to a great and powerful Lich that became so powerful he became like a god. The gods fearing his rise to power, destroyed him, but on his last breath he transferred his essence to his magical scepter. Once the scepter is equipped by a player that play...

Wednesday, 6th November 2013, 17:11

Forum: Dungeon Crawling Advice

Topic: Shoals, Spider, casters

Replies: 128

Views: 35581

Re: Shoals, Spider, casters

I just have to point out that a. having a potion of might and speed by spider 5 happens around 9 in ten games or more frequently, there is also bersek rage that combines the two. There are also cure wounds potions and other potions that can improve the odds in your favour b. mana leach doesn't stop ...

Wednesday, 3rd July 2013, 14:17

Forum: Game Design Discussion

Topic: Lair - branches

Replies: 9

Views: 2335

Re: Lair - branches

Well I think the branch got nastier with the introduction of new forest-themed monsters. Elemental wellspring, thorn lotus, ancient bear and water nymph were at best really annoying and at worst truly terrifying. Was kinda funny how my minotaur warrior jumped all over the place when a satyr kept sh...

Wednesday, 3rd July 2013, 02:40

Forum: Game Design Discussion

Topic: Lair - branches

Replies: 9

Views: 2335

Lair - branches

I feel that there is missed potential because of the alternative branches concept. There is no real reason not to include all the new branches in every game, the solution is simple, reduce all the branches to 3 levels and lair to 6, the amount of levels would remain the same but the mid game would b...

Friday, 17th May 2013, 16:48

Forum: Game Design Discussion

Topic: Buff unrandarts

Replies: 71

Views: 16522

Re: Buff unrandarts

How about adding ignore target's armor to Knife of accuracy, it's a unique ability for a weapon, already coded in and would make knife extremely useful with enough slaying or as a stabbing weapon. Some suggestions: Ring of shadows: reduce sight by 1 (The change to Robe of Night was great) Brooch of ...

Saturday, 16th February 2013, 16:35

Forum: Game Design Discussion

Topic: Proposal: guarantee 10-20 ?/! at Crypt end

Replies: 103

Views: 27144

Re: Slight adjustment to crypt

How about giving a chance for player ghosts of all levels to spawn in the crypt with a higher chance for ghosts to spawn or just create ghost based monsters with random skills.

Friday, 27th July 2012, 18:34

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.11)

Replies: 320

Views: 85125

Re: Feedback on Trunk deployment (.11)

There is a problem with the new beam mechanics in tiles when using Fireball, the explosion radius is a darker color than the beam which makes the beam invisible, it makes the skill much more annoying to use compared to 1.10.

Thursday, 21st June 2012, 14:42

Forum: Game Design Discussion

Topic: New Poison Spell Suggestions

Replies: 77

Views: 17818

Re: New Poison Spell Suggestions

Why not make poison a more hybrid friendly spell school, we have enough high powered conjuration spells. Some suggestions: Level 4 Posion/charm spell Pestilence Leave clouds of poison where you stand, spell power increases the duration of the clouds and of the enchantment. (Similar to efreeti power....

Tuesday, 3rd April 2012, 15:14

Forum: Game Design Discussion

Topic: New god: Hemiphel the God of Blood

Replies: 4

Views: 1226

Re: New god: Hemiphel the God of Blood

Edit: I agree, it was a bad idea. That's what happens when I have one idea and try to patch together a god out of it, I need to stop posting game design ideas. :roll:

Tuesday, 3rd April 2012, 14:20

Forum: Game Design Discussion

Topic: New god: Hemiphel the God of Blood

Replies: 4

Views: 1226

New god: Hemiphel the God of Blood

Hemiphel relentlessly demands blood be it from dead enemies or from his worshippers, their main objective is to feed the god and in return the god rewards the followers with certain gifts relating to the use of blood. His powers: 0: Pray over a fresh corpse to drain blood, heal wounds and gain apple...

Saturday, 31st December 2011, 15:57

Forum: Game Design Discussion

Topic: New unrandarts

Replies: 76

Views: 20387

Re: New unrandarts

Cerebov - Yes, for all allies, the Orcish was just thematic so it's not really important.

Saturday, 31st December 2011, 12:25

Forum: Game Design Discussion

Topic: New unrandarts

Replies: 76

Views: 20387

Re: New unrandarts

Two ideas: Axe of the Warlord: Orcish Handaxe +2 +2 All allies get +2 in chance to hit, to damage, a minor boost to attack speed, +2 to AC, +2 to EV A change to the Leech Demon blade +10 +4 negative life leech, (minor drain in life when attacking) Positive Mana leech (minor mana drain when attacking

Sunday, 6th November 2011, 13:14

Forum: Game Design Discussion

Topic: New Monster: Doppelganger (revised)

Replies: 8

Views: 1739

Re: New Monster: Doppelganger

Thanks druid, Mara creates a ghost of the player character, I'm suggesting to create a simple vanilla monster that can copy some attributes that the player has. Mara's ghost gets all the characters spells and is even more powerful than the player character. A doppleganger can copy spells that it see...

