Search found 173 matches

Wednesday, 13th June 2018, 11:13

Forum: Game Design Discussion

Topic: Make Vehumet gift artifact spellbooks with single spell

Replies: 9

Views: 2131

Re: Make Vehumet gift artifact spellbooks with single spell

bel wrote:That's too complicated. And what if I don't want to take either spell on offer? It's rather strange to make a god gift worse than nothing. Even Ru allows one to reject all sacrifices.
Good point, there should be 3 options
A) Memorize spell X
B) Memorize spell Y
C) Reject gifts

Wednesday, 13th June 2018, 06:28

Forum: Game Design Discussion

Topic: Make Vehumet gift artifact spellbooks with single spell

Replies: 9

Views: 2131

Re: Make Vehumet gift artifact spellbooks with single spell

What about this: Vehumet gifts you two spells instead of one, but you have to choose which one to take. They appear as reclaim gift abilities, so you can check which books you have available. The timer to receive next gift does not start until you have reclaimed previous one. Optionally the algorith...

Tuesday, 22nd May 2018, 12:22

Forum: Game Design Discussion

Topic: deity proposal: Cellus, god of earth and walls

Replies: 6

Views: 1396

Re: deity proposal: Cellus, god of earth and walls

If the uplifted wall will disappear after X auts, it's not too OP.
Deprecate: Using air magic, flying, weapons of elec and air evocables instead of digging (Cellus prefers that you keep your feet on the ground).
+Passive AC boost to balance the loss.

Thursday, 3rd May 2018, 08:08

Forum: Game Design Discussion

Topic: Species Proposal – Troglodyte

Replies: 42

Views: 7010

Re: Species Proposal – Troglodyte

Because the aptitides aren't a main point of this species, i recommend more flat aptitudes (removing the -1 and +1 here and there). +1 Fighting +1 Short Blades +1 Long Blades +1 Axes +1 Maces +1 Polearms +1 Staves +1 Unarmed Combat -1 Bows -1 Crossbows -1 Slings -1 Throwing 0 Armour +2 Dodging 0 Shi...

Wednesday, 2nd May 2018, 04:54

Forum: Game Design Discussion

Topic: Why can large species wield small weapons?

Replies: 7

Views: 1664

Re: Why can large species wield small weapons?

Ogres can hold adagger with thumb and index finger like a needle and poke enemies with it, it makes sense :)

Thursday, 19th April 2018, 07:41

Forum: Game Design Discussion

Topic: Merge Minotaur and Hill Orc into Mountain Dwarf

Replies: 17

Views: 3460

Re: Merge Minotaur and Hill Orc into Mountain Dwarf

Dwarves, elves and orcs are exploited way too much, people start to be sick of them.
Minotaurs aren't very original either, but at least they're not part of the usual cliche trio.

Wednesday, 25th January 2017, 06:43

Forum: Game Design Discussion

Topic: Remove Beogh

Replies: 104

Views: 20790

Re: Remove Beogh

Hellmonk wrote:1. It is a deliberate parody of Judaism and Christianity.

Religions definitely deserve to be laughed at.
Forum feature request: Negative thanks.

Wednesday, 18th January 2017, 11:03

Forum: Dungeon Crawling Advice

Topic: (Not optimal!) Little things that spice up your game?

Replies: 29

Views: 5019

Re: (Not optimal!) Little things that spice up your game?

Beogh. Recall followers. Conjure flame. Throw chunks into flames. Enjoy the barbecue with your orc pals. Have a good time and drink some potions.

Wednesday, 18th January 2017, 10:59

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP 15rune- OpFi melee no transmutions

Replies: 3

Views: 1302

Re: YAVP 15rune- OpFi melee no transmutions

Congrats for succeeding with non-standard Octopode :)

Monday, 16th January 2017, 08:11

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP - My first (3 rune) win at last - GrMo

Replies: 5

Views: 1080

Re: YAVP - My first (3 rune) win at last - GrMo

SPC gives all spell schools 1/4 boost compared to that school. XP put to spellcasting should be at least XP put to spell schools / 4, otherwise it would have been cheaper to train SPC instead. You trained exactly 4 spell schools, so this is easy: You should have trained SPC to at least same level as...

Monday, 16th January 2017, 07:04

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP - HoMo of Beogh, followers rock

Replies: 1

Views: 542

YAVP - HoMo of Beogh, followers rock

My first Beogh win, i was surprised how effective followers are. Based on other peoples posts and my Yred experiences, i was expecting them to die a lot. What they did of course, but less than expected. But i was able to maintain a bunch of at least 4-5 warlords through most of the post-lair game, w...

Friday, 9th December 2016, 15:19

Forum: Game Design Discussion

Topic: Blind species brainstorming

Replies: 7

Views: 1489

Re: Blind species brainstorming

Idea was to only partially compensate for loss of scrolls, mostly for the strategic ones (and no compensation for tactical scrolls).

