Search found 129 matches

Monday, 14th December 2015, 11:10

Forum: Crazy Yiuf's Corner

Topic: Player Spell - Blinkbolt

Replies: 15

Views: 3517

Re: Player Spell - Blinkbolt

Yes. Let's make something almost as useful as the level 8 Controlled Blink spell a level 4. Sarcasm aside; as cool as this would be it's probably too powerful for a player spell. I mean it is limited compared to cBlink (less likely to be able to be used for escape if it MUST target an enemy); but b...

Friday, 11th December 2015, 14:03

Forum: Game Design Discussion

Topic: Transmutation inconsistencies, and some ideas

Replies: 26

Views: 5793

Re: Transmutation inconsistencies, and some ideas

RAIJU FORM WAS MY IDEA! GET SUED! :oops: Sorry, I must have missed that. (Goes searching...) Is that the link to the appropriate discussion https://crawl.develz.org/tavern/viewtopic.php?f=8&t=14479 ? While I absolutely agree that there is quite a substatial overlap, the proposal I had I mind wo...

Friday, 11th December 2015, 10:44

Forum: Game Design Discussion

Topic: Transmutation inconsistencies, and some ideas

Replies: 26

Views: 5793

Re: Transmutation inconsistencies, and some ideas

While we're throwing ideas for new Transmutation spells willy-nilly, let me pen down the one that I've had in my mind for a while: Name: Raiju's leap Level: Transmutation/Air 4 or 5 The effect is essentially that of the monster spell Blinkbolt with the following important differences: The player doe...

Thursday, 10th December 2015, 12:17

Forum: Game Design Discussion

Topic: Rods (split from GDD Pakellas thread)

Replies: 34

Views: 7724

Re: Pakellas: don't think this god is a great addition.

I hope Pakellas raise up the question "why do rods need to be wielded to evoke?" Obviously it's so cursing your weapon (Ashenzari) actually makes you sacrifice something... Except you dont have to actually curse your weapon. Or in the case of a transmuter you can carry a cursed rod and ge...

Thursday, 12th November 2015, 10:37

Forum: Game Design Discussion

Topic: Modify rings of flight

Replies: 1

Views: 830

Modify rings of flight

Please for the sake of all that is holy change rings of flight as well as all artifacts that give +fly to give the wearer permanent flight(that can be stopped), like boots of flying. I cannot really see what advantage other than tedium and the occasional stupid death is generated by the current beha...

Tuesday, 10th November 2015, 12:28

Forum: Game Design Discussion

Topic: God Concept: Ukozan, God of Close Combat

Replies: 14

Views: 4674

Re: God Concept: Ukozan, God of Close Combat

I really like many of the ideas floating around here. Would it however not be great to combine it with the "martial arts" god suggested here https://crawl.develz.org/tavern/viewtopic.php?f=17&t=17938 ? In particular, the idea of wildly fluctuating piety appeals to me greatly.

Thursday, 5th November 2015, 16:20

Forum: Crazy Yiuf's Corner

Topic: Crawl inconsistencies

Replies: 17

Views: 4985

Re: Crawl inconsistencies

One further thing that bothers me. It is established that the gods can do things impossible via other means. For example Lugonu's second power works on Formicids, Trog's hand provides regeneration that heals Deep Dwarfs, etc... Why is it then that Formicids can't use Okawaru's Finesse or Trog's Bers...

Wednesday, 28th October 2015, 23:15

Forum: Crazy Yiuf's Corner

Topic: Crawl inconsistencies

Replies: 17

Views: 4985

Re: Crawl inconsistencies

Iron dragons exist, and are also gray. Delivered in a posh annoying voice: "It is a common misconception among Crawl zoologists to relate the iron dragons with the grey draconians, just as some relate the red panda to the panda bear. The iron dragon has a breath weapon, whereas the grey dracon...

Wednesday, 28th October 2015, 21:54

Forum: Crazy Yiuf's Corner

Topic: Crawl inconsistencies

Replies: 17

Views: 4985

Re: Crawl inconsistencies

Another thing that bothers me is the lack of clear correspondece between the draconians and the dragons. Why aren't "black" draconians blue like the electric breathing dragons, where are the yellow acid spitting dragons, where are the grey dragons, etc... Clearly, the draconians-dragon cor...

