Search found 45 matches

Tuesday, 7th October 2014, 15:06

Forum: Game Design Discussion

Topic: Species Proposal: Ugly Things (Ug)

Replies: 47

Views: 16853

Re: Species Proposal: Ugly Things (Ug)

If the color changed on every XL+ (and at every XL+ equiv when you're at XL27), it seems like it would encourage strategic but not super scummy play.

Tuesday, 23rd September 2014, 15:18

Forum: Game Design Discussion

Topic: FR: Mark the square that "X moves out of view" from

Replies: 13

Views: 3728

Re: FR: Mark the square that "X moves out of view" from

To my thinking, the simplest solution is to mark the now-empty square with a 1 turn duration "track" mark anytime a monster leaves sight.

Monday, 22nd September 2014, 22:22

Forum: Crazy Yiuf's Corner

Topic: Bikeshedding "Demigod"

Replies: 77

Views: 19940

Re: Bikeshedding "Demigod"

Yeah, the problem is not that demigod makes no sense (strong dudes bashing things or being clever, rivals of the gods and not supplicants), it's that demigod as flavor is a bit of a mishmash of known/unknown: there's no high fantasy demigod archetype to refer to and specific examples or thoughts on ...

Monday, 22nd September 2014, 15:56

Forum: Crazy Yiuf's Corner

Topic: Bikeshedding "Demigod"

Replies: 77

Views: 19940

Re: Bikeshedding "Demigod"

The Guardians are a powerful species of servile humanoids, tasked since their creation with safeguarding the treasures and wonders of other races. In the dungeon, they have are in the thrall of the Orb of Zot, and worship it to the exclusion of all else. They will use every means at their disposal ...

Sunday, 21st September 2014, 23:15

Forum: Crazy Yiuf's Corner

Topic: Bikeshedding "Demigod"

Replies: 77

Views: 19940

Re: Bikeshedding "Demigod"

The Guardians are a powerful species of servile humanoids, tasked since their creation with safeguarding the treasures and wonders of other races. In the dungeon, they have are in the thrall of the Orb of Zot, and worship it to the exclusion of all else. They will use every means at their disposal ...

Friday, 19th September 2014, 18:32

Forum: Crazy Yiuf's Corner

Topic: Bikeshedding "Demigod"

Replies: 77

Views: 19940

Re: That which we call Demigod by any other name would Crawl

They could be renegade Orb Guardians who were exiled from the dungeon because they tried to steal the orb rather than defend it. Now they are trying to get back to the realm of Zot to complete the theft. I actually think this is kind of genius for flavor. They worship only the orb. They get stronge...

Wednesday, 17th September 2014, 17:41

Forum: Crazy Yiuf's Corner

Topic: Bikeshedding "Demigod"

Replies: 77

Views: 19940

Re: That which we call Demigod by any other name would Crawl

Anyone else want to weigh in?

Tuesday, 16th September 2014, 17:45

Forum: Crazy Yiuf's Corner

Topic: Bikeshedding "Demigod"

Replies: 77

Views: 19940

Re: That which we call Demigod by any other name would Crawl

Pariah might work well. The concept could be changed to something like: The Pariahs are an ancient race descended from the blessed cultists who followed divine Buorv the Mountainous. After committing a crime of chaos, Buorv was erased from reality by the other lords of order. As energy cannot be de...

Monday, 15th September 2014, 22:21

Forum: Game Design Discussion

Topic: FR: Mark the square that "X moves out of view" from

Replies: 13

Views: 3728

FR: Mark the square that "X moves out of view" from

Autoexplore...
"_The hobgolin moves out of view."
Player stares

The creature was in view and moved out, but from what square?

Can we get a simple gold x or something to mark the space they occupied?

Monday, 15th September 2014, 15:25

Forum: Crazy Yiuf's Corner

Topic: Bikeshedding "Demigod"

Replies: 77

Views: 19940

Re: That which we call Demigod by any other name would Crawl

It's fun to try to find the precise meaning of fluff that would justify "big stats, no god". To me there appear to be three categories of possible fluff: Artificial Beings Disinterested/Ignorant Divinely punished/shielded Artificial Beings Golem / Flesh Golem Automata Idol Guardian Disinte...

