Search found 89 matches

Tuesday, 11th March 2014, 19:13

Forum: Game Design Discussion

Topic: Rewards for uniques

Replies: 61

Views: 24436

Re: Rewards for uniques

Would brainstorming some more unrandarts tied to uniques (like Gastronok's hat) be a productive area of discussion? Looking at nago's list all the doable uniques beyond the early game experience bags are due to having possibly good drops, and more artifact would be a good way to ensure fighting a un...

Wednesday, 22nd January 2014, 21:59

Forum: Game Design Discussion

Topic: Brainstorm permanent ally god

Replies: 47

Views: 13902

Re: Brainstorm permanent ally god

An idea based from some recent music themed posts and a scene from a famous film . A permanent (neutral) ally that buffs you or hinders enemies, makes noise, is part of a god conduct and can't be ditched. It could be a side-kick bard/minstrel and it would fit very well with some ideas from that god...

Tuesday, 7th January 2014, 04:00

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 80342

Re: New God: Seth, the Shadow King

some12fat2move wrote:Could do a variation of dark since d is open. Darik?


I like this general idea, but a god who's name is phonetically similar to Derrick seems a little silly.

It's a shame TSO already exists, leaving the shadow god nameless and just calling him The Dark One would have been cool flavor-wise.

Tuesday, 7th January 2014, 02:50

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 80342

Re: New God: Seth, the Shadow King

I find it interesting the crawl pantheon is capped by the number of letters we have to work with. Assuming we count TSO as occupying the letter T (edit: or assuming we acknowledge the existence of Trog. derp), similar yet valid names are: Deth, Geth, Heth, Ieth, Peth, Queth, Reth, Ueth, and Weth. De...

Sunday, 5th January 2014, 20:58

Forum: Contributions

Topic: Work in progress dungeon sprint map that could use feedback

Replies: 8

Views: 4316

Re: Work in progress dungeon sprint map that could use feedb

Whoops, I've been on heavily capped internet and haven't been keeping up with trunk for a while now.

I've made a couple more small changes anyways, here's the fixed version.

Friday, 3rd January 2014, 02:14

Forum: Contributions

Topic: Work in progress dungeon sprint map that could use feedback

Replies: 8

Views: 4316

Re: Work in progress dungeon sprint map that could use feedb

I've removed the no_uniq tags from the first shop's merchandise so they have some artifacts again, the player can usually get a full set of resistances after visiting all of them and then use the second set of shops mostly to build up their slaying bonus. This is assuming the random number generator...

Tuesday, 31st December 2013, 01:48

Forum: Contributions

Topic: Work in progress dungeon sprint map that could use feedback

Replies: 8

Views: 4316

Re: Work in progress dungeon sprint map that could use feedb

I'm back to another round of balance testing, to try to ensure the game is still possible. I've made the first set of shops in each branch only have regular, non-randart equipment and removed the artifact shops from the starting area. This keeps the player from being omni-resistant until much later ...

Saturday, 28th December 2013, 10:09

Forum: Contributions

Topic: Work in progress dungeon sprint map that could use feedback

Replies: 8

Views: 4316

Re: Work in progress dungeon sprint map that could use feedb

The next major leg of construction is complete. A starting area has been added for the player to grind up levels against a horde of humans and draconians while being aided by a few zot creatures courtesy of a scroll of summoning. It's fun enough that I haven't come to hate it after a few rounds of t...

Friday, 27th December 2013, 22:35

Forum: Game Design Discussion

Topic: Add MR to Potion of Resistance

Replies: 6

Views: 2521

Re: Add MR to Potion of Resistance

I'd say submit it, you're much more likely to get feedback from a developer that way.

Friday, 27th December 2013, 20:16

Forum: Contributions

Topic: Work in progress dungeon sprint map that could use feedback

Replies: 8

Views: 4316

Re: Work in progress dungeon sprint map that could use feedb

That's pretty much what I have now, only instead of needing to drink a potion over and over again you need to kill a few 1hp training dummies. If there was a good way to set the amount of xp a potion gives through lua script the potion would be a good way to go, but I don't think that's possible. As...

