Search found 221 matches

Saturday, 22nd September 2018, 15:31

Forum: Crazy Yiuf's Corner

Topic: Wiki issues

Replies: 3

Views: 999

Re: Wiki issues

Unfortunately, I'm not much of an admin -- I was mostly given admin status so somebody would be able to keep the lights on, so to speak, and most of that page is stuff I'm not familiar with. Where would I go to find the wiki directories if I'm not the one who set it up?

Saturday, 22nd September 2018, 14:22

Forum: Crazy Yiuf's Corner

Topic: Wiki issues

Replies: 3

Views: 999

Wiki issues

I'm one of the admins for the wiki (the only active one at the moment) and we're having issues with nobody being able to log in. Anytime anybody tries, we get an error message that reads: There seems to be a problem with your login session; this action has been canceled as a precaution against sessi...

Friday, 25th May 2018, 05:44

Forum: Crazy Yiuf's Corner

Topic: Do you listen to music while playing Crawl?

Replies: 69

Views: 11582

Re: Do you listen to music while playing Crawl?

Old post is old, but anyways... Heck yeah I listen to music! That's actually one of the perks of Dungeon Crawl, is that there's no sound to get in the way of other stuff. Most of what I listen to is video game-related (either soundtracks or remixes). I've worked on a bunch of mixtapes while sending ...

Saturday, 27th January 2018, 22:24

Forum: Dungeon Crawling Advice

Topic: Numpad key navigation

Replies: 4

Views: 871

Re: Numpad key navigation

That worked. Thanks!

Saturday, 27th January 2018, 09:19

Forum: Dungeon Crawling Advice

Topic: Numpad key navigation

Replies: 4

Views: 871

Numpad key navigation

I just downloaded 0.21 and noticed that the numpad keys seem to have been changed so they move you to the nearest wall instead of moving you one space like they have for forever. Is there somewhere I can change that back to moving one space at a time? I'd like to be able to move precisely, not be co...

Wednesday, 22nd March 2017, 07:10

Forum: Game Design Discussion

Topic: A nice change of pace.

Replies: 19

Views: 4322

Re: A nice change of pace.

Yeah, I love that vault!

Does anybody know what that vault is called in the game?

Wednesday, 8th March 2017, 04:41

Forum: Game Design Discussion

Topic: Small idea for Barachian

Replies: 9

Views: 1798

Re: Small idea for Barachian

People have already bandied about ideas for both a tongue attack and a devour move, but I've heard the devs ultimately decided against making them. I still think they'd be cool to have, though.

Tuesday, 28th February 2017, 08:56

Forum: Game Design Discussion

Topic: Weapon-less Ieoh Jian Council (now implemented)

Replies: 81

Views: 20085

Re: Weapon-less Ieoh Jian Council (now implemented)

Just wanted to pop in and say I'm really enjoying this god. I like using Troll Monks for it in particular (partially because it's a hilarious and somewhat terrifying mental image), thought I should probably try some other races to see how different playstyles affect things.

Monday, 13th February 2017, 16:50

Forum: Dungeon Crawling Advice

Topic: Slouch mechanics

Replies: 3

Views: 1029

Slouch mechanics

Do monsters take more damage from Slouch when your movement speed is reduced from effects like Ozocubu's Armor or Statue Form?

Friday, 20th January 2017, 20:31

Forum: Game Design Discussion

Topic: New Experimental: Cyno Species

Replies: 65

Views: 15598

Re: New Experimental: Cyno Species

Give the player the ability to sacrifice any 'mastered' skill (any skill that trained up to the current skill cap) to increase the skill cap for all remaining skills by 2 Oooh. I like that idea. It'd be interesting to play a Cyno of Ru, since you'd have to decide between sacrificing skills for piet...

Wednesday, 18th January 2017, 03:27

Forum: Game Design Discussion

Topic: fr: buff Finisher

Replies: 18

Views: 2442

Re: fr: buff Finisher

Having scythes in the game is kinda neat, but I will admit that I have never found one that I've been able to make use of. If they get removed, I suppose I'll just have to deal with it. Sigmund and reapers could always show up with halberds or something.