Sunday, 14th September 2014, 22:41

Forum: Crazy Yiuf's Corner

Topic: Bikeshedding "Demigod"

Replies: 77

Views: 19940

Re: That which we call Demigod by any other name would Crawl

How about: Cretin

Thursday, 11th September 2014, 17:35

Forum: Crazy Yiuf's Corner

Topic: Bikeshedding "Demigod"

Replies: 77

Views: 19940

Re: Demigods and their stats

After careful meditation on flavor, fluff and rebranding: rename Demigod to Innocent.

Wednesday, 10th September 2014, 18:38

Forum: Crazy Yiuf's Corner

Topic: Bikeshedding "Demigod"

Replies: 77

Views: 19940

Bikeshedding "Demigod"

{Mod Note: Split off from GDD. This thread is for discussing other names for Demigod.}

Good post.

Is there dev opposition to renaming the current Demigod to Golem? Or at least to bikeshedding (in CYC?) the name for a race of diety-less constructs which won't generate the current set of Dg threads?

Friday, 8th August 2014, 01:06

Forum: Game Design Discussion

Topic: Proposal: Buff Scroll of Noise

Replies: 16

Views: 4131

Re: Proposal: Buff Scroll of Noise

What if it confused/briefly disoriented/1 turn stunned enemies right next to you, at the cost of attracting enemies from farther away? That's the question, yes. I think and into has a good point about scroll of fear overlap, but it just felt like an opportunity to add an escape option with an inter...

Tuesday, 5th August 2014, 16:32

Forum: Game Design Discussion

Topic: Proposal: Buff Scroll of Noise

Replies: 16

Views: 4131

Proposal: Buff Scroll of Noise

Barring breaking mesmerize, scroll of noise is almost all downside. How about adding a chance of stunning/confusing/deafening/silencing living and demonic creatures currently within 1-2 tiles of the player? This would allow SoN to be an unreliable escape of last resort that would simultaneously make...

Monday, 28th July 2014, 17:53

Forum: Game Design Discussion

Topic: Make hellfire green

Replies: 28

Views: 7785

Re: Make hellfire green

The name itself causes the confusion. I already made my case in the bikeshedding thread: viewtopic.php?f=17&t=13053

Thursday, 24th July 2014, 19:37

Forum: Game Design Discussion

Topic: Unnamed Sea God

Replies: 22

Views: 6183

Re: Unnamed Sea God

Everything I've put in this thread is liable to change when I actually make it. Basically though, I'm trying to go with three subthemes here. Corrosion, drowning, freedom of movement. I wonder if using corroded weapons/armour could be some kind of conduct. Probably be infringing on Ash's space thou...

Thursday, 24th July 2014, 17:55

Forum: Game Design Discussion

Topic: Unnamed Sea God

Replies: 22

Views: 6183

Re: Unnamed Sea God

Your latest list 0 Move and pick up in deep water * Anti-escape aura that grows with piety, Active pull-in power ** AoE corrosion damage *** Temp drowning brand on attacks, drowning kills can spawn friendly drowned souls **** Invoked status gives @ speed, EV, allows swapping places with enemies ****...

Saturday, 19th July 2014, 04:26

Forum: Game Design Discussion

Topic: Demigod Revamp (GASP!)

Replies: 39

Views: 11088

Re: Demigod Revamp (GASP!)

All these DG ideas to have more to do with the DEMIGOD flavor than with the godless conduct / HP+MP+Skills growth curve that define the race.

The primary problem with Demigods is that the racial flavor is weird and would benefit from a reskinning.

Monday, 14th July 2014, 17:59

Forum: Crazy Yiuf's Corner

Topic: Hellfire bikeshedding

Replies: 18

Views: 4526

Re: Make hellfire green

I think 'hellwrath', while a bit of a heady word, is appropriate. The Brimstone Fiend calls upon the endless wrath of Hell! I support the removal of the word "fire" from the non-fire-based "hellfire". As opposed to "torment", just plain "wrath" might work too...

Tuesday, 1st July 2014, 17:16

Forum: Game Design Discussion

Topic: Clarify failure to teleport 'right now'

Replies: 10

Views: 4395

Re: Clarify failure to teleport 'right now'

reaver wrote:I'd probably push a patch if somebody made it and posted it on mantis, this seems like a good idea.

How would you handle something like a Fo in treeform during a Sprint?


GameType > Racial Mutation > Mutation > God? > Formchange > Status > Equipment ?