Thursday, 26th December 2013, 07:34

Forum: Contributions

Topic: Work in progress dungeon sprint map that could use feedback

Replies: 8

Views: 4316

Re: Work in progress dungeon sprint map that could use feedb

I'm going to keep using this thread as a dev log of building this thing. Most of the changes between this version and the last one have been balance tweaks in the all of the branches of the map. Each branch is made up of four main fights, I've been trying to get each one of these fights to be roughl...

Wednesday, 25th December 2013, 00:27

Forum: Game Design Discussion

Topic: Sethygir: Sea God and Water Addition

Replies: 113

Views: 32236

Re: Sethygir: Sea God and Water Addition

Relying heavily on a river being added to each map would be very strange in a lot of places other than the main dungeon. It would be hard to imagine Dis with a nice river though it.

Tuesday, 24th December 2013, 00:08

Forum: Game Design Discussion

Topic: Remove mimics

Replies: 8

Views: 3356

Re: Remove mimics

I would support branch entrances of any sort being invalid for being turned into mimics, just because I find it really weird that a mimic managed to fake an entire entry vault worth of stuff around it.

Monday, 23rd December 2013, 02:11

Forum: Contributions

Topic: Work in progress dungeon sprint map that could use feedback

Replies: 8

Views: 4316

Work in progress dungeon sprint map that could use feedback

{{ --seals off the exit as soon as the player picks up the orb --also opening up the paths to the rest of the level --unseals the exit once the player has enough runes function seal_door(data, triggerable, triggerer, marker, ev) local m = dgn.find_marker_positions_by_prop("slave_name", &q...

Saturday, 16th November 2013, 08:03

Forum: Game Design Discussion

Topic: Change Giant Eyeballs to Mesmerise

Replies: 12

Views: 3344

Re: Change Giant Eyeballs to Mesmerise

Giant eyeballs exist to be summoned by pan lords and dissolution, and as a way to do terrible things to otherwise omniresistant characters. Giant eyeballs are perfect at this late game roll already, the fact that they show up in the early game at all is almost irrelevant. They're not very scary at t...

Saturday, 16th November 2013, 00:18

Forum: Game Design Discussion

Topic: Depths and boggarts.

Replies: 35

Views: 11098

Re: Depths and boggarts.

Because deep dwarves as a player race work alright mechanically, even if the flavor of non-regenerative dwarves is weird as hell.

Saturday, 16th November 2013, 00:13

Forum: Game Design Discussion

Topic: Depths and boggarts.

Replies: 35

Views: 11098

Re: Depths and boggarts.

Make every deep dwarf worship a god that gives some kind of healing even, they're supposed to be deeply spiritual beings anyways.

Wednesday, 13th November 2013, 17:10

Forum: Game Design Discussion

Topic: Could this work as a species trait?

Replies: 9

Views: 2688

Re: Could this work as a species trait?

If you want to play this character right now, give a naga warper of chei a whirl. Or anyone with blink, controlled teleport and high piety with chei really.

Wednesday, 9th October 2013, 01:58

Forum: Game Design Discussion

Topic: Spiked Brand

Replies: 18

Views: 5141

Re: Spiked Brand

There is already a horned helmet in the game (at least in .12). I am not sure about how much damage it does though. It does 0 damage. Horned helmet used to give you an aux attack though. Any idea why they removed that? To me that sounds like the best way to implement a spiked brand in this thread.

Wednesday, 9th October 2013, 00:32

Forum: Game Design Discussion

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

Replies: 21

Views: 8185

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

@TeshiAlair Personally I like how in Crawl you can pick up and start using the vast majority of the items you find right from the get go without too much paranoia. If I wanted to play a game where I need to compulsively horde but never use every item I see I'd just play Nethack, where my character h...

Thursday, 12th September 2013, 01:05

Forum: Game Design Discussion

Topic: Lair Branch Loot Balancing

Replies: 38

Views: 11529

Re: Lair Branch Loot Balancing

Proposal 1 really wasn't the one I wanted anyways. I just threw it in in for brainstorming purposes.

