Search found 718 matches

Tuesday, 2nd January 2018, 18:43

Forum: Crazy Yiuf's Corner

Topic: Rename Hep

Replies: 10

Views: 2034

Re: Rename Hep

Hepster

Tuesday, 19th December 2017, 22:19

Forum: Game Design Discussion

Topic: God of "creating your own artifact"

Replies: 3

Views: 984

Re: God of "creating your own artifact"

Thanks for the feedback, I thought the idea was going to be buried soon. I have been thinking on you have said and I was considering it already: the fact that you need to gain piety not carrying things lead to a stash management were you eventually go back to pick whatever item of your interest and ...

Sunday, 10th December 2017, 12:53

Forum: Game Design Discussion

Topic: God of "creating your own artifact"

Replies: 3

Views: 984

God of "creating your own artifact"

Recovering an idea of mine, also inspired by the "Excalibur god" and the defunct inventive god Pakellas, let me present you the God of ego branding or the god of "creating your own artifact" The god let you choose ego brands and stack them on your mundane armor/weapons after X ti...

Saturday, 2nd December 2017, 14:02

Forum: Crazy Yiuf's Corner

Topic: [Proposal] Flavour Optimalisation

Replies: 7

Views: 1441

Re: [Proposal] Flavour Optimalisation

The mod hits you with a mace of distortion
Space bends around you
Your post is in Crazy Yiuf's Corner!!!

Tuesday, 28th November 2017, 22:25

Forum: Crazy Yiuf's Corner

Topic: Extended is as boring as ever

Replies: 21

Views: 3828

Re: Extended is as boring as ever

Make the player lose naturally the XL once it hits the maximum value while staying in Hell/Pan, yet as as slower pace than they were achieved. You still can gain them by fighting to sustain the loss.

The thrill does not come from the monsters themselves but from you getting worse against them.

Monday, 27th November 2017, 10:59

Forum: Crazy Yiuf's Corner

Topic: Does anyone enjoy the "you fall through 3 floors" thing?

Replies: 31

Views: 6071

Re: Does anyone enjoy the "you fall through 3 floors" thing?

Why don't you like the fastest way to reach the Ecumenical temple?

Thursday, 23rd November 2017, 23:24

Forum: Game Design Discussion

Topic: Monster vs monster

Replies: 7

Views: 1501

Re: Monster vs monster

Maybe you could elaborate on why this would lead to tedious behaviour? I can see that if you would use monster vs monster as the ONLY tactic, but i don't think that would be the case, as only SOME monsters would attack each others. I'm not sure either why dragging a bunch of orcs as cannon fodder w...

Thursday, 23rd November 2017, 16:43

Forum: Game Design Discussion

Topic: Monster vs monster

Replies: 7

Views: 1501

Re: Monster vs monster

The dungeon is a peaceful multicultural environment so everybody is against you unless you control them somehow. I don't remember if berserkered monsters attack whatever is in sight, do confused monsters something similar? Neutral or peaceful beings may attack your enemies if they get in the middle ...

Thursday, 23rd November 2017, 12:55

Forum: Game Design Discussion

Topic: Remove Berserkers

Replies: 24

Views: 5543

Re: Remove Berserkers

Make a zealot background to encompass all lost and current religious backgrounds and potential new ones. You are prompted to choose a god instead of a weapon equipment and you get the god from start and a standarized inventory fitting for that. If isn't fun enough because it removes the joy of decid...

Thursday, 23rd November 2017, 12:43

Forum: Game Design Discussion

Topic: Scythe thing

Replies: 28

Views: 5118

Re: Scythe thing

Evoke reach with partial cleaving in the three tiles forward (example, evoked to the right). That's what you do when you reap.

. . . x
. @. x
. . . x

Tuesday, 21st November 2017, 13:43

Forum: Game Design Discussion

Topic: Remove shafts

Replies: 82

Views: 10691

Re: Remove shafts

Sprucery wrote:
I also think that Traps skill should be reintroduced.


Give the Stealth skill the benefits of the Traps skill too. Something like Stealth&Awareness.

Monday, 20th November 2017, 23:01

Forum: Technical Support

Topic: Unable to edit colors in 0.20.1 console (Win32)

Replies: 2

Views: 864

Re: Unable to edit colors in 0.20.1 console (Win32)

I got something, thanks. By default I didn't get the blue replacing dark grey but I have set up the bold_brightens_foreground = true in the init for the local. The changes weren't related to dark grey, however. The trivial example of the goblin you have posted has taken effect on the screen/viewport...