Tuesday, 17th June 2014, 19:50

Forum: Game Design Discussion

Topic: Bikeshedding Iashol

Replies: 25

Views: 6554

Re: Bikeshedding Iashol

bisonbisonbison: The idea is more that gaining true power invariably requires sacrifice, and this god teaches you the secrets to streamline that process and get to power quickly -- you don't make the sacrifices to [foo], and [foo] doesn't care whether you make them or not. [foo] is more of a guide ...

Tuesday, 17th June 2014, 19:01

Forum: Game Design Discussion

Topic: Bikeshedding Iashol

Replies: 25

Views: 6554

Re: Bikeshedding Iashol

I'm all for flavor, but I'm a little stuck on "the impersonal force of balance in the universe appreciates sacrifice so much that your loss of potions and a ring slot will help you blow shit up." I'm thinking more along: sacrifice, unleashing of energy, pulling back the veil. "Of all ...

Monday, 16th June 2014, 21:32

Forum: Game Design Discussion

Topic: Bikeshedding Iashol

Replies: 25

Views: 6554

Re: Bikeshedding Iashol

I'd go with Rue.

Just Rue or Rueblahblah, but I think rue as regret just about sums up the functioning of this god.

Thursday, 22nd May 2014, 13:33

Forum: Game Design Discussion

Topic: Remove Curses

Replies: 9

Views: 3158

Re: Remove Curses

I would rather see cursed items apply temporary mutations, where "cursed" just determines whether an item is bound to you or not.

The Broad Axe "Mumsy": +6,+4, rF+, Blurry Vision.

The Cloak of Gum: +1, rElec, Shoutitus

Friday, 16th May 2014, 17:12

Forum: Game Design Discussion

Topic: Equipment god

Replies: 121

Views: 30719

Re: Equipment god

Monthbumping. Any updates on this? Would love to see it in trunk since we're doing godmonth anyhow.

Tuesday, 6th May 2014, 19:38

Forum: Game Design Discussion

Topic: FR: Customizable Skill Alerts

Replies: 3

Views: 1446

Re:

it'd be less cognitive overhead if I could set the target number on the skill screen itself, and get a "MORE" prompt in the main game when said skill reached that point. Just add this to your rc-file: force_more_message += increases to You'll get a -more- whenever a skill reaches a new le...

Friday, 2nd May 2014, 21:59

Forum: Game Design Discussion

Topic: FR: Customizable Skill Alerts

Replies: 3

Views: 1446

FR: Customizable Skill Alerts

This is a suggested addition to the interface of the skills menu. When I'm adjusting my skill focuses, I often have in mind goal numbers that, when reached, would necessitate another visit to the menu: "I'll focus M&F until 16," "I'll focus dodging until 22," etc. Running ove...

Wednesday, 30th April 2014, 16:57

Forum: Game Design Discussion

Topic: Demigod Reform

Replies: 98

Views: 26432

Re: Demigod Reform

If you're looking at game starts, it's because of start-scumming / quitting if you don't like the first mutation set. It actually isn't: <ackack> !lg * recent !boring s=crace <Sequell> 530209 games for * (recent !boring): 53417x Demonspawn, 39165x Gargoyle, 39036x Minotaur, 34425x Deep Elf, 27133x ...

Wednesday, 30th April 2014, 16:28

Forum: Game Design Discussion

Topic: Demigod Reform

Replies: 98

Views: 26432

Re: Demigod Reform

ackack wrote:
Klown wrote:according to a few agree'ers here agreeing it's subhuman apts are sluggishly boring


It's tough to explain why Ds is the most popular online race by a mile if this is the case.


If you're looking at game starts, it's because of start-scumming / quitting if you don't like the first mutation set.

Wednesday, 16th April 2014, 18:08

Forum: Game Design Discussion

Topic: Qazlal Stormbringer god name

Replies: 1

Views: 1433

Qazlal Stormbringer god name

I would just like to bikeshed: "Qazlal Stormbringer" is stronger than "Qazlal the Stormbringer" MOD EDIT: This thread will be for discussion of possible names for the god sgrunt is workshoping in this thread: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=11773 If you ha...

Wednesday, 26th February 2014, 17:28

Forum: Crazy Yiuf's Corner

Topic: Name the Smithy God!

Replies: 46

Views: 13962

Re: Name the Smithy God!