Friday, 9th December 2016, 06:19

Forum: Game Design Discussion

Topic: Blind species brainstorming

Replies: 7

Views: 1489

Blind species brainstorming

Here's my suggestion for a blind species. The idea is to have severe drawbacks, but also powerful abilities to cover them up. Flavor is something that lives deep underground and thus has evolved to be almost blind. Extremely bad vision - Unable to read scrolls or books. Unable to study magic or begi...

Thursday, 10th November 2016, 15:07

Forum: Game Design Discussion

Topic: charm proposal: sharpness

Replies: 8

Views: 1941

Re: charm proposal: sharpness

Well the cost could be X MP per turn, instead of one.

Thursday, 10th November 2016, 06:24

Forum: Game Design Discussion

Topic: charm proposal: sharpness

Replies: 8

Views: 1941

Re: charm proposal: sharpness

I'd say it should always be on without degradation after casting (until toggled off or MP runs out), but consume 1 MP per turn in addition to casting cost.
That would make it more powerful and more costy, meaning you would cast it only when needed.

Tuesday, 27th September 2016, 05:16

Forum: Game Design Discussion

Topic: New hosted branch: haste reform

Replies: 71

Views: 11668

Re: New hosted branch: haste reform

IMHO haste spell is fine otherwise, but it should really be at least level 7 spell.

Friday, 9th September 2016, 05:24

Forum: Game Design Discussion

Topic: Vehumet reform

Replies: 33

Views: 6753

Re: Vehumet reform

IMHO favored spells will make Veh more boring, not less. It will be optimal to choose the spell(s) you spam most, and spam it even more. I support the idea of having more than one spell available for memorizing. It would not be a huge buff to even have all gifts permanently available (because Veh do...

Friday, 19th August 2016, 07:55

Forum: Crazy Yiuf's Corner

Topic: what are some good games

Replies: 117

Views: 24050

Re: what are some good games

Of recent games, I've enjoyed Dark Souls series, XCOM: Enemy Unkown, Wasteland 2, Divinity: Original Sin.
DOS especially was a nice surpise. I wasn't expecting much, but the turn-based combat is fun, mostly because of elemental interactions.

Monday, 8th August 2016, 15:30

Forum: Dungeon Crawling Advice

Topic: What do I do with arcane markman spells?

Replies: 65

Views: 8515

Re: What do I do with arcane markman spells?

I haven't tried, but i assume slow and/or gravitas should combo nicely with inner flame.

Tuesday, 12th July 2016, 07:20

Forum: Game Design Discussion

Topic: Rename Crystal Plate Armour to Iron Dragon Armour

Replies: 48

Views: 7657

Re: Rename Crystal Plate Armour to Iron Dragon Armour

This is slightly off-topic, but one nice thing about GDA is that it gives you two extra inventory slots compared to rF plate, or three extra slots compared to CPA (because you don't have to carry resistance rings). So you could carry an extra evocable items instead, for example. Also you don't have...

Tuesday, 12th July 2016, 04:27

Forum: Game Design Discussion

Topic: Rename Crystal Plate Armour to Iron Dragon Armour

Replies: 48

Views: 7657

Re: Rename Crystal Plate Armour to Iron Dragon Armour

This is slightly off-topic, but one nice thing about GDA is that it gives you two extra inventory slots compared to rF plate, or three extra slots compared to CPA (because you don't have to carry resistance rings). So you could carry an extra evocable items instead, for example. Also you don't have ...

Monday, 11th July 2016, 03:46

Forum: Game Design Discussion

Topic: Rename Crystal Plate Armour to Iron Dragon Armour

Replies: 48

Views: 7657

Re: Rename Crystal Plate Armour to Iron Dragon Armour

IMHO there's definitely more than enough dragon armours in the game at the moment, we don't need another one for just flavor reasons. CPA is a nice diversion from that, it would be sad to see it being re-flavored as "just another dragon armour". I don't mind if iron dragon armour was added...

Thursday, 7th July 2016, 05:37

Forum: Game Design Discussion

Topic: FR: separate rest_wait_percent for HP and MP

Replies: 0

Views: 298

FR: separate rest_wait_percent for HP and MP

First i'd like to thank the devs for these recently added options: rest_wait_both = false If rest_wait_both is set to true then resting will only stop when both HP and MP are fully restored, not when either one of them is restored. rest_wait_percent = 100 When resting, if your HP or MP is below this...

Tuesday, 5th July 2016, 04:16

Forum: Crazy Yiuf's Corner

Topic: Revamp poisson magic

Replies: 6

Views: 940

Revamp poisson magic

Since poison magic doesn't have enough high level and irresistible damage doing spells, i suggest that following revamp is done: - Rename poison magic as poisson magic, and re-flavour it as magic of fish, with a slight side flavour of baguettes, wine, harmonicas and unreliable vehicles. Also, all sp...