Monday, 20th November 2017, 12:40

Forum: Game Design Discussion

Topic: Remove shafts

Replies: 82

Views: 10691

Re: Remove shafts

Shafts are useful (if detected and avoided) to lure particular nuisances into them. They can save you from a deadly situacion as well they can set you in a deadlier situation. I think it's a balanced thing. Maybe I'm writing this because I'm recently biased to the first situation instead of the seco...

Monday, 20th November 2017, 12:33

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 59172

Re: Bultungin/Gnoll Feedback

Just testing the waters so that it's too soon to make an assessment. I have a doubt, if I get any species and I set the skills to manual mode and I turn on every skill, wouldn't I be having the same "gnoll experience"? If I can replicate the same behaviour with the skill menu in a particul...

Thursday, 16th November 2017, 11:48

Forum: Technical Support

Topic: Unable to edit colors in 0.20.1 console (Win32)

Replies: 2

Views: 864

Unable to edit colors in 0.20.1 console (Win32)

Sup folks! I have made a leap to 0.20.1 from 0.16 trunk and I have noticed a lot of changes! (time will tell how I feel with them). I used to tweak some console glyphs in my local installation and to my surprise I am unable to change the color assignation, only the character. I have tried to enable ...

Thursday, 29th January 2015, 15:44

Forum: Crazy Yiuf's Corner

Topic: Giant octopodes

Replies: 7

Views: 1140

Re: Giant octopodes

Berder wrote:
Maybe it would make them OP.


Definitely, Op grows to OP

Berder wrote:But I love the idea of being a huge kraken crushing everything in sight with monstrous tentacles.


Too hentai

Wednesday, 28th January 2015, 07:04

Forum: Game Design Discussion

Topic: Changes to make Crawl harder

Replies: 146

Views: 24988

Re: Changes to make Crawl harder

Is the level going down or are the people going better playing at Crawl?

Wednesday, 28th January 2015, 06:09

Forum: Game Design Discussion

Topic: Changes to make Crawl harder

Replies: 146

Views: 24988

Re: Changes to make Crawl harder

The Lantern could bring drain status after a while so as to limit its holding or make it less attractive or paying a cost. Just the first thought I've come with, though.

Monday, 26th January 2015, 22:42

Forum: Game Design Discussion

Topic: Proposal: Ru, god of balance and sacrifice

Replies: 363

Views: 179969

Re: Proposal: Ru, god of balance and sacrifice

Jarlyk wrote:
That said, I think Ru is awesome.


Proof

  Code:
Something hits you.
_You focus your will and illuminate something in retribution!
_An unseen horror comes into view.

Monday, 26th January 2015, 15:14

Forum: Crazy Yiuf's Corner

Topic: Real life 27 level in bows skill

Replies: 12

Views: 1539

Real life 27 level in bows skill

Saturday, 24th January 2015, 19:03

Forum: Game Design Discussion

Topic: Gell's Gravitas: what...how?

Replies: 5

Views: 1930

Re: Gell's Gravitas: what...how?

Can it be suitable for a Chei caster?

Thursday, 22nd January 2015, 11:40

Forum: Game Design Discussion

Topic: New God: Wulndraste the Wayfarer (God of No Backtracking)

Replies: 52

Views: 13389

Re: New God: Wulndraste the Wayfarer (God of No Backtracking

What about a "peek into" ability to give a first glimpse of the next level just to be sure of which stair you want to go down?

You go down but you are undetected, if you move outside the stair or shout or attack, anything that is not going up the next action you lose that undetectability.

Thursday, 22nd January 2015, 10:51

Forum: Dungeon Crawling Advice

Topic: Difficulty?

Replies: 10

Views: 1709

Re: Difficulty?

Less tedium, less boring so it's simpler to progress and focus in tactics. Therefore you are less prone to lose by boredom or fortuitous accidents but it is easier to die by overconfidence or obliviousness.

Tuesday, 20th January 2015, 06:05

Forum: Game Design Discussion

Topic: Size and/or STR let you displace monsters

Replies: 13

Views: 1835

Re: Size and/or STR let you displace monsters

Everybody is very polite in the dungeon.

Tuesday, 20th January 2015, 06:00

Forum: Game Design Discussion

Topic: Liking all the changes!

Replies: 5

Views: 1681

Re: Liking all the changes!

You forgot that item destruction is no more.