Saturday, 5th November 2011, 14:00

Forum: Game Design Discussion

Topic: New Monster: Doppelganger (revised)

Replies: 8

Views: 1739

New Monster: Doppelganger (revised)

Doppelganger's have the stats of a human but take on the shape of the player character, it gains all body features that the player has and copies the players armour and weapon and shield. Doppelgangers have the ability to cast any spell a player casts in its presence, so if a player casts firestorm,...

Saturday, 5th November 2011, 13:27

Forum: Game Design Discussion

Topic: Confusing Touch!

Replies: 9

Views: 2798

Re: Confusing Touch!

How about adding confusing touch to the transmuters starting spellbook (to replace evaporate) and make it a level 2 transmutation/hex spell. Logically confusing touch is as much a transmutation spell as a Hex as you are transforming your hands to ones who cause confusion on touch. The change to leve...

Friday, 28th October 2011, 00:04

Forum: Game Design Discussion

Topic: "Give Mountain Dwarves the axe"

Replies: 200

Views: 489886

Re: "Give Mountain Dwarves the axe"

New Mountain dwarf suggestion: axe:+3 rest of weapons +0 Other skills as they are now except higher shields by 1. Small size means no large shields and higher normal and buckler shield requirements and effect. High shield skill to compensate. Gets a higher bonus than usual to hps by training fightin...

Tuesday, 11th October 2011, 11:09

Forum: Game Design Discussion

Topic: Trap proposal

Replies: 44

Views: 7916

Re: Trap proposal

I'm not crazy about the proposal mainly because it removes tactical use of traps. Here's a proposal to make traps much more interesting: Traps generate quite rarely, when you step on a trap it doesn't activate immediatly, instead you have a message that you step on a certain type of trap, you can di...

Tuesday, 11th October 2011, 10:07

Forum: Game Design Discussion

Topic: Rods suggestion

Replies: 2

Views: 1044

Rods suggestion

I've always seen rods as the tools of the trade of artificers, the problem is that the spells that rely least on spell power are also the rods most powerful abilities, making evocation nothing but a nice bonus. You can still cast deflect missiles, abjuration (if it remains as it was) and freezing cl...

Friday, 7th October 2011, 12:49

Forum: Game Design Discussion

Topic: New spell idea: summon Totem(Jungseung)

Replies: 11

Views: 2330

Re: New spell idea: summon Totem(Jungseung)(revised)

I revised the original post adding in totem immunities, ammo limitations and spells cast.

Friday, 7th October 2011, 12:02

Forum: Game Design Discussion

Topic: New spell idea: summon Totem(Jungseung)

Replies: 11

Views: 2330

Re: New spell idea: summon Totem(Jungseung)

I guess limited ammo could work. :) Personally I saw the spell more as a supplement to summons than as a sort of trap, raising corpses as your sumons tank for them, on the other hand this shows how verstile the spell is as it fits multiple styles of play. Some sort of missile using summons is sorely...

Friday, 7th October 2011, 11:55

Forum: Game Design Discussion

Topic: New spell idea: summon Totem(Jungseung)

Replies: 11

Views: 2330

Re: New spell idea: summon Totem(Jungseung)

Edit: On second thought this post isn't really a good idea.

Friday, 7th October 2011, 11:45

Forum: Game Design Discussion

Topic: New spell idea: summon Totem(Jungseung)

Replies: 11

Views: 2330

Re: New spell idea: summon Totem(Jungseung)

I created an excel document with the totem spells each corpse generates but I can't attach it. (a nice waste of time) Here's the list: Small/Normal plain corpse: Magic dart Large plain corpse: Mystic blast Small/Normal poisonous creature:Sting Large Poisonous creature: Venom bolt Strong poison user:...

Friday, 7th October 2011, 09:20

Forum: Game Design Discussion

Topic: New spell idea: summon Totem(Jungseung)

Replies: 11

Views: 2330

New spell idea: summon Totem(Jungseung)

Necromancy/summoning level 3 Create a totem on a corpse of a creature and imbune the totem with the creatures essence. You choose a corpse and cast the spell on it, an immovable totem pole appears and the corpse disappears: The totem pole has 1 hp 0ac 0ev and if the player tries to move into it the ...