Tuesday, 10th May 2016, 09:01

Forum: Dungeon Crawling Advice

Topic: What is generally the best weapon overall

Replies: 60

Views: 10594

Re: What is generally the best weapon overall

Outside artifacts, I'd vote for lajatang of speed mentioned in the first reply. Speed is the best general purpose brand (because it's not affected by resistances), and lajatang is highest base damage weapon you can get with speed brand, so it will work even vs high AC targets. It's usable by any spe...

Monday, 11th April 2016, 04:54

Forum: Game Design Discussion

Topic: Stairdancing nerf proposal

Replies: 28

Views: 3981

Re: Stairdancing nerf proposal

Based on the feedback i see problems in my original proposal. What about a much simpler change: Increase time required to travel stairs by 10 auts (1 turn) or more. Time required for monsters could be same, or shorter (to amplify the effect). This would keep mechanics as now, but make stairdancing m...

Sunday, 10th April 2016, 10:48

Forum: Game Design Discussion

Topic: Stairdancing nerf proposal

Replies: 28

Views: 3981

Re: Stairdancing nerf proposal

The percentages are rough, they could and should be fine-tuned like all the other details to make it work.

Sunday, 10th April 2016, 08:39

Forum: Game Design Discussion

Topic: Stairdancing nerf proposal

Replies: 28

Views: 3981

Stairdancing nerf proposal

Stairdancing is way too powerful: You can almost always retreat upstairs (possible several times) and then go down another staircase to control which enemies you have to fight. I believe everyone does this, and it's especially powerful during normal 3-rune games. So I propose following nerf to stair...

Friday, 18th March 2016, 06:59

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2855

Views: 520161

Re: Best/Worst Artifacts

xentronium wrote:
  Code:
A - the amulet of Ogimumoz (around neck) {Clar +Inv rF++ rC+ Slay+3}

Now that's a nice amulet :)

the +14 crystal plate armour "Neill" (worn) {rC+ Str+2 SInv}
(You took it off a deep elf high priest on level 3 of the Elven Halls)

My MiDk was very happy to have cleared Elf:3.

Wednesday, 16th March 2016, 06:43

Forum: YASD! YAVP! and characters in progress too

Topic: YASD! DgAs with boots of flying drowned at Shoals

Replies: 18

Views: 2010

Re: YASD! DgAs with boots of flying drowned at Shoals

Disclaimer: Despite this suggestion, I still blame only my stupidity for this particular death. I recall seeing a thread earlier about removing drowning, there the idea was to make it like shallow water, but just worse. For example twice the penalties of shallow water for small/medium creatures and ...

Thursday, 10th March 2016, 08:34

Forum: YASD! YAVP! and characters in progress too

Topic: YASD! DgAs with boots of flying drowned at Shoals

Replies: 18

Views: 2010

Re: YASD! DgAs with boots of flying drowned at Shoals

Yes more thinking and less action next time... As a positive side, it's good people find it worth remembering :)

Thursday, 10th March 2016, 07:59

Forum: YASD! YAVP! and characters in progress too

Topic: YASD! DgAs with boots of flying drowned at Shoals

Replies: 18

Views: 2010

YASD! DgAs with boots of flying drowned at Shoals

You may wonder how a character with boots of flying can drown. Especially if the character is standing on solid ground. Well that's exactly what happened... I'm sort of embarrassed. http://crawl.xtahua.com/crawl/morgue/hannobal/morgue-hannobal-20160309-151340.txt Wear which item? (? for menu, Esc to...

Friday, 26th February 2016, 06:15

Forum: Dungeon Crawling Advice

Topic: The first level of the dungeon is too chance dependent.

Replies: 26

Views: 3233

Re: The first level of the dungeon is too chance dependent.

I don't have much problem with D:1 deaths - at that point you have invested only couple of minutes to the game, if you die, it's not a big investment you lose.
Just start another character.

Monday, 15th February 2016, 07:00

Forum: Game Design Discussion

Topic: Remove steel ammunition

Replies: 35

Views: 4228

Re: Remove steel ammunition

General ranged-vs-melee discussion seems to to have been split to another topic:
https://crawl.develz.org/tavern/viewtopic.php?f=5&t=19067

Thursday, 11th February 2016, 05:47

Forum: Dungeon Crawling Advice

Topic: Elemental evocables recharge time

Replies: 5

Views: 810

Re: Elemental evocables recharge time

kuniqs wrote:Evocables recharging faster lategame is 'cause you're killing lots of stuff fast at high levels. Attribute loss has the same problem, ziggurat raiders for example recover attributes almost instantly.


So it's fixed amount of XP?
Feels like about 10k.