Thursday, 12th September 2013, 00:43

Forum: Game Design Discussion

Topic: Lair Branch Loot Balancing

Replies: 38

Views: 11529

Re: Lair Branch Loot Balancing

Proposal: Rework swamp and spider to be the home of an animal/human hybrid just like snake and shoals, thus making loot everywhere be appropriate.

Alternate proposal: Just stick treasure vaults at the bottom of swamp and spider.

Tuesday, 27th August 2013, 04:36

Forum: Game Design Discussion

Topic: Celestials

Replies: 16

Views: 5268

Re: Celestials

For example, Celestials could have a +5 Invocations aptitude or a mutation giving the effect of an amulet of faith. I like this idea way more than than the extra god powers as well. There was a thread recently for casting form transmutations where reducing pity for invocations was being kicked arou...

Sunday, 25th August 2013, 21:05

Forum: Game Design Discussion

Topic: Lava Orcs vs. Hill Orcs

Replies: 25

Views: 7789

Re: Lava Orcs vs. Hill Orcs

I say keep them as orcs, so the orcish mines can have a little more variety in its enemies soon enough. Slow moving fire and earth elementalists that melt, catch fire and run away when threatened would be more interesting then the current mobs of nothing but bruisers and priests.

Friday, 23rd August 2013, 18:56

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP - First win ever, Troll Warper of Cheibriados

Replies: 5

Views: 1812

Re: YAVP - First win ever, Troll Warper of Cheibriados

Wait, you don't actually have CBlink right? :P I was wondering how you got CBlink with low TLoc skill. I spent the whole game waiting for it too :cry: I had control teleport and I had regular blink, but it's just not the same. thats probably best troll melee hat i've ever seen...damn! I found that ...

Friday, 23rd August 2013, 07:08

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP - First win ever, Troll Warper of Cheibriados

Replies: 5

Views: 1812

YAVP - First win ever, Troll Warper of Cheibriados

Slow Troll the Heavyweight Champion (Troll Warper) Turns: 96370, Time: 16:49:11 HP 304/304 AC 18 Str 42 XL: 27 MP 34/34 EV 21 Int 36 God: Cheibriados [******] Gold 3350 SH 33 Dex 25 Spells: 11 memorised, 4 levels left Res.Fire : + + . See Invis. : + - Unarmed Res.Cold : + + . Warding : . S - -1 fir...

Thursday, 15th August 2013, 19:34

Forum: Game Design Discussion

Topic: Werewolves: the Bifurcated Ones

Replies: 29

Views: 6938

Re: Werewolves: the Bifurcated Ones

How about something like this: Base the transformation on tension, like the lava orc's heating up mechanics. Except when the lava orc would catch on fire, the werewolf would transform. In both forms the werewolf has regeneration 2. In wolf form all equipment except rings/amulets meld and the werewol...

Thursday, 15th August 2013, 05:17

Forum: Game Design Discussion

Topic: Do the Trunk Races really fit within Crawl?

Replies: 39

Views: 12324

Re: Do the Trunk Races really fit within Crawl?

Gargoyle impressions: They have wings, how the hell am I putting on armor? Draconians just have little vestigial stubs and they can't even put on a robe. Someone nerf gargoyle's tile.

Wednesday, 14th August 2013, 16:37

Forum: Game Design Discussion

Topic: How about a Jiyva background?

Replies: 46

Views: 13918

Re: How about a Jiyva background?

I'd be happy with an ooze knight starting background, but I'd be equally happy if there was just a guaranteed Jiyva altar outside of the slime pits.

Wednesday, 14th August 2013, 05:00

Forum: Game Design Discussion

Topic: Jiangshi, sixfirhies and boulder beetles.

Replies: 6

Views: 2084

Re: Jiangshi, sixfirhies and boulder beetles.

I've never seen a death drake outside of the ones summoned in zot. Do they even spawn anywhere else?

Sunday, 4th August 2013, 15:20

Forum: Game Design Discussion

Topic: Shadow dragon armour

Replies: 38

Views: 12093

Re: Proposal: Shadow dragon armour

Volteccer_Jack wrote:
I, personally, just want to see it on my character

^^This mentality is the reason this thread is a waste of time.