Wednesday, 18th January 2017, 03:23

Forum: Game Design Discussion

Topic: Let players fly at will without +Fly

Replies: 10

Views: 1948

Re: Let players fly at will without +Fly

An escape hatch seems like an easy fix for that particular vault, though it might not be applicable for others. As it is, you'd have to either miscalculate your remaining resources fairly severely to get stranded there or just get screwed over by a shaft or an escape hatch or something (which is not...

Saturday, 14th January 2017, 23:58

Forum: Game Design Discussion

Topic: Complete mutation revamp: a plea for 0.2X

Replies: 17

Views: 2903

Re: Complete mutation revamp: a plea for 0.2X

I enjoy the current system of mutations -- some games I'll play mutation roulette, but other games I'll try to stay unmutated. Sure, some of the bad mutations are really nasty, but that's what makes it fun for me (and really what makes Roguelikes in general fun for me) -- you never know what kind of...

Saturday, 14th January 2017, 23:38

Forum: Game Design Discussion

Topic: Why do monsters' names start with an undercase letter?

Replies: 11

Views: 2018

Re: Why do monsters' names start with an undercase letter?

Probably because they're not proper nouns. You're not looking at *the* Stone Giant, you're looking at *a* stone giant. Meanwhile, Uniques (who are... well, unique) do start with capital letters, because there's only one Sigmund or Erolcha or Serpent of Hell or what have you.

Saturday, 14th January 2017, 08:51

Forum: Game Design Discussion

Topic: Please don't make Pan/Hell either/or

Replies: 23

Views: 3464

Re: Please don't make Pan/Hell either/or

I'm for shortening Pan and/or Hell but keeping them both available. I just recently got all four hell runes in one game, and I kinda want to try doing a 15-rune run at some point. Even if that takes me another six years or so to pull off, I'd want to have the option available. I'm not sure how much ...

Tuesday, 10th January 2017, 05:39

Forum: Game Design Discussion

Topic: Wands of Flame and Random Effects should be purple

Replies: 8

Views: 1336

Re: Wands of Flame and Random Effects should be purple

Like Quazifuji said, purple is generally reserved for stuff with potential drawbacks, like scrolls of torment or potions of mutation or lignification. I could kinda see making random effects purple, but the wand of flame? In any case, you can always manually exclude wands of flame/randomness from yo...

Saturday, 31st December 2016, 07:32

Forum: Game Design Discussion

Topic: Frog Feedback

Replies: 21

Views: 3237

Re: Frog Feedback

I've been trying a FrIE and been having decent amounts of fun with it; haven't made it to the Lair yet (got to D:9 before my connection farted out and decided to post my thoughts thus far). EDIT: Died stupidly almost immediately after I started the run back up because I hopped toward a two-headed og...

Tuesday, 1st November 2016, 19:37

Forum: Game Design Discussion

Topic: Issue: Wands can be thrown over blocking zot traps in Zot 5

Replies: 21

Views: 3589

Re: Issue: Wands can be thrown over blocking zot traps in Zo

^Exactly. I have enough problems with hoarding stuff -- I don't need to be carrying around a stack of stones to get things' attention with when throwing literally anything else at them will accomplish just what I want it to do. Pretty much the only time I'll ever use stones is if I'm actually using ...

Tuesday, 1st November 2016, 05:52

Forum: Game Design Discussion

Topic: Issue: Wands can be thrown over blocking zot traps in Zot 5

Replies: 21

Views: 3589

Re: Issue: Wands can be thrown over blocking zot traps in Zo

I've thrown random items at wandering monsters in order to get their attention without shouting and potentially waking other stuff up. Obviously, I'll get their attention with an actual attack if I have one that reaches far enough, but sometimes all I've got is melee.

Saturday, 29th October 2016, 08:23

Forum: Game Design Discussion

Topic: New Hosted Branch: Thorn God

Replies: 49

Views: 10169

Re: New Hosted Branch: Thorn God

Just tried running a DrTm of Wudzu -- died in Lair:1 to a hydra that kept dodging my Ice Form attacks (I picked hands and feet for my slot sacrifices). I had fun with this -- having all your bramble abilities along with transformations (even Bat Form -- forgot I'd switched Blade Hands to a different...