Wednesday, 28th October 2015, 14:54

Forum: Crazy Yiuf's Corner

Topic: Crawl inconsistencies

Replies: 17

Views: 4985

Crawl inconsistencies

Crawl is full of fluff inconsistencies and it is important to root them all out. Let's all try together to list them all.
First example - player followers of Yred that die have their corpse rise as a mindless zombie.

Why doesn't the same happen to the monster Death knights?

Friday, 23rd October 2015, 14:33

Forum: Game Design Discussion

Topic: Spicing up the slime pits

Replies: 24

Views: 6076

Re: Spicing up the slime pits

Irrespective of the length of the slime pits, one of my major gripes with the place right now is the omnipresence of slime creatures in it. Hence, some new kind of jelly that tramples would be nice in that: 1) it is not a monster that is designed around an equipement check ( like the giant eyeball (...

Saturday, 17th October 2015, 11:57

Forum: Game Design Discussion

Topic: Spicing up the slime pits

Replies: 24

Views: 6076

Spicing up the slime pits

The current slime pits are quite fun, but could still use some extra spice, some "je ne sais quoi". One could for instance 1) Add a jelly with a trample attack. That would serve to push players into the acidic walls and into the acidic pools (see below) 2) Acidic pools: small pools (3-4 sq...

Wednesday, 7th October 2015, 16:00

Forum: Game Design Discussion

Topic: God proposal: The unsatiable hunger

Replies: 4

Views: 1392

Re: God proposal: The unsatiable hunger

pubby wrote:I'd like it more if you would remove hunger.


I would just like to point out that the main proposal has in principle nothing to do with "hunger" as it is called in the game. It is an unfortunate choice of words. Just the variable piety mechanic is essential.

Wednesday, 7th October 2015, 08:24

Forum: Game Design Discussion

Topic: God proposal: The unsatiable hunger

Replies: 4

Views: 1392

God proposal: The unsatiable hunger

During some discussions about Ru and Gozag, the suggestion was made that, since there is now a god with constant piety and a god with no piety, there might still be design space for a god with highly variable piety. This post is just the result of some brainstorming in that direction. The main ingre...

Thursday, 18th June 2015, 09:44

Forum: Game Design Discussion

Topic: Potions of cancellation should affect treeform

Replies: 3

Views: 1387

Re: Potions of cancellation should affect treeform

Potions of cancellation do affect tree form, just like they do all other forms where you can drink. This is the case in 0.16 and trunk. Forms take 10 aut to dispell after the cancellation, but you should see the Tree indicator go from light green to green after the turn you drink it. That is good, ...

Wednesday, 17th June 2015, 20:43

Forum: Game Design Discussion

Topic: Potions of cancellation should affect treeform

Replies: 3

Views: 1387

Potions of cancellation should affect treeform

As the title says - cancellation should remove the effect of a potion of lignification, for reasons of consistency. I don't think that it would make the potions of lignification particularly stronger, considering the rarity of cancellation. (Having this option would have saved the life of a promisin...

Monday, 25th May 2015, 09:25

Forum: Dungeon Crawling Advice

Topic: Does anyone use Slow?

Replies: 28

Views: 7096

Re: Does anyone use Slow?

I once (version 0.14 I think) went for a Vampire AM focused on melee (starting with javelins, using long blades, worshipping Kiku). I used Slow a lot as a debuffer before engaging a monster in melee. It was moderately useful. As others have mentioned, using it on a ranged character with the hope of ...

Friday, 31st October 2014, 16:48

Forum: Game Design Discussion

Topic: Armour Ego: Spellfocus

Replies: 12

Views: 2974

Re: Armour Ego: Spellfocus

The only spells where uncapping spellpower is balanced by an increase in mana cost would be destructive spells, since those are the ones you expect to cast more than once in a fight. Hexes, on the other hand, would become a one or two cast victory (200 spell EH) against everything not immune to mag...

Friday, 31st October 2014, 08:38

Forum: Game Design Discussion

Topic: Armour Ego: Spellfocus

Replies: 12

Views: 2974

Re: Armour Ego: Spellfocus

What was the point of the cap in the first place? Also, are you talking straight up no power cap (no hard cap), no arbitrary cap (hard cap 200), or increasing the maximum spellpower? This would be a little logical if it only increased maximum spellpower by a few pips. But entirely removing the cap ...

Thursday, 30th October 2014, 23:24

Forum: Game Design Discussion

Topic: Armour Ego: Spellfocus

Replies: 12

Views: 2974

Armour Ego: Spellfocus

Currently many spells become significantly less useful during the late game due to limits to Spellpower. This is a bit unfortunate since there are no direct equivalents to some spells like Ensorcelled Hibernation, Tikuma's dance, Dazzling spray and some others. Thus the suggestion to introduce an ar...

