Search found 121 matches

Thursday, 7th July 2016, 15:55

Forum: Game Design Discussion

Topic: Riposte

Replies: 62

Views: 12266

Re: Riposte

It seems odd thematically that you riposte with a great sword but not with a rapier.

Friday, 18th November 2011, 21:56

Forum: Game Design Discussion

Topic: Feedback on Fedhas.

Replies: 16

Views: 1729

Re: Feedback on Fedhas.

I always found the mushrooms to be useful against anything that can be confused by them. In fact I find mushrooms to be about equivalent to the oklabs, but they are good for different things. Both of them make the early game rather easy. I like to think of the mushrooms as pretty equivalent to makle...

Thursday, 4th August 2011, 13:26

Forum: Game Design Discussion

Topic: Monks and balance

Replies: 42

Views: 5634

Re: Monks and balance

You can play an artificer now if you want to start with staves. The devs don't like the extra screens after picking a background. That is why chaos knight got split up, and that is why wizard and conjuror no longer have a choice in books. In this case it is like playing two very different background...

Sunday, 31st July 2011, 20:19

Forum: Game Design Discussion

Topic: Monks and balance

Replies: 42

Views: 5634

Re: Monks and balance

Monks of races with aux attacks like centaurs are a solid start. Okawaru heroism also seems to help UC more then it would a weapon skill since each point of UC skill adds 1 to the base attack of the punch. I have played lots of monks and they do fine once the early game slump all fighters have to go...

Friday, 29th July 2011, 21:56

Forum: Game Design Discussion

Topic: Wafetri the god of the elements (new and revised 4)

Replies: 27

Views: 3590

Re: Wafetri the god of the elements (revised 1)

It would be really easy to be next to fire if you had ring of flames.

Also an EE would be rather good still even without trans/charms etc. you will probably be hanging out around walls anyway.

Tuesday, 26th July 2011, 14:05

Forum: Game Design Discussion

Topic: Wizards' starting book

Replies: 7

Views: 1150

Re: Wizards' starting book

Even so, being a wizard has some downsides. Unless you go for Sif or Veh (or get some very good book finds) then you'll be stuck with pretty underpowered spells for the rest of the game. They also don't have any fighting skills or way to defend themselves other than conj, so to get rid of that woul...

Saturday, 23rd July 2011, 04:21

Forum: Game Design Discussion

Topic: skill level micro-management

Replies: 89

Views: 8919

Re: skill level micro-management

Potential benefits aside, wouldn't this be a big hassle to implement?

Friday, 22nd July 2011, 21:43

Forum: Game Design Discussion

Topic: Making melee attack delay more interesting

Replies: 2

Views: 605

Re: Making melee attack delay more interesting

This would give a character more of a reason to increase str once they have a comfortable carrying capacity. Each point of strength right now only marginally increases your accuracy and damage. Dex at least helps you get higher ev and helps with sh also. Right now int is nearly always the best thing...

Friday, 22nd July 2011, 21:31

Forum: Game Design Discussion

Topic: Gloves and Helmets

Replies: 18

Views: 2477

Re: Gloves and Helmets

What about searching for ego foo? I really love being able to look for ego by searching ego. But what if I want only ego armor? Later in the game when there is a lot of ego stuff it might be good to be able pare the list down a bit. In particular If I accidentally ruin my cloak by throwing it at a j...

Friday, 22nd July 2011, 21:23

Forum: Game Design Discussion

Topic: skill level micro-management

Replies: 89

Views: 8919

Re: skill level micro-management

I don't think that this will really change the game a huge amount. If a player wants to turn off a skill at the perfect time sure go ahead. I am sure some people would have fun doing this and love that you have even more customization and control. For those players who don't like the idea that then ...

Friday, 22nd July 2011, 17:54

Forum: Game Design Discussion

Topic: skill level micro-management

Replies: 89

Views: 8919

Re: skill level micro-management

So these proposed changes really wouldn't decrease the time I spend in the m menu now. No, but it would stop from making your gameplay suboptimal. Optimal play will become a hundred times worse. Optimal play will be checking the spell screen after each kill until you hit excellent and then turning ...

Friday, 22nd July 2011, 14:51

Forum: Game Design Discussion

Topic: skill level micro-management

Replies: 89

Views: 8919

Re: skill level micro-management

I like the idea of continuous skills. More realistic that way I guess. My friends who play crawl like to go from skill to skill like you are mentioning though. It makes the whole automatic mode not very useful if that is all you are going to do. I like just leaving it in auto mode and bump skills in...

Thursday, 21st July 2011, 19:35

Forum: Game Design Discussion

Topic: Wizards' starting book

Replies: 7

Views: 1150

Re: Wizards' starting book

True wizards could get by without mephitic. I still think they are fine the way they are now though.