Monday, 21st March 2016, 08:21

Forum: Game Design Discussion

Topic: Is Confusion Canceling Amulets of Reflection a Bug?

Replies: 21

Views: 2387

Re: Is Confusion Canceling Amulets of Reflection a Bug?

I'd say it makes sense to have sources of SH that don't come from a physical shield (Qazlal, bony plates, amulets, etc.) stick around even if you're incapacitated, but I'll also understand if the devs don't feel that adding in fiddly little bits of code is worth the special-casing; it seems Dungeon ...

Monday, 21st March 2016, 08:19

Forum: Game Design Discussion

Topic: Remove Potions of Mutation

Replies: 33

Views: 6048

Re: Remove Potions of Mutation

I like potions of mutation -- quaff-IDing one during the early game can add an element of surprise to a character ("I got fire breath and bony plates? Sweet!" or "Oh, great, I got shouting and teleportitis. Now what am I going to do?"). Later on, potions of mutation serve as a re...

Wednesday, 2nd December 2015, 22:33

Forum: Game Design Discussion

Topic: non-contiguous D floors?

Replies: 4

Views: 1023

Re: non-contiguous D floors?

I always use all staircases anyways, just to make sure I can autotravel to previous areas most efficiently. I'll also generally use "up" escape hatches unless there's something particularly nasty that I wanted to skip past on a floor (which there hardly ever is, since I regularly fling mys...

Sunday, 29th November 2015, 19:01

Forum: Game Design Discussion

Topic: Make Irradiate transmutations only.

Replies: 9

Views: 1231

Re: Make Irradiate transmutations only.

I've considered using Irradiate on a Transmuter to begin branching into Conjurations ('cause sometimes you don't find a Conjurations spellbook for a long time). Of course, I've never actually put that into practice, seeing as how hard Irradiate can be to find...

Sunday, 29th November 2015, 18:49

Forum: Game Design Discussion

Topic: Allow Staves to Open Spelltraining

Replies: 3

Views: 647

Re: Allow Staves to Open Spelltraining

This would be nice.

Friday, 19th June 2015, 05:59

Forum: Game Design Discussion

Topic: Let players throw a pebble from the ground to attract mon

Replies: 11

Views: 1697

Re: Let players throw a pebble from the ground to attract mo

I often hang onto Sting or Magic Dart after it stops being useful so I can use it to plink random monsters wandering by without necessarily alerting all their friends.

Friday, 19th June 2015, 05:56

Forum: Game Design Discussion

Topic: An AI note

Replies: 2

Views: 678

Re: An AI note

My experience with this is that it usually happens with less intelligent creatures. Smarter things like orcs I think tend to step around whatever's blocking their path.

Friday, 19th June 2015, 05:45

Forum: Game Design Discussion

Topic: Let undead players leave ghosts

Replies: 76

Views: 7267

Re: Let undead players leave ghosts

I like player ghosts. It's neat (and sometimes kinda terrifying) to run into dead versions of your previous characters, though granted most of my experience is with local games, so I haven't seen many ghosts generated by other people on servers. The draconian drain-breath spam is kinda much, but at ...

Friday, 19th June 2015, 05:36

Forum: Game Design Discussion

Topic: Tweak: Artificers start with wand of frost, not flame

Replies: 14

Views: 1833

Re: Tweak: Artificers start with wand of frost, not flame

Pretty sure it's only freezing-branded attacks (i.e. melee attacks) and freezing clouds and maybe Ozocubu's Refrigeration that slow down cold-blooded creatures. Just dealing cold damage isn't enough - it has to be one of those methods.

Sunday, 19th April 2015, 20:06

Forum: Game Design Discussion

Topic: New Portal: Dwarven Factory

Replies: 12

Views: 1897

Re: New Portal: Dwarven Factory

ajon wrote:No natural healing/regen - only heal like DD do

Ooh, that could be interesting (and terrifying)!