Wednesday, 5th October 2011, 15:39

Forum: Game Design Discussion

Topic: Food reform

Replies: 164

Views: 44029

Re: Food reform

One idea could be to remove the notification of hungry, very hungry etc. instead use a counter which is reduced by x every step depending on class, you can remove the autoexplore interruption as the players will see the clock winding down and will know when to stop and eat. (you could stop every 1/4...

Tuesday, 4th October 2011, 19:43

Forum: Game Design Discussion

Topic: Elemental Magic Schools Differentiation

Replies: 52

Views: 16397

Re: Elemental Magic Schools Differentiation

Another idea for a thematic earth spell: Transmute Stones to rock: Level 2 transmutation/earth: Costs 5 wielded stones. Throw a large rock that pierces target and leaves a large rock where it lands. I've always thought that using up stones to cast spells is an interesting feature, this idea further ...

Sunday, 25th September 2011, 12:30

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP MuWz 15 runes + 13 zig wins (including some advice)

Replies: 51

Views: 16432

Re: YAVP MuWz 15 runes + 13 zig wins (including some advice)

Bobross: As you are talking about elf, abjuration or teleport can do the trick, until the teleport works, blink about to minimize the damage. (Teleport is risky but nothing in elf is as dangerous as 1s.) The third option is to blink to the other side of one of the weaker elves or a skeleton and wait...

Sunday, 18th September 2011, 17:37

Forum: Game Design Discussion

Topic: Why are there no "stealth" gods?

Replies: 13

Views: 4852

Re: Why are there no "stealth" gods?

Here's a suggestion for a stealth gold: (moved from the other thread) Urias god of thieves Abilities: *: Steal item: active ability: 1 mp - can only be used if monster is asleep, stealth check to succeed, steal a random item from target, can be used from a distance, if you fail the monster wakes up....

Saturday, 10th September 2011, 21:33

Forum: Game Design Discussion

Topic: Demigods feedback and help wanted!

Replies: 91

Views: 23282

Re: Design a Minion (help the Demigod reform)

Xom: An animated teddybear (just a normal bear called xom's teddybear) with chaos claws, He has the additional ability to animate your weapon against you as the xom effect. His dialogue: "Please save me" "I was once a man"

Friday, 9th September 2011, 17:18

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP MuWz 15 runes + 13 zig wins (including some advice)

Replies: 51

Views: 16432

Re: YAVP MuWz 15 runes + 13 zig wins (including some advice)

The way to kill the unique pan lords is to teleport away once you are out of mana, recharge your mana with a staff of channeling, use a ring of regeneration or two to heal yourself quickly and go back and attack him again, they won't have time to regenerate completely, after the third time they shou...

Friday, 9th September 2011, 13:11

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP MuWz 15 runes + 13 zig wins (including some advice)

Replies: 51

Views: 16432

Re: YAVP MuWz 15 runes + 13 zig wins (including some advice)

Nice suggestions Minmay, I never thought of invisibility vs ghost moths. Baldurino, silent specters are really weak, all you really need is a wand of lightning and two or three bolts will take one out, another solution is to blanket t he area at the edge of your screen with firestorms and walking ba...

Tuesday, 6th September 2011, 00:53

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP MuWz 15 runes + 13 zig wins (including some advice)

Replies: 51

Views: 16432

Re: YAVP MuWz 15 runes + 13 zig wins (including some advice)

0.10 YAVP MuFe 15 runes and 3 Zigs 0.9 and 0.10 have brought quite a few changes to the game, the original build I used is not really effective anymore as makhleb, poisonous cloud and Tornado have been nerfed, but Mummies are still amazing and I created a new build, the Mummy - fire and ice build. C...

Monday, 5th September 2011, 21:58

Forum: Game Design Discussion

Topic: Challenging wandering monsters

Replies: 9

Views: 2223

Re: Challenging wandering monsters

Dpeg, good point, they would work better as random encounters during exploration.

Both of my suggestions (waypoints and this one) were mainly to get rid of the tedium of being interrupted by non challenging creatures while on the way to the stash.

Monday, 5th September 2011, 21:47

Forum: Game Design Discussion

Topic: Challenging wandering monsters

Replies: 9

Views: 2223

Re: Challenging wandering monsters

One idea is to create a number of set dangerous encounters composed of a selection of creatures that would be challenging for most characters, for example a combination of hydras and you give the player a bunch of allied humanoids with weak bladed weapons or maybe a 15 headed hydra and a bunch of de...