Thursday, 21st July 2011, 19:19

Forum: Game Design Discussion

Topic: Making melee attack delay more interesting

Replies: 2

Views: 605

Making melee attack delay more interesting

What if melee attack delay was calculated in a similar way to ranged attack delay? I see this accomplishing three things: 1) It would directly involve player stats in calculating the attack delay 2) it would make the str weight play a much bigger role in melee combat 3) it would make it less sharply...

Thursday, 21st July 2011, 15:01

Forum: Dungeon Crawling Advice

Topic: Nemelex Sacrificing

Replies: 10

Views: 2379

Re: Nemelex Sacrificing

There really isn't a good spoiler for nemelex at the moment since most of them were written for 0.5.2. In particular the wiki and E. Grassland are back from 0.5.2. 0.5 was around for quite a long time compared to the recent releases so much of the info on the wiki was from that time. They changed th...

Saturday, 16th July 2011, 20:48

Forum: Game Design Discussion

Topic: Improving poison magic

Replies: 63

Views: 22137

Re: Improving poison magic

There will be something to fill the gap for transmuters I am sure. Really they would just need a level 1 spell to get them going. Even just gaining a temporary level 1 body mutation (claws, talons, hooves, etc) would be plenty. Scratch that it would probably be overpowered later in the game with all...

Friday, 15th July 2011, 21:07

Forum: Dungeon Crawling Advice

Topic: Ice Elementalists got nerfed!

Replies: 16

Views: 2618

Re: Ice Elementalists got nerfed!

I like the new IE book. Maybe it is just that I like MfIE hybrids and like that condensation shield is in the starting book. Anyway IE are still good, and probably are still better then FE, and easier to play then a AE (for those noobs out there). All casters are a bit harder now at the beginning be...

Friday, 15th July 2011, 20:59

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP SpFe 15 runes + zig

Replies: 5

Views: 1040

Re: YAVP SpFe 15 runes + zig

I love SpFe. They are they proud few to use inner flame and sticky flame to the maximum potential. Inner flame does not work on summoned creatures correct? I remember trying to make some smammel grenades and being disappointed. Although, I found it works very well with enslavement. I never really us...

Friday, 15th July 2011, 20:52

Forum: Game Design Discussion

Topic: Bye bye victory dancing

Replies: 274

Views: 35501

Re: Bye bye victory dancing

Ha I found it at the same time. Thanks for your help galehar!

Friday, 15th July 2011, 20:47

Forum: Game Design Discussion

Topic: training rate

Replies: 9

Views: 1803

Re: training rate

Since no one has given feedback yet. I think the stealth thing has more or less gone back to how stealth felt before the changes. Spellcasting and fighting seem to be easier to train now then before. In general it seems if I just leave everything on automatic and ignore them that these skills are hi...

Friday, 15th July 2011, 20:41

Forum: Game Design Discussion

Topic: Bye bye victory dancing

Replies: 274

Views: 35501

Re: Bye bye victory dancing

It seems now that each time you swing a weapon it doesn't necessarily put 1% train into your weapon or fighting in auto mode. Am I correct in thinking that if the game is keeping track of the last 100 actions that each action would add 1%? Is this behavior caused by having other skills focused? Also...

Friday, 15th July 2011, 20:29

Forum: Game Design Discussion

Topic: Improving poison magic

Replies: 63

Views: 22137

Re: Improving poison magic

I am excited to see what high level spell ideas come out of an alchemy school. Acid wall is a great idea but is also low level spell. Acid bolt, acid cloud, and acid storm are easy and uninspired initial ideas but I don't like any of them. I like the idea of having a high level spell putting damage ...

Thursday, 14th July 2011, 15:57

Forum: Dungeon Crawling Advice

Topic: Speed Runs

Replies: 5

Views: 1063

Re: Speed Runs

Your turn count with wins goes down when you play a lot also. You do less of that pushing 5 thing when you don't need to.

Wednesday, 13th July 2011, 16:35

Forum: Game Design Discussion

Topic: Bye bye victory dancing

Replies: 274

Views: 35501

Re: Bye bye victory dancing

I just started leaving it on "focus" since there you can then toggle through the three states with just the key strokes. You need only press | at the beginning of the game. Not sure if this is intentional though. All of the settings are remembered when you push m except whether you are sho...

Tuesday, 12th July 2011, 15:41

Forum: Dungeon Crawling Advice

Topic: SpEn and food

Replies: 6

Views: 975

Re: SpEn and food

Food is a great use of a scroll of aquirement if you need food. In any case, you shouldn't need to victory dance very much as a spriggan since before many fights you end up casting EH with experience in the pool. Turn off hexes as sooner then you would like to get those xp funneling into spellcastin...