Just because you don't want your character to look fabulous doesn't mean the rest of us don't. :D

Saturday, 3rd August 2013, 18:01

Forum: Game Design Discussion

Topic: Shadow dragon armour

Replies: 38

Views: 12093

Re: Proposal: Shadow dragon armour

I fail to see why it being cliche is a reason not to do it. Dragon scale armor is cliche in the first place, as well as 90% of the species in the game and the entire premises of crawling through a dungeon.

Friday, 2nd August 2013, 18:40

Forum: Game Design Discussion

Topic: The Following Monsters/Uniques Should Not Summon

Replies: 10

Views: 3549

Re: The Following Monsters/Uniques Should Not Summon

But part of the problem, as I see it, would still remain intact. The thing is, on many of of the monsters above, I don't want to make summonings more relevant. If that popcorn or not-popcorn surrounds you instead of the monster, it will still , on worst cases, take a horrible long time to kill for ...

Friday, 2nd August 2013, 17:44

Forum: Game Design Discussion

Topic: The Following Monsters/Uniques Should Not Summon

Replies: 10

Views: 3549

Re: The Following Monsters/Uniques Should Not Summon

trololol, you included shadow demons in your list, but excluded boggarts, lolzy. Seriously though, I somewhat agree with you. Monster summoning right now is a bit stupid, but I don't think just removing it from almost everything that can do it is the right way to go. I'd rather see all of the summon...

Wednesday, 31st July 2013, 04:59

Forum: Game Design Discussion

Topic: Just... no.

Replies: 22

Views: 7140

Re: Just... no.

Abyss is an awful thing that needs to be removed from Crawl with extreme prejudice. The Abyss just need to be made survivable by lower level, unlucky characters that get banished. Then it'd all be fine. Personally I'd like to see Lucy worshipers have all extremely dangerous spawns on abyss:1 be neu...

Monday, 29th July 2013, 17:36

Forum: Contributions

Topic: Come judge my first vault, also questions about vault making

Replies: 16

Views: 7669

Re: Come judge my first vault, also questions about vault ma

A couple of the maps I've made can be placed into the game just fine using the PLACE tag, but using CHANCE: 10000 doesn't seem to work for them. NAME: digestion CHANCE: 10000 ORIENT: float TAGS: no_monster_gen no_trap_gen no_item_gen no_vmirror no_pool_fixup DEPTH: D:17-27 KMONS: ' = acid blob / jel...

Saturday, 27th July 2013, 05:27

Forum: Game Design Discussion

Topic: Proposal: Rework Item Destruction

Replies: 173

Views: 60697

Re: Proposal: Rework Item Destruction

That wasn't a serious suggestion at all, btw.

Friday, 26th July 2013, 23:08

Forum: Game Design Discussion

Topic: Proposal: Rework Item Destruction

Replies: 173

Views: 60697

Re: Proposal: Rework Item Destruction

You could add a mana-draining aura to Dis and Tartarus to make them suck for mage classes who don't rely on scrolls/potions to balance things out.

Friday, 26th July 2013, 03:03

Forum: Game Design Discussion

Topic: Proposal: lower the experience given by human monsters

Replies: 18

Views: 3872

Re: Proposal: lower the experience given by human monsters

I would accept humans starting with equipment by default as well, but even then I'd like to see the experience they give lowered a bit. Manually giving a human a full set of armor and a weapon still leaves them at half a orc warrior's threat with double the experience.

Friday, 26th July 2013, 00:33

Forum: Game Design Discussion

Topic: Proposal: lower the experience given by human monsters

Replies: 18

Views: 3872

Proposal: lower the experience given by human monsters

The monster version of humans give almost double the experience of an orc warrior, despite being a tiny fraction of the threat. I'd like to use humans as flavorful vault enemies, but they're only threatening on the first few dungeon levels where the ridiculous amounts of experience they give leaves ...

Tuesday, 9th July 2013, 16:27

Forum: Game Design Discussion

Topic: New Unique Idea: Vanessa, Tloc Yaktaur Captain

Replies: 24

Views: 6777

Re: New Unique Idea: Vanessa, Tloc Yaktaur Captain

I think that a high HD high damage ranged combatant endgame unique with disjunction and, say, yaktaur captain band, could actually defend it's place I felt that a pack of yaktaur captains might be overkill. They really hit like a truck. Also it would be kind of weird to have an entire team of capta...