Monday, 5th September 2011, 21:23

Forum: Game Design Discussion

Topic: Challenging wandering monsters

Replies: 9

Views: 2223

Re: Challenging wandering monsters

Yes, It was a bad idea... :)

Monday, 5th September 2011, 14:48

Forum: Game Design Discussion

Topic: Challenging wandering monsters

Replies: 9

Views: 2223

Challenging wandering monsters

It can add an interesting challenge for players trying to get to their stash safely, suddenly the autotravel would be disrupted by Titans and dragons instead of rats and sheep. Could add an element of risk in going to pick up scrolls you left on dungeon 3. The logic is that the orb of Zot generates ...

Monday, 5th September 2011, 11:40

Forum: Game Design Discussion

Topic: Waypoints

Replies: 6

Views: 1398

Waypoints

I was thinking about the problem of stashing and backtracking for items dropped, as it stands now, you make your stash on lair/temple/hive and go back to it when needed, the problem lies in the fact that some areas are really far from the main stash areas, having to backtrack 16 floors to get to the...

Friday, 2nd September 2011, 00:24

Forum: Game Design Discussion

Topic: Tornado feedback

Replies: 35

Views: 9325

Re: Tornado feedback

I tested out the spell in trunk and what the spell is, is a spell that is only useful in open areas, that takes 4 turns to kill a stone giant and that wakes up the whole level meaning you will be pelted with arrows and stones while waiting for the spell to kill the original stone giant who is being ...

Saturday, 27th August 2011, 22:05

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP TrMo 15 runes and OgWz 15 runes+Zig

Replies: 3

Views: 1216

Re: YAVP TrMo 15 runes and OgWz 15 runes+Zig

I've never really considered playing online mainly because I like playing with tiles, anyway, I didn't even know a tourney was taking place, I thought 0.9 was still in trunk mode. It's good to know that 0.9 is live and that webtiles actually exists in this day and age, maybe next tourney. :) Your po...

Saturday, 27th August 2011, 19:41

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP TrMo 15 runes and OgWz 15 runes+Zig

Replies: 3

Views: 1216

Re: YAVP TrMo 15 runes and OgWz 15 runes+Zig

The two games: Ogre- 8671249 Morris the Ogre Mage (level 27, 313/313 (318) HPs) Began as an Ogre Wizard on Aug 24, 2011. Was the Champion of Vehumet. Escaped with the Orb ... and 15 runes on Aug 27, 2011! The game lasted 14:48:23 (200862 turns). Morris the Ogre Mage (Ogre Wizard) Turns: 200862, Time...

Saturday, 27th August 2011, 19:39

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP TrMo 15 runes and OgWz 15 runes+Zig

Replies: 3

Views: 1216

YAVP TrMo 15 runes and OgWz 15 runes+Zig

On a whim after losing a few mummies to boredom and stupidity I decided to move on and start an Ogre wizard, this game was hard, seriously hard and long and aggravating, but I won so that's all that matters None of the late game went smoothly, every encounter that should have been easy was hard, it ...

Thursday, 25th August 2011, 13:01

Forum: Game Design Discussion

Topic: Branch ends and their rewards

Replies: 63

Views: 15469

Re: Branch ends and their rewards

Dpeg, I'm just pointing out a few things, do with it what you like. Thanks for all the hard work you and the other developers have been doing, the game is great and I've had loads of fun playing it over the years. :)

Thursday, 25th August 2011, 12:40

Forum: Game Design Discussion

Topic: Branch ends and their rewards

Replies: 63

Views: 15469

Re: Branch ends and their rewards

Dpeg, you are right loot has been increased everywhere except where it's important for there to be loot, take troves for example, is there any challenge getting the loot contained within one? It's mostly a decision, do I roll the dice and sacrifice one object for another and sometimes it pays off an...

Thursday, 25th August 2011, 11:19

Forum: Game Design Discussion

Topic: Branch ends and their rewards

Replies: 63

Views: 15469

Branch ends and their rewards

There is a certain missconception that giving out large amounts of loot is bad, there has been a gradual reduction of loot over time in the branch ends and even in Pan one of the pan lord vaults has been stripped of loot. Why is this bad? giving large rewards for defeating a branch gives the player ...

Wednesday, 24th August 2011, 07:59

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: Spriggan Air Elementalist wannabe ...

Replies: 16

Views: 3690

Re: CIP: Spriggan Air Elementalist wannabe ...

Before taking on crypt get ignite poison if you can and start pumping transmutations (you will need it anyway for necromutation...) most undead are weak versus fire and casting poisonus clouds or mephic cloud and igniting it is a great way to take out multiple undead at once. The combination of igni...

Wednesday, 24th August 2011, 07:33

Forum: Game Design Discussion

Topic: Food stores

Replies: 19

Views: 5273

Food stores

In all the years of playing I've never bought a single item from such a store, there is always a thrill when checking out a new store except the boring food stores that never have anything of interest. This has become more serious of a problem, recently, as stores have replaced loot as the rewards f...
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