Monday, 11th July 2011, 14:30

Forum: Game Design Discussion

Topic: Strategic problem with NMVD (no more victory dancing) system

Replies: 37

Views: 5074

Re: Strategic problem with NMVD (no more victory dancing) sy

I for one am happy you can start with TSO without having to worry about training invocations with hard-to-get piety. Same with hurting yourself with lugonu.

Sunday, 10th July 2011, 22:32

Forum: Game Design Discussion

Topic: Bye bye victory dancing

Replies: 274

Views: 35501

Re: Bye bye victory dancing

It actually seems as though getting those level 0 skills are much easier then they were before. If I want to hybridize with 0 apt it seems like you can get fighting and a weapon skill around level 6. Before it seemed like 8 or 9. Same with spellcasting.

Sunday, 10th July 2011, 17:44

Forum: Game Design Discussion

Topic: Bye bye victory dancing

Replies: 274

Views: 35501

Re: Bye bye victory dancing

ElectricAlbatross wrote:You can: press "*" to display unknown skills and their weights.

Galehar wrote:You can see the weights of unknown skills just fine, but not the progress.

Ah, this must have changed right after I started playing my version of trunk. Thanks, it's looking very nice!

Sunday, 10th July 2011, 04:29

Forum: Game Design Discussion

Topic: Bye bye victory dancing

Replies: 274

Views: 35501

Re: Bye bye victory dancing

No, this intended. Again, I'm trying to avoid creating pre-battle dance effects. If you want to gain spellcasting, just read the scrolls you find whenever you like. You don't need to hoard them and read them all at once as soon as you've spotted a sleeping ogre. I missed this the first time reading...

Friday, 8th July 2011, 19:31

Forum: Game Design Discussion

Topic: Bye bye victory dancing

Replies: 274

Views: 35501

Re: Bye bye victory dancing

Is there a reason that you can't see how much weight is being put into training your level 0 skills? If you add up your percentages you sometimes end up with knowing where 90% of your experience is going and the other 10% is a complete mystery. I am glad there is some way of knowing that I am secret...

Friday, 8th July 2011, 18:11

Forum: Game Design Discussion

Topic: Bye bye victory dancing

Replies: 274

Views: 35501

Re: Bye bye victory dancing

I like these changes. I liked the old system too but I can see how this has some significant advantages. One question though. Does turning a skill on/off affect the rate which automatic mode adds to the weight of the skill? In the old system there was really no way to turn a skill "off". I...

Thursday, 7th July 2011, 21:00

Forum: Game Design Discussion

Topic: Buffs

Replies: 65

Views: 7847

Re: Buffs

I also like the just adding glow to every buff and even channeling. It would work pretty well.

Thursday, 7th July 2011, 17:29

Forum: Crazy Yiuf's Corner

Topic: Likes and Hates

Replies: 41

Views: 4470

Re: Likes and Hates

I am amazed at crawls ability to be so random yet still be strategically playable. Oh you like that awesome spell eh, well it does 20-180 damage. That monster have AC well subtract a random number from that. I don't know how but it all works very well. I like any game with a skill system and crawl d...

Thursday, 7th July 2011, 14:23

Forum: Dungeon Crawling Advice

Topic: Getting enough food for the post-endgame.

Replies: 8

Views: 1213

Re: Getting enough food for the post-endgame.

Also, if you don't really care if you can reliably cast shatter, you can get iron shot hungerless on a human sometime in zot before you start going places with less chunks. Shatter at 'fair' is plenty to use it for breaking into metal vaults quickly and earth miscasts are pretty minor comparatively....

Friday, 1st July 2011, 17:18

Forum: Crazy Yiuf's Corner

Topic: Your favorite dialog or game message?

Replies: 119

Views: 23052

Re: Your favorite dialog or game message?

The deep dwarf necromancer jiggles.

(misled my mara, saw some jelly monster)

Tuesday, 28th June 2011, 21:55

Forum: Game Design Discussion

Topic: Summons

Replies: 24

Views: 3430

Re: Summons

After realizing that nobody actually answered the original question: kobold works well. Deep elf and kenku have the aptitudes, but don't fit the playstyle as well as you might think. Mummies and vampires have serious disadvantages but fit like a wizard hat. Draconian is decent, too. What makes that...

Friday, 3rd June 2011, 21:00

Forum: Dungeon Crawling Advice

Topic: Spreading the Light

Replies: 17

Views: 3572

Re: Spreading the Light

I sometimes pick zin when I am feeling quirky and playing a spriggan. Zin can be a good choice for a SpEn (when you are bored with the obvious choices). SpEn can hold their own without zin's help for a very long time, and by the time you need him you can have the invocations and piety to cast sanctu...

Monday, 16th May 2011, 21:12

Forum: Dungeon Crawling Advice

Topic: Carrying the Black Torch

Replies: 37

Views: 7660

Re: Carrying the Black Torch

Unfortunately the food costs from animating dead with yed start to add up over time. If you are a SpNe you have a bit of a rougher early game, but you can animate dead for no food cost before you do the lair.