In 0.16 trunk the wand id is also done automatically instead of the silly test zap. The partially id wands waste more charges that those fully id; it is a smart way to integrate them in the id game.

Sunday, 18th January 2015, 16:06

Forum: YASD! YAVP! and characters in progress too

Topic: My best run by far, ended by a death yak

Replies: 19

Views: 2699

Re: My best run by far, ended by a death yak

seriously thinking I could possibly win


This was the first step to your later defeat.

Overconfidence kills more than anything.

Friday, 16th January 2015, 18:31

Forum: Game Design Discussion

Topic: swords

Replies: 56

Views: 8062

Re: swords

partially ignore AC Why not just boost damage? I can imagine how annoying this ac-ignoring mechanic would be when fighting ogre packs in heavy armor. The boost damage was the first option. I have to look for the reasons against. There were for sure. edit: indeed the discussion didn't go too far htt...

Friday, 16th January 2015, 18:24

Forum: Game Design Discussion

Topic: swords

Replies: 56

Views: 8062

Re: swords

I proposed the thrust/charge mechanics months ago for the M&F as a smashing opportunity attack; the problem is the cardinality of the directions where this attack can be done. Also many monsters can be more dangerous and even give unfair deaths if symmetry is used. >derailing on The alternative ...

Friday, 16th January 2015, 18:04

Forum: Game Design Discussion

Topic: Proposal: Ru, god of balance and sacrifice

Replies: 363

Views: 179969

Re: Proposal: Ru, god of balance and sacrifice

Would sac carrying capacity be worth? I mean, limiting the number of different items capping the inventory slots and/or the number of same stackable items for a same slot.

Thursday, 8th January 2015, 21:55

Forum: Crazy Yiuf's Corner

Topic: Ideas for new gods

Replies: 12

Views: 2460

Re: Ideas for new gods

Bienvenido. Also expect that your ideas will be criticised for good, maybe somewhat harshly. It is difficult to have a full consensus and even more difficult that something has really a positive impact because Crawl is a complex game and many things are currently available by some mechanics, either ...

Monday, 29th December 2014, 16:54

Forum: Game Design Discussion

Topic: Shadow Traps

Replies: 104

Views: 32382

Re: Shadow Traps

After stepping on four don't know if they're much less detectable than other traps or generated more often or earlier.

They come from a mild nuisance or a challenge to run away to bring the feeling that you're worshipping Xom.

Friday, 26th December 2014, 23:14

Forum: Game Design Discussion

Topic: New God: Wulndraste the Wayfarer (God of No Backtracking)

Replies: 52

Views: 13389

Re: New God: Wulndraste the Wayfarer (God of No Backtracking

Mobility related, some abilities to consider could be something with doors, like open/closing doors at distance or trespassing them without opening

Wednesday, 24th December 2014, 13:26

Forum: Game Design Discussion

Topic: New God: Wulndraste the Wayfarer (God of No Backtracking)

Replies: 52

Views: 13389

Re: New God: Wulndraste the Wayfarer (God of No Backtracking

Still running a char with Wuldn. My impression is that you eventually become a trailblazer with all that endurance benefits whenever you find a good artifact. Blend in is a good ability to reposition yourself when surrounded. Haven't use the scenario change really much: by the time you can use it yo...

Tuesday, 23rd December 2014, 23:33

Forum: Crazy Yiuf's Corner

Topic: those dang dirty devs did it again

Replies: 3

Views: 906

Re: those dang dirty devs did it again

Nostalgia in CBRO is the answer

Monday, 22nd December 2014, 20:04

Forum: Game Design Discussion

Topic: New God: Wulndraste the Wayfarer (God of No Backtracking)

Replies: 52

Views: 13389

Re: New God: Wulndraste the Wayfarer (God of No Backtracking

The rule is that you can go up if 1) there is no connected stone down stairs or rune reachable from that staircase up To go up is a chore with this rule. Once you have got the bottom and try to go up you need to go down for every downstair at each level even if the level has been fully explored. Yo...

Sunday, 21st December 2014, 21:51

Forum: Crazy Yiuf's Corner

Topic: Allow apportation to open and close doors

Replies: 14

Views: 2042

Re: Allow apportation to open and close doors

What if this ability of opening/closing doors at distance were available for the new proposed god Wulndraste?

Provided that you can't retreat to a previous level, at least you can gain some knowledge of what is in the current level from a safe distance.

