Search found 21 matches

Tuesday, 24th September 2013, 07:07

Forum: Game Design Discussion

Topic: Banish Demons from the Abyss

Replies: 48

Views: 15427

Re: Banish Demons from the Abyss

Homunculus A small monster to mostly act like fodder, fairly common and maybe comes in small packs. mediocre HP, AC and EV (apart from being kobold sized) normally When placed adjacent to (or in) rock, stone, metal, crystal, water, lava (or any other terrain I might have missed) it gains buffs/debu...

Monday, 23rd September 2013, 15:12

Forum: Game Design Discussion

Topic: Banish Demons from the Abyss

Replies: 48

Views: 15427

Re: Banish Demons from the Abyss

Here's an idea I just had for a corruption-themed unique : The End of All Things Outside the universe is a raging vortex of chaos which only seeks destruction. As a sliver of this maddening horror creeps into reality, it tears apart the fabric of space itself, consuming everything in sight until onl...

Monday, 23rd September 2013, 13:30

Forum: Game Design Discussion

Topic: coliseum portal

Replies: 9

Views: 3735

Re: coliseum portal

I think it is too blatant a ripoff of ziggurats to be interesting If ziggurats were a common occurrence I would agree with you, but they're not. i was also under the impression that Ziggurat were definitely not for medium level players. I have won once (Gargoyle EE with 4 runes), got to Zot 2 times...

Monday, 23rd September 2013, 13:25

Forum: Game Design Discussion

Topic: Interface proposal : life savers screen

Replies: 10

Views: 3048

Re: Interface proposal : life savers screen

In life or death situations, there are only 3 screens to check: inventory, spells and abilities. Escape items are already highlighted in yellow. Maybe escape spells could be shown in yellow too ? It often happens that I learn Haste when it costs tons of food "for emergencies", somehow don...

Friday, 6th September 2013, 13:21

Forum: Game Design Discussion

Topic: Sethygir: Sea God and Water Addition

Replies: 113

Views: 33432

Re: Sethygir: Sea God and Water Addition

Just to be sure, is the Merfolk form non-expiring in your proposal? Are you still affected by slow movement on land while in this form? Can you use the ability again to generate more water? I think this god should have an ability to create a temporary pool of water, but it goes away as soon as you l...

Friday, 6th September 2013, 13:10

Forum: Game Design Discussion

Topic: Starting with Unarmed

Replies: 55

Views: 16708

Re: Starting with Unarmed

I want to play as a shield, wielding a Transmuter (clawed or not, I'm flexible there) with 5 skill levels in Traps and Doors (yes I know it was removed but I want to be really good at trappin' and doorsin' right off the bat). Can we make that happen? But what kind of Transmuter would make the best ...

Thursday, 5th September 2013, 14:21

Forum: Game Design Discussion

Topic: God Options for Rogues, Archers and Warrior Mages

Replies: 39

Views: 16897

Re: God Options for Rogues, Archers and Warrior Mages

That Mog MP regeneration sounds like it could be useful with every single Djiin character I've had so far. And they might actually get to cast something, too! Which leads me to ask: am I supposed to be able to use Spellstrike while naked, then put on my GDA and large shield and still get to fire LGS...

Monday, 2nd September 2013, 22:00

Forum: Game Design Discussion

Topic: Lair Branch Loot Balancing

Replies: 38

Views: 11995

Re: Lair Branch Loot Balancing

Hm, more functional food would be nice to have indeed. The core issue, as far as I see it, is to avoid duplication with potions. On the other hand, the problematic distinction between tactical potions (those where item destruction has a purpose) and strategical potions (where it doesn't) could be s...

Friday, 23rd August 2013, 12:31

Forum: Game Design Discussion

Topic: Ice Magic Aptitudes

Replies: 31

Views: 8702

Re: Ice Magic Aptitudes

I think Djiini are a weird enough race that it's not entirely fair to count them as go-to Fire Elementalist. Casting Fireball deals you 10 virtual damage. Even when you have a lot more EP than most characters have HP, that hurts a lot... Also, I thought it wasn't certain that they would be in the 0....

Monday, 19th August 2013, 16:27

Forum: Game Design Discussion

Topic: Labyrinth

Replies: 73

Views: 22643

Re: Labyrinth

Yes, currently the race towards the labyrinth portal is probably a lot more exciting for most players than solving the maze afterwards. But even that could change. A way to make Labyrinths a bit more exciting would possibly be to capitalize on the expectation of a player in a Labyrinth. Namely, pla...