Monday, 22nd September 2014, 20:40

Forum: Game Design Discussion

Topic: Proposal: Ru, god of balance and sacrifice

Replies: 363

Views: 242457

Re: Proposal: Ru, god of balance and sacrifice

I played a couple of games with Ru and though I didn't win, I have a couple of suggestions. 1) I don't think that Draw Out Power should make you exhausted. It could be on a different timer and a possible solution could be the following: The power of the auras depends on an extra parameter that is au...

Monday, 22nd September 2014, 20:12

Forum: Game Design Discussion

Topic: Goodnight, we need a good knight!

Replies: 25

Views: 6965

Re: Goodnight, we need a good knight!

eldiablo1989 wrote:all the warrior priest classes are evil.


Healers worship Elyvilon and she isn't evil.

Thursday, 18th September 2014, 15:45

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: DeCj, want to poke my nose into extended?

Replies: 6

Views: 1837

Re: CIP: DeCj, want to poke my nose into extended?

The Abyss becomes much less dangerous if a source of regeneration is avaiable. If you have the spells, learn Regeneration and Sublimation of blood. This combo will make the Abyss much easier.

Sunday, 7th September 2014, 13:57

Forum: Dungeon Crawling Advice

Topic: Ziggaruts with melee character

Replies: 20

Views: 8057

Re: Ziggaruts with melee character

http://dobrazupa.org/morgue/BONGHITZ/morgue-BONGHITZ-20140707-110617.txt This guy did it with just melee and javelins (and one escape to the Abyss). No powerful evocables or spells were used. How did this guy escaped to the abyss ?? I thought it was only possible as a Lucy worshipper... Probably un...

Friday, 5th September 2014, 07:55

Forum: Game Design Discussion

Topic: Proposal: New Hex-based background

Replies: 15

Views: 3567

Re: Proposal: New Hex-based background

This book has potential to play more like a skald than anything That is the idea. A crazy hex-based mix of a skald and maybe a bit of a summoner. Thus, based on feedback I think that the updated book should be Level 1: Corona (Any new level 1 Hex spells would be great) Level 2: Slow Level 3: Tikuma...

Thursday, 4th September 2014, 20:36

Forum: Game Design Discussion

Topic: Proposal: New Hex-based background

Replies: 15

Views: 3567

Re: Proposal: New Hex-based background

Confusing touch used to be lv1, but was nerfed. Distracting touch (implying UA) can be used with a weapon and is better than a level 2 spell? The effect is supposed to be weaker and the duration just a turn. Anyway, this part of the proposal wasn't important. If three backgronds start with the same...

Thursday, 4th September 2014, 20:09

Forum: Game Design Discussion

Topic: Proposal: New Hex-based background

Replies: 15

Views: 3567

Re: Proposal: New Hex-based background

Distracting Touch: Level 1 spell that makes a monster stabbable for a turn or two. http://crawl.chaosforge.org/Confusing_Touch The same thing. ;) Yes and no. Confusing Touch is level 2, requires that the user be unarmed and inflicts confusion, which makes the victim move around. What I have in mind...

Thursday, 4th September 2014, 20:05

Forum: Game Design Discussion

Topic: Proposal: New Hex-based background

Replies: 15

Views: 3567

Re: Proposal: New Hex-based background

Sar wrote:
learndb entry on guardian golem wrote:Ally with no attacks, but it passively absorbs damage dealt to other allied summons. When below half health it can overheat, causing it to explode on death.

What does it do in this book?

Rethinking it, Summon Mana Viper is a better fit, both thematically and practically.

Thursday, 4th September 2014, 18:40

Forum: Game Design Discussion

Topic: Proposal: New Hex-based background

Replies: 15

Views: 3567

Proposal: New Hex-based background

Having recently played a Wizard of Chei that specialized quite a lot in Hexes I have become convinced that there is space for one more Hex-based background that is unique and fun. The name is not important, though Reaver sound good (I know it was used for a different background long ago, but that wa...

Tuesday, 19th August 2014, 22:50

Forum: Game Design Discussion

Topic: Spell change: Conjure flame > Funeral Pyre

Replies: 7

Views: 2741

Re: Spell change: Conjure flame > Funeral Pyre

Also note that using Funeral Pyre optimally would involve luring monsters towards corpses, and this is a boring and annoying activity (IMO this is also the main problem of Corpse Rot). They only reliable way of using Corpse Rot that I have found is to worship Kiku and use the corpse delivery system...