Friday, 19th December 2014, 19:16

Forum: Game Design Discussion

Topic: New God: Wulndraste the Wayfarer (God of No Backtracking)

Replies: 52

Views: 13389

Re: New God: Wulndraste the Wayfarer (God of No Backtracking

First thoughts: Horrible name (just remove the n), good concept -mostly because of the miniquest to put altars at some points-, still confusing piety rules, mild and unthematic powers, and yet another exploration piety based god. The blend in ability is intriguing. Does it mean that you go through a...

Wednesday, 19th November 2014, 11:35

Forum: Crazy Yiuf's Corner

Topic: The Death Knight is dead

Replies: 2

Views: 826

The Death Knight is dead

Image

Now what?

Sunday, 16th November 2014, 15:59

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2857

Views: 553967

Re: Best/Worst Artifacts

  Code:
the +1 falchion "hydraslayer" {slice, + fly, rF+ Int+1}


This name is misleading

Saturday, 8th November 2014, 13:44

Forum: Crazy Yiuf's Corner

Topic: Minotaurs, Y U NO HAVE HOOVES?

Replies: 2

Views: 742

Re: Minotaurs, Y U NO HAVE HOOVES?

Cuz original one didn't

Bull head in a man's body, that's simple.

Tuesday, 4th November 2014, 22:09

Forum: Crazy Yiuf's Corner

Topic: Not sure if bug or feature: invisible ghosts

Replies: 12

Views: 1450

Re: Not sure if bug or feature: invisible ghosts

I've seen that some exotic ascii symbols are not properly printed as glyphs in console -at least in online 0.16. Was some hidden change made to player ghosts in settings?

Tuesday, 4th November 2014, 21:34

Forum: Crazy Yiuf's Corner

Topic: New unrand: PoleAxe

Replies: 24

Views: 3020

Re: New unrand: PoleAxe

A pike or a sarissa could do the trick

Tuesday, 4th November 2014, 13:34

Forum: Crazy Yiuf's Corner

Topic: New unrand: PoleAxe

Replies: 24

Views: 3020

Re: New unrand: PoleAxe

I thought poleaxe was just an alternative name for halberds. Pollaxes are intended to be held as a long axe (like a bardiche or Danish axe) with a piercing tip while halberds are intended to be held as a spear with cleaving/slashing sides. The difference is subtle but I think the first one was thou...

Tuesday, 4th November 2014, 13:28

Forum: Crazy Yiuf's Corner

Topic: Video about rapiers

Replies: 1

Views: 490

Video about rapiers

I like the new concept of rapiers as thrusting blades upgrading from daggers rather than having cutlasses (too much ahoy matee ) For those who think rapiers are too modern fashioned (Renaissance era and such) here's a video describing some Bronze age rapiers which I like to imagine many dungeon race...

Monday, 3rd November 2014, 15:19

Forum: Crazy Yiuf's Corner

Topic: New unrand: PoleAxe

Replies: 24

Views: 3020

Re: New unrand: PoleAxe

Why can't halberds do the trick of cleaving?

Thursday, 28th August 2014, 22:28

Forum: Crazy Yiuf's Corner

Topic: "Don't Starve": a game that sounds almost roguelike

Replies: 6

Views: 1479

Re: "Don't Starve": a game that sounds almost roguelike

Never played but I liked the aesthetics. My concern is how much repetitive can it be being an open-world sandbox it needs to have variety to avoid that.

Thursday, 28th August 2014, 22:11

Forum: Game Design Discussion

Topic: Bring itemdest back (and corrosion, maybe)

Replies: 107

Views: 17210

Re: Bring itemdest back (and corrosion, maybe)

Then do something that affects whether you carry stuff or you have dropped it, so dropping is not a viable option, or at least not the way to go. What if burning/freeze/whatever locks the slots that contain consumables both scrolls and potions. If the slot is filled, you cannot use that item until t...

Wednesday, 27th August 2014, 22:28

Forum: Game Design Discussion

Topic: rPois in trunk is just meaningless

Replies: 22

Views: 7864

Re: rPois in trunk is just meaningless

Aren't adders the main source of early deaths? And spiny frogs and black mambas can ruin your Lair exploration. Besides, between d:5 and d:10 for sure you found a bunch of killer bees. For all these cases rPois is still desirable in early game/pre-branches

Wednesday, 27th August 2014, 11:40

Forum: Game Design Discussion

Topic: Species Proposal: Ugly Things (Ug)

Replies: 47

Views: 10595

Re: Species Proposal: Ugly Things (Ug)

Currently the repulsiveness card is the only mean to summon an ugly thing
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