Monday, 24th February 2014, 17:58

Forum: Game Design Discussion

Topic: Smith/fire god

Replies: 67

Views: 19396

Re: Smith/fire god

Would reforge work best as passive, progressive, permanent damage to opponent weapons? Like every attack has an X% chance of -1 to enemy weapon acc or dmg?

Tuesday, 14th January 2014, 22:20

Forum: Game Design Discussion

Topic: Autoexplore improvement

Replies: 26

Views: 10492

Re: Autoexplore improvement

galehar wrote:yes it is


What if point of reference was not Map center but Minimap center? That is known.

Friday, 10th January 2014, 19:40

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 82369

Re: New God: Seth, the Shadow King

For wrath ideas: afflicting player with temporary shoutitis?

Thursday, 9th January 2014, 22:49

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 82369

Re: New God: Seth, the Shadow King

Clearly "Dither". By the way, the simplest implementation of Shadowport I can think of is to make it akin to the current implementation of jump attack - from within a certain distance of the monster (perhaps piety-dependent), it moves you adjacent to that monster, making no noise of its o...

Friday, 13th December 2013, 18:43

Forum: Game Design Discussion

Topic: MR

Replies: 100

Views: 35575

Re: MR

How about rSpells?

When spells are cast on me, I resist them. When magic fire hits me, I am effed.

Otherwise, my vote's for rHexes

Friday, 13th December 2013, 15:51

Forum: Game Design Discussion

Topic: MR

Replies: 100

Views: 35575

Re: MR

"Hex resistance" would actually have clarified things a lot for me. Part of my brain still thinks "Magic resistance" would at least offer damage shaving against all schools. Also, for partial values on these many-point scales: ----- =---- +---- +=--- and so on With + green, = yel...

Tuesday, 3rd December 2013, 20:39

Forum: Game Design Discussion

Topic: Purge the devil: Remove item destruction

Replies: 96

Views: 34670

Re: Purge the devil: Remove item destruction

Here's a vote for changing destructive effects to statuses, giving total protection in inventory / chance of destruction on use.

"Your frozen fingers drop the potion. It shatters on the ground."
"The flames enveloping you ignite the scroll. It disintegrates in your hands."

Tuesday, 26th November 2013, 20:55

Forum: Game Design Discussion

Topic: Abyss Redecorating

Replies: 65

Views: 18253

Re: Abyss Redecorating

galehar wrote:oh right, sorry :)
still, some sort of stepdown, I'll look into something more specific later.


Any function would probably apply well to all three cases (exit, down, rune), with downstairs the shortest to fire.

Tuesday, 26th November 2013, 15:02

Forum: Game Design Discussion

Topic: Abyss Redecorating

Replies: 65

Views: 18253

Re: Abyss Redecorating

Slowly increasing the exit spawn chance based on explored tiles would help without introducing any ugly cap or breakpoint. Do you have a formula in mind? This sounds like a great idea. I was thinking of applying some sort of stepdown to ABYSSAL_RUNE_MAX_ROLL. But I calculated the chance of generati...

Tuesday, 19th November 2013, 00:54

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 35108

Re: Poison effect

So:

AS-IS: Instant elemental damage + Variable DoT
DET-DOT: Instant elemental damage + Predictable DoT
STATUS: Instant elemental damage + equivalent of Catoblepas calcifying attacks?

Sunday, 10th November 2013, 16:04

Forum: Game Design Discussion

Topic: Abyss Redecorating

Replies: 65

Views: 18253

Re: Abyss Redecorating

I calculated the numbers for abyss exit appearances: Leve1 Odds Median 1st exit 90th percentile 95th 99th 1 1/7500 after ~5200 tiles ~17000 tiles ~22k ~35k 2 1/6250 ~4300 ~14000 ~19k ~29k 3 1/5000 ~3500 ~11500 ~15k ~23k 4 1/3750 ~2600 ~8700 ~11k ~17k 5 1/2500 ~1700 ~5700 ~7.5k ~11.5k I don't know ho...

Friday, 8th November 2013, 20:08

Forum: Game Design Discussion

Topic: Abyss Redecorating

Replies: 65

Views: 18253

Re: Abyss Redecorating

Has anyone calculated the median time for exit portals appearing on A:1-5?

Thursday, 24th October 2013, 00:21

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 102215

Re: Formicids (Was: Dwants)

I'm just curious if there's any status update on this species getting a broader release?

Return to advanced search

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