Friday, 10th April 2015, 04:43

Forum: Game Design Discussion

Topic: Remove Xom's weapon swap action.

Replies: 11

Views: 1700

Re: Remove Xom's weapon swap action.

Seems to me like that action fits Xom perfectly. He's supposed to be a jerk who messes with you. But it's annoying when it's just an inventory and interface screw and not tele roulette or something. Again, that sounds right up Xom's alley, but I've never really tried playing a chaos knight. What ex...

Friday, 10th April 2015, 04:34

Forum: Game Design Discussion

Topic: "Previous Messages" filtering

Replies: 1

Views: 474

Re: "Previous Messages" filtering

That could be nice. Sometimes I want to look back and see which stat I got at a level up in the middle of a pitched battle or something.

Friday, 10th April 2015, 04:33

Forum: Game Design Discussion

Topic: Remove Xom's weapon swap action.

Replies: 11

Views: 1700

Re: Remove Xom's weapon swap action.

Seems to me like that action fits Xom perfectly. He's supposed to be a jerk who messes with you.

Monday, 6th April 2015, 04:00

Forum: Game Design Discussion

Topic: Unique proposal: Myrmecia, Champion of Formicids

Replies: 82

Views: 16947

Re: Unique proposal: Pyriformis, Champion of Formicids

Kismet wrote:I think the move in Crawl flavouring has been to de-gender stuff as much as possible. No reason why reality should interfere with that agenda.


De-gendering the gods is definitely a thing, but all the uniques still have genders, which would include Pyriformis if s/he ever got included in the game.

Monday, 6th April 2015, 03:52

Forum: Game Design Discussion

Topic: Remove -Tele from Randart Armor Generation

Replies: 17

Views: 3119

Re: Remove -Tele from Randart Armor Generation

I'd use a -Tele artifact if there was enough other good stuff on it (like lots of resistances or evokable abilities -- those nifty boots mentioned earlier are something I'd wear). Of course, having other escape methods (like high movement speed or Passage of Golubria) would help in case of emergenci...

Thursday, 26th March 2015, 04:50

Forum: Game Design Discussion

Topic: No, but seriously, remove Ballistomycetes

Replies: 45

Views: 7808

Re: No, but seriously, remove Ballistomycetes

Did they remove the XP for clearing a fungal colony?

Wednesday, 25th March 2015, 18:07

Forum: Game Design Discussion

Topic: Unique proposal: Myrmecia, Champion of Formicids

Replies: 82

Views: 16947

Re: Unique proposal: Pyriformis, Champion of Formicids

I like the idea of a stasis field monster spell a la Silence. (I'd also like a player version, if only so I could get those freaking crimson imps to HOLD STILL DAMMIT, but that's besides the point). We could also give him Dimension Anchor, if people think a stasis field is OP. As for the sex of Pyri...

Wednesday, 25th March 2015, 17:44

Forum: Game Design Discussion

Topic: Remove the Special Poison Exception From Demons

Replies: 9

Views: 1297

Re: Remove the Special Poison Exception From Demons

I always figured the Abyssal stuff being non-living was because they're eldritch things from beyond time and space, so their biology isn't even recognizable as such.

But yeah, I'd say it makes sense to allow PArrow to affect demons/holy monsters.

Tuesday, 17th March 2015, 07:37

Forum: Game Design Discussion

Topic: Make Sandblast less of a hassle

Replies: 15

Views: 2459

Re: Make Sandblast less of a hassle

I have to admit, I never use Sticks to Snakes. Apparently it's useful (?), but summoning stuff has never been my preferred playstyle, so I'd much rather just walk up and punch things than spend time footling around with arrows. As for Sandblast, I don't mind it as much; it's a low-level Earth Magic ...

Wednesday, 23rd July 2014, 00:23

Forum: Game Design Discussion

Topic: Trees

Replies: 10

Views: 1998

Re: Trees

jejorda2 wrote:Wow, i had no idea you could ever cast conjure flame on a tree. I thought it was for empty spaces only.