Monday, 19th August 2013, 13:57

Forum: Game Design Discussion

Topic: Labyrinth

Replies: 73

Views: 22643

Is there any chance of letting mummies and dijin use autoexplore in them at least? The point of a labyrith is the danger of starving to death, which isn't very dangerous for charicters without a food clock. That's a fair point. How about having the characters slowly go insane from the isolation in ...

Sunday, 18th August 2013, 09:55

Forum: Game Design Discussion

Topic: Labyrinth

Replies: 73

Views: 22643

Re: I think Hall of Blades should be reworked (or removed?).

I like them, but they are too easy including minotaur I think the Minotaur is dangerous enough as is. If he was made tougher, he shouldn't appear in Melee range as that would be the death of many squishy wizards. I do like that the Labyrinth now includes trapdoor spiders and hungry ghosts, though. ...

Saturday, 17th August 2013, 10:51

Forum: Game Design Discussion

Topic: Let PCs learn Dimension Anchor

Replies: 9

Views: 2919

Re: Let PCs learn Dimension Anchor

. . . and you won't be banished (if Dimensional Anchor doesn't stop you from going to another dimension, it should). Maybe, but this is probably too strong an effect for the spell. Maybe it can give you a bonus to your MR but only for the purposes of resisting banishment. Or you could be unable to ...

Wednesday, 14th August 2013, 17:43

Forum: Game Design Discussion

Topic: Sethygir: Sea God and Water Addition

Replies: 113

Views: 33432

Re: Sethygir: Sea God and Water Addition

I guess you misunderstood my idea. Idea was that creating water tiles is trivial matter. First you use ability which creates few water tiles around you and on top of you. (maybe better idea would be give a first level water spell which creates 1 tile of water but doesn't require water) Every other ...

Wednesday, 14th August 2013, 13:03

Forum: Game Design Discussion

Topic: Sethygir: Sea God and Water Addition

Replies: 113

Views: 33432

Re: Sethygir: Sea God and Water Addition

Anyway I think you should require water to be able to cast your water spell. Either on target square or square you are standing on (some times both) You should have ablity to invoke rain which cost some piety but creates water around you so you can start using your spells. Giving such an important ...

Wednesday, 14th August 2013, 12:57

Forum: Game Design Discussion

Topic: Proposal: Give real numbers for weapon attack speed in game

Replies: 54

Views: 17450

Re: Proposal: Give real numbers for weapon attack speed in

Press @. Min-delay will either be at "quite fast" (for most weapons), or "very fast" (for whips and short blades). Slightly off topic but there doesn't seem to be any way of displaying if your armour or shield are penalising your fighting or spell casting, it really should be vi...

Tuesday, 13th August 2013, 22:44

Forum: Crazy Yiuf's Corner

Topic: Range display

Replies: 56

Views: 15841

Re: Range display

It's against the goal of this game - to not display any actual numbers and say "it's about this [ ] big" or "on the scale of damage it's about 7/10" Maybe, but what happens currently is that all the information is available if you want it, but is hard to read. Therefore it encou...

Tuesday, 13th August 2013, 10:07

Forum: Game Design Discussion

Topic: New Unrand Boots

Replies: 49

Views: 14508

Re: New Unrand Boots

There's a dozen different ways it could be implemented though, from "figure it out for yourself chump", which your post seems to assume it would be, to "a dozen different graphic overlays telling you the exact time it would take to walk to square X". I'd imagine it would be some...

Tuesday, 13th August 2013, 08:59

Forum: Game Design Discussion

Topic: New Unrand Boots

Replies: 49

Views: 14508

Re: New Unrand Boots

That sounds a bit complicated... Things that change your movement speed should be easier to work out than that, especially if they increase the delay. When I have 3 monsters in LOS, I don't want to have to think whether I'm technically moving closer to at least one of them or not.

Monday, 12th August 2013, 22:00

Forum: Game Design Discussion

Topic: Vampiric Suggestion

Replies: 3

Views: 1268

Re: Vampiric Suggestion

That sounds interesting, although it might make the early game harder for Vampires. And you probably don't want to increase too much the generation of potions of blood as those are pretty useless for everyone else. Maybe have them start with two potions of blood instead of one, to almost guarantee t...

Monday, 12th August 2013, 11:09

Forum: Game Design Discussion

Topic: Sethygir: Sea God and Water Addition

Replies: 113

Views: 33432

Re: Sethygir: Sea God and Water Addition

Hi, First time poster but some time lurker, I think this is an interesting concept for a god (as OP notes, "god of the sea" is an extremely common trope in Mythology that hasn't been implemented in Crawl yet). However apart from one branch (Swamp/Shoals) and the occasionnal pond Dungeon/La...

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