Friday, 28th June 2013, 20:35

Forum: Game Design Discussion

Topic: Suggestion: slightly more enemy variety in lower dungeon

Replies: 93

Views: 25960

Re: Suggestion: slightly more enemy variety in lower dungeon

if these monsters ever cut off your escape routes then you are very bad at crawl. since they can't hurt you, you can put them anywhere on the level that you want. if you are really in the habit of putting them in your escape routes then im surprised youre still alive. in real life do you set bear t...

Friday, 28th June 2013, 19:47

Forum: Game Design Discussion

Topic: Proposal: Give all weapon types additional effects

Replies: 45

Views: 12474

Re: Proposal: Give all weapon types additional effects

mumra wrote:
KennySheep wrote:So if I understood the thread correctly, maces and flails are getting a slowing effect? :D


No, it just does more damage for consecutive hits on the same monster.


Ah, I just latched onto the first thing I saw proposed for long blades. Carry on.

Friday, 28th June 2013, 19:45

Forum: Game Design Discussion

Topic: Proposal: Give all weapon types additional effects

Replies: 45

Views: 12474

Re: Proposal: Give all weapon types additional effects

I actually already coded a preliminary version of the suggestion there, but for M&F rather than long blades. It's not been merged yet because I have some finishing up to do, including renaming it - possibly to "Focus". So if I understood the thread correctly, maces and flails are gett...

Friday, 28th June 2013, 19:21

Forum: Game Design Discussion

Topic: Suggestion: slightly more enemy variety in lower dungeon

Replies: 93

Views: 25960

Re: Suggestion: slightly more enemy variety in lower dungeon

A lot of people find golems one of the most boring monsters precisely because they are "moving so slowly that the player will probably want to just walk away". Actually there is already a secret plan to make golems more interesting by giving them some special abilities, unfortunately it's...

Friday, 28th June 2013, 18:59

Forum: Game Design Discussion

Topic: Proposal: Give all weapon types additional effects

Replies: 45

Views: 12474

Re: Proposal: Give all weapon types additional effects

This is something I've wanted to see in crawl as well. I think these abilities should be for the entire weapon class though, to keep weapon selection from being too confusing. Right now all axes have cleave, all pole-arms have reach and it's perfectly fine that way. I don't think long blades should ...

Friday, 28th June 2013, 18:32

Forum: Contributions

Topic: Come judge my first vault, also questions about vault making

Replies: 16

Views: 7669

Re: Come judge my first vault, also questions about vault ma

Alright, another question. I've just taken my first peek into mon-pick-data.h, and would like to know how to read it better. { 4, 14, 923, FLAT, MONS_WORKER_ANT }, { 4, 14, 514, SEMI, MONS_SCORPION }, { 5, 13, 89, PEAK, MONS_FUNGUS }, I assume that I can use this to get an idea of what depths each o...

Friday, 28th June 2013, 16:29

Forum: Game Design Discussion

Topic: Discussion: Improving Skalds

Replies: 221

Views: 75577

Re: Discussion: Improving Skalds

Ok, these weren't serious suggestions, just observations from playing a skald with allies. I found myself wishing that skald spells would act more like those of D&D bard. But I realize that is not the intent of the skald class. Maybe this sort of thing should be added to Beogh abilities? I like...

Friday, 28th June 2013, 15:29

Forum: Game Design Discussion

Topic: Suggestion: slightly more enemy variety in lower dungeon

Replies: 93

Views: 25960

Re: Suggestion: slightly more enemy variety in lower dungeon

I'd like to see the latter dungeon have something equivalent to the roll goliath beetles in the early dungeon. Something with gigantic amounts of HP and AC, resistances and damage to make it difficult for any type of character to kill, and moving so slowly that the player will probably want to just ...

Friday, 28th June 2013, 14:42

Forum: Suggestions & Criticism

Topic: New God Idea

Replies: 5

Views: 3332

Re: New God Idea

As someone who knows C++ and has a lot of terrible ideas for gods, your post does nothing to discourage me from posting :D
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