Wednesday, 10th February 2016, 10:19

Forum: Dungeon Crawling Advice

Topic: Elemental evocables recharge time

Replies: 5

Views: 810

Elemental evocables recharge time

Elemental evocables: they recharge based on XP gained, that is clear to me. But is this fixed amount of XP or based on player level? Is the recharge time same for lamp/vial/stone? What is the exact amount of XP? And does evo skill have any effect on recharge times like with rods? I've noticed that t...

Thursday, 4th February 2016, 06:54

Forum: Game Design Discussion

Topic: Remove steel ammunition

Replies: 35

Views: 4228

Re: Remove steel ammunition

By the way my motivation for this proposal was that if you worship ammo-gifting god and have trained throwing and carry a blowgun, you will be gifted: Javelins of: Penetration Poison Returning Silver Steel Needles of: Poison Sleeping Slowing Confusion Paralysis Frenzy Curare Tomahawks of: Dispersal ...

Wednesday, 3rd February 2016, 19:02

Forum: Game Design Discussion

Topic: FR: autoexplore HP/MP limit

Replies: 5

Views: 827

FR: autoexplore HP/MP limit

I'd like two new options, autoexplore_hp_limit and autoexplore_mp_limit - both would accept percentage from 0 to 100. If HP/MP would be below limit while autoexplore key is hit, autoexplore would rest until limit is reached and then autoexplore (if resting is not interrupted). Default could be 0 (=c...

Wednesday, 3rd February 2016, 17:50

Forum: Game Design Discussion

Topic: Remove steel ammunition

Replies: 35

Views: 4228

Remove steel ammunition

Remove steel ammunition - it's just slightly better plain ammunition that takes an inventory slot.
This will be slight throwing/xbows nerf, but just a very slight and thus doesn't require any balancing actions.

Tuesday, 10th November 2015, 16:55

Forum: Game Design Discussion

Topic: FR: auto-wait for clouds to disappear

Replies: 0

Views: 336

FR: auto-wait for clouds to disappear

Feature-request: autowait_clouds = true/false option, which would change autowait (5) behavior so that it will wait for clouds from spells to disappear. Why? With freezing cloud, player is often blocked by clouds they have created. Then player has to wait with "." turn by turn for clouds t...

Tuesday, 10th November 2015, 07:33

Forum: Game Design Discussion

Topic: Iron Dwarf, the Scrollless Species (Now With Spellcasting)

Replies: 47

Views: 8999

Re: Iron Dwarf, the Scrollless Species (Now With Spellcastin

Hahaha Mole People sounds great :D

Tuesday, 10th November 2015, 06:50

Forum: Game Design Discussion

Topic: Iron Dwarf, the Scrollless Species (Now With Spellcasting)

Replies: 47

Views: 8999

Re: Iron Dwarf, the Scrollless Species (Now With Spellcastin

Why flavor it as a dwarf?
I'd like to see something less of a standard fantasy gliche just for flavor reasons (no elves, dwarves, orcs, etc).
Something more along the lines of a vine stalker.

I like the mechanics and concept though!

Monday, 2nd November 2015, 04:39

Forum: Crazy Yiuf's Corner

Topic: Two Simple Throwing Questions

Replies: 7

Views: 1096

Re: Two Simple Throwing Questions

Shift-tab doesn't work in webtiles with most browsers. But yeah you can assign that macro to some other key.

Friday, 30th October 2015, 06:23

Forum: Game Design Discussion

Topic: Remove Shafts

Replies: 59

Views: 8302

Re: Remove Shafts

I also agree shafts are fun and i'd miss them if they were removed. Getting shafted is usually not that bad if you have scroll of magic mapping (so you can find staircase up fast). Also, sometimes you can use them to your tactical advantage if you discover them without falling. You can lure monsters...

Friday, 30th October 2015, 06:16

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP: HaAs^Oka, the blowgun build with 15 runes

Replies: 13

Views: 1954

Re: YAVP: HaAs^Oka, the blowgun build with 15 runes

Now that's a whole lot of AC+EV+SH combined.

Tuesday, 20th October 2015, 05:35

Forum: Crazy Yiuf's Corner

Topic: New unique: Death

Replies: 16

Views: 1544

Re: New unique: Death

Yep surely it would need stat adjustments if it was to be implemented, not everything has to be 27.
I edited for it to have just one attack, with speed and reaching it's still quite a lot (27 attack + 27 base damage weapon).

Thursday, 15th October 2015, 06:39

Forum: Dungeon Crawling Advice

Topic: How is Fedhas Good?

Replies: 17

Views: 2223

Re: How is Fedhas Good?

Suggestion: Remove Fedhas piety penalty on allied plants dying. Increase piety cost of evolution and reproduction to compensate. Then we will have piety cost happen immediately when using ability, not with unpredictable delay. If cost increase is about right amount, players will have roughly same am...
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