Thursday, 19th June 2014, 20:45

Forum: Game Design Discussion

Topic: Random god

Replies: 13

Views: 3593

Re: Random god

godzilla wrote:Anyway, the current ability list really sucks; any suggestions on abilities and general discussion would be greatly appreciated. :D

Could a concise list of the possible passive and active abilities be posted in this forum? I am not sure to fully get the code in all its details.

Thursday, 19th June 2014, 20:42

Forum: Game Design Discussion

Topic: Holy Enemies

Replies: 39

Views: 8893

Re: Holy Enemies

An alternate proposal would be to make all the angels, daeva, etc that one encouters be "fallen" ones. If furthermore, they are not able to smite or if the smite messages are changed, then the problems would mostly go away. I still think that it would be a pity and a change for the worse. ...

Wednesday, 18th June 2014, 15:05

Forum: Game Design Discussion

Topic: Holy Enemies

Replies: 39

Views: 8893

Re: Holy Enemies

And I'd rather the game ADHERE TO ITS OWN DESIGN GOALS than compromise them to accommodate a few people who want to roleplay a paladin in a game with toenail golems and sentient cats with nine lives. I must be dense, but I still don't get how making holy monsters always hostile makes the game more ...

Wednesday, 18th June 2014, 13:22

Forum: Game Design Discussion

Topic: Holy Enemies

Replies: 39

Views: 8893

Re: Holy Enemies

Then it's a good thing there isn't a paladin "class" in this game. Sure, but that wasn't the point. In one of my latest trunk games (YASD unfortunately) I was playing a HuFi of the Shining One and around D15 came to a vault that contained a daeva trapped behind glass walls. The daeva bega...

Tuesday, 17th June 2014, 21:43

Forum: Game Design Discussion

Topic: Holy Enemies

Replies: 39

Views: 8893

Re: Holy Enemies

strange interactions with getting additional chances to convert on piety breakpoints That has never been a problem for me. Could the chance of convertion be just min((piety+20)/200, 0.99) or something like that? No need for piety breakpoints. generally a lot of code for a pretty questionable gain B...

Tuesday, 17th June 2014, 21:25

Forum: Game Design Discussion

Topic: Holy Enemies

Replies: 39

Views: 8893

Holy Enemies

The trunk update from the third of May contains the following line: Followers of good gods no longer get a chance to turn holy enemies neutral. Maybe I am the only one, but I like to roleplay my characters, especially if I follow one of the "good" gods. I honestly don't want to fight holy ...

Tuesday, 17th June 2014, 18:00

Forum: Game Design Discussion

Topic: Remove "hot-swapping" jewelry, standardize equip/swap times

Replies: 34

Views: 9220

Re: Remove "hot-swapping" jewelry, standardize equip/swap ti

One thing that the roguelike Sil does is to have negative items whose bad effects are felt even if the item is not equipped. For example there is the foo of Treacherous Paths that increases the generation of OOD monsters as long as the foo is in the player's inventory. We might thus consider the fol...

Tuesday, 17th June 2014, 17:46

Forum: Game Design Discussion

Topic: Monster: Bone Dragon

Replies: 66

Views: 20077

Re: Monster: Bone Dragon

Give every monster move speed at least 11 and remove energy randomization, it removes being able to utterly trivialize enemies by running away, or hypothetical encouragement to kite enemies to stairs and fight them (or any other hypothetical speed 10 optimal tedious interactions I can't conceive of...

Tuesday, 17th June 2014, 17:37

Forum: Dungeon Crawling Advice

Topic: Acquirement and the good gods

Replies: 1

Views: 960

Acquirement and the good gods

As far as I understand, acquirement scrolls cannot give one an item whose use is forbidden by the god one worships. Thus, if my character is a follower of the Shining One and I wish for weapons, I cannot get a demon blade. Can I get an eudemon blade or some other special holy weapon however?

Thursday, 12th June 2014, 14:28

Forum: Game Design Discussion

Topic: God: Qazlal Stormbringer

Replies: 156

Views: 50168

Re: God: Qazlal Stormbringer

Currently characters worshipping Qazlal are immune to their own clouds. What about making the player allies immune as well? Quite often using "elemental force" summons fire elementals that then wonder into my freezing clouds and die immediately. I don't thing that it would be much of a buff.