It is for empty spaces. The fire would occasionally spread to nearby trees, IIRC.

Wednesday, 23rd July 2014, 00:20

Forum: Game Design Discussion

Topic: Rapid Evolution Race, Mutalites

Replies: 15

Views: 2793

Re: Rapid Evolution Race, Mutalites

...vulnerability to Holy/Silver damage... Silver vulnerability makes sense, but why would they be weak to holy? They're not evil or unholy, just chaotic. Yeah, def not based on tension. Something more like how Trog checks if you are still fighting while in berserk and prolongs it. Doesn't Trog exte...

Saturday, 12th July 2014, 17:33

Forum: Game Design Discussion

Topic: Make hellfire green

Replies: 28

Views: 3960

Re: Make hellfire green

I could go for purple hellfire if people feel it needs further changing and it wouldn't look similar to any other effects. What color is IMB, again?

Saturday, 12th July 2014, 17:19

Forum: Game Design Discussion

Topic: Warn player when switching weapon -> barehanded with no UC

Replies: 33

Views: 5505

Re: Warn player when switching weapon -> barehanded with no

I don't think I've ever had this problem, though I guess I wouldn't be opposed to some sort of message when you're attacking with something you have no skill in. It'd probably have to be a one-time thing (kinda like when you try to hit something with a ranged weapon), or else it'll get really annoyi...

Monday, 7th July 2014, 22:06

Forum: Game Design Discussion

Topic: Korean feedback

Replies: 83

Views: 12407

Re: Korean feedback

KoboldLord wrote:...poison has just as many or more good level 7+ spells than almost all of the other magic skills.


Um. What?
I don't think Poison magic has *any* spells above level 6. I think Poison Arrow is basically the best it gets (which isn't bad, but it's not going to help you kill demons or undead).

Sunday, 29th June 2014, 23:12

Forum: Game Design Discussion

Topic: Suggestion: Rank 3 of spiny mutation grants an ability

Replies: 11

Views: 1903

Re: Suggestion: Rank 3 of spiny mutation grants an ability

Spines are more useful against cold-resistant foes, at least. How much damage do each of the the mutations do?

Saturday, 28th June 2014, 13:40

Forum: Game Design Discussion

Topic: Please remove hatches that lead into death

Replies: 13

Views: 2137

Re: Please remove hatches that lead into death

I actually take most escape hatches up and quite a few down, just so I know I'll have the shortest possible route when autotraveling. Of course, I'll avoid taking escape hatches when there's something dangerous on the level I'm going to, like a unique or a rune vault. (I learned that lesson after I ...

Saturday, 21st June 2014, 17:36

Forum: Game Design Discussion

Topic: Switching of items, spells, abilities (= command)

Replies: 5

Views: 942

Re: Switching of items, spells, abilities (= command)

Ooh, nice! That'll simplify things for me (since I usually bind a lot of my inventory to specific slots).

Thursday, 19th June 2014, 02:17

Forum: Game Design Discussion

Topic: Monster: Bone Dragon

Replies: 66

Views: 12381

Re: Monster: Bone Dragon

It's not all a penalty, though. You're still weakening the bone dragon considerably by lowering their AC (though I'm not sure that really works if we raise their EV at the same time. Not that we necessarily *have* to raise their EV -- how good is a "falling-apart-skeletal-remains-monster" ...

Tuesday, 17th June 2014, 23:20

Forum: Game Design Discussion

Topic: Beogh Suggestions

Replies: 19

Views: 3424

Re: Beogh Suggestions

I do not like what happened to Beogh in trunk. You can only give items to each follower once over the game. If unarmed, unarmored orc joins you and promotes to Warlord you can give him a weapon or armor, but not both. And once you give him that armor you can not upgrade it in the future. If you cou...

Saturday, 14th June 2014, 03:53

Forum: Game Design Discussion

Topic: Proposal - New Nemelex

Replies: 9

Views: 1897

Re: Proposal - New Nemelex

Could you have two decks, one for offense and one for defense? Or would that be too overpowered?
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