Wednesday, 11th May 2011, 19:19

Forum: Dungeon Crawling Advice

Topic: Firebolt or Fireball

Replies: 14

Views: 2399

Re: Firebolt or Fireball

Fireballs only real perk over bolt of fire is the not missing thing. For almost all enemies this is a moot point as most enemies are not particularly evasive. Delayed fireball is quite nice though.

Tuesday, 10th May 2011, 22:15

Forum: YASD! YAVP! and characters in progress too

Topic: CIP - KoBe first time considering Zot

Replies: 17

Views: 1588

Re: CIP - KoBe first time considering Zot

I had heard that Trog's regen was pretty weak, which is why I've been using a ring. Is the ring not any stronger? Trog's regen is better then the rings or troll armor. You will be looking at recovering 1 hp per turn at least. You recover more with high piety. All sources of Regen that I know of sta...

Tuesday, 10th May 2011, 18:26

Forum: Dungeon Crawling Advice

Topic: Need help with late-early game SpVm

Replies: 15

Views: 2113

Re: Need help with late-early game SpVm

Sting is the same way. You can kill a jelly in 15-20 or so casts of sting. I think throwing rocks at them is better then this, but it is certainly possible.

Tuesday, 10th May 2011, 18:16

Forum: Dungeon Crawling Advice

Topic: Uses for the wand of polymorph other

Replies: 20

Views: 2263

Re: Uses for the wand of polymorph other

Although it is funny when you polymorph something in the slime pits and they take huge acid damage from the walls before getting to you regardless of what it turned into.

Friday, 6th May 2011, 16:39

Forum: Game Design Discussion

Topic: Shouting Doesn't Work

Replies: 7

Views: 1511

Re: Shouting Doesn't Work

Funny but probably symptomatic of this noise problem is waking up creatures with a loud attack and a character with high stealth and having them not notice you. I have hit enemies 3 times with LRD before they figured out where I was. I have hit an enemy with lightning bolt at the edge of my los and ...

Tuesday, 3rd May 2011, 18:19

Forum: Crazy Yiuf's Corner

Topic: Way to redeem myself

Replies: 9

Views: 1846

Re: Way to redeem myself

You can play online without putty too. Most of the crawl I play is on a computer that I can't put putty on so I figured out how to get on CAO with telnet. Still can't get on CDO with the crappy windows console, but now that trunk is on CAO I am fine with this. Using putty is superior in every way, s...

Monday, 2nd May 2011, 22:33

Forum: Dungeon Crawling Advice

Topic: List your favourite builds

Replies: 212

Views: 69175

Re: List your favourite builds

All of your plants are immune to poison. So poison cloud away =D. Since the mushrooms don't move you can trap enemies in your clouds behind your lines. Those fedhas mushrooms stay useful all the way until you run out of corpses to make them. I like SpNe of kiku. With high your high evasion, if anyth...

Monday, 2nd May 2011, 22:13

Forum: Game Design Discussion

Topic: Player Ghosts - What's the incentive?

Replies: 23

Views: 4938

Re: Player Ghosts - What's the incentive?

Ghosts also teleport away if you get them down to more then 50% hitpoints and go up or down stairs. So even if you are forced to fight a ghost due to a open layout, you don't have to kill them.

Friday, 29th April 2011, 15:50

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP MuWz 15 runes + 13 zig wins (including some advice)

Replies: 51

Views: 8533

Re: YAVP MuWz 15 runes + 13 zig wins (including some advice)

There will be less people casting freezing cloud on themselves for sure.

Friday, 29th April 2011, 15:01

Forum: Game Design Discussion

Topic: Player Ghosts - What's the incentive?

Replies: 23

Views: 4938

Re: Player Ghosts - What's the incentive?

I actually wonder why hunter ghosts can't shoot at the player. It would be more interesting. Ghosts shouldn't be just free xp.

Friday, 29th April 2011, 12:17

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP - First Attempt at a 15 Runer (MfCr)

Replies: 10

Views: 1228

Re: First Attempt at a 15 Runer (MfCr)

Really the only creature you will run into in hell and pan that is invisible is a Lorocyproca and maybe a summoned shadow wraith. These are not that much of a threat if you have RN+++. In my few times I went to pan/hell I never ran into a lorocyproca but they are out there. They are slow so it is po...

Friday, 29th April 2011, 12:06

Forum: Dungeon Crawling Advice

Topic: I think we learned an important lesson today.

Replies: 2859

Views: 529440

Re: I think we learned an important lesson today.

Vampire mosquitoes are also undead and can be dispelled as much. I don't know why it took so long for me to figure that one out.
Next

Return to advanced search

cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.