Tuesday, 10th June 2014, 06:55

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: DrWz of Qazlal

Replies: 0

Views: 853

CIP: DrWz of Qazlal

I am playing a promising White Draconian Wizard of Qazlal and am in need of some advice. I got my hands on the Book of the Sky quite early so the plan was to get Tornado working, with Conjure Ball Lightning helping in the meantime. Then I got a long sword of electrocution that, together with Mephiti...

Monday, 9th June 2014, 20:54

Forum: Game Design Discussion

Topic: God: Qazlal Stormbringer

Replies: 156

Views: 50168

Re: God: Qazlal Stormbringer

One more suggestion: I think that, just like Kiku, Qazlal's 6 star gift should include the alternate possibility of gifting the Book of Clouds. This would make that god more appealing to spellcasters. Alternatively, instead of a full book, one spell from the book of clouds could be gifted the same w...

Monday, 9th June 2014, 20:51

Forum: Game Design Discussion

Topic: God: Qazlal Stormbringer

Replies: 156

Views: 50168

Re: God: Qazlal Stormbringer

The AC+3 is actually more consistent. Protection brand on armour (only possible for shields) is +3 AC. Maybe you could argue that it should be +5 since that's what the protection brand gives on a weapon, but to that I would reply that the protection brand should probably always give 3AC regardless ...

Monday, 9th June 2014, 19:49

Forum: Game Design Discussion

Topic: God: Qazlal Stormbringer

Replies: 156

Views: 50168

Re: God: Qazlal Stormbringer

I tried Qazlal recently with three characters. The first and the second one were fighter and went quite far, the second dying in Zot 5 with 4 runes. All in all, this god is quite powerfull even if potentially suicidal. I have just two proposals: 1) The earth gift at 6 stars of piety should give +5 A...

Wednesday, 4th June 2014, 20:30

Forum: Game Design Discussion

Topic: Please, sir, I want a pre-expiration warning for Stoneskin

Replies: 18

Views: 4886

Re: Please, sir, I want a pre-expiration warning for Stonesk

The change to Repel/Deflect Missiles is a huge step in the right direction, but I'm not sure if it was the correct way to handle this particular design problem - we need to really ask ourselves if charms/buffs need or deserve this treatment at all. In essence, it just turns these spells into slotle...

Tuesday, 27th May 2014, 12:04

Forum: YASD! YAVP! and characters in progress too

Topic: [CIP - > YASD] Another SpEn, need feedback on spells!

Replies: 7

Views: 2187

Re: [CIP] Another SpEn, need feedback on spells!

I would go Ice/Necromancy and a bit of Air. The spells that I would use would be Freezing Cloud, Ozocubu's Refrigeration (if you have conservation and good ice resistance), Animate Dead, Metabolic Englaciation and a couple of others. Later on Simulacrum would be nice. You should also give Death chan...

Saturday, 10th May 2014, 21:18

Forum: Game Design Discussion

Topic: Praying over corpses

Replies: 7

Views: 2080

Re: Praying over corpses

As to why the corpse sacrificing gods don't take everything in LOS, I'm sure it wouldn't be terribly hard to implement, but probably also has considerations for chunk-eaters particularly (Although it's my understanding it's the intention to get rid of that.) I don't understand what these considerat...

Saturday, 10th May 2014, 16:35

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP: DsAK

Replies: 1

Views: 813

Re: YAVP: DsAK

Forgot to mention the best thing: after dostroying holy pan, I corrupted the altar of the Shining One. Finally all those Demonspawn lost to holy weapons have been avenged!

Saturday, 10th May 2014, 15:45

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP: DsAK

Replies: 1

Views: 813

YAVP: DsAK

Dungeon Crawl Stone Soup version 0.14.0 (tiles) character file. 10883231 Razruha the Conqueror (level 27, 249/249 HPs) Began as a Demonspawn Abyssal Knight on May 10, 2014. Was the Champion of Lugonu. Escaped with the Orb ... and 15 runes! The game lasted 09:28:11 (153628 turns). Razruha the Conque...

Saturday, 10th May 2014, 00:06

Forum: Game Design Discussion

Topic: Praying over corpses

Replies: 7

Views: 2080

Praying over corpses

This question has probably already been asked and answered, but I couldn't find the answer. Is there a reason for making Beogh, Lugonu, Makhleb, Okawaru and Trog require that the player prays over each individual corpse, while Fedhas Madash is happy with one in their general vicinity? Is the annoyan...
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