Search found 33 matches

Tuesday, 28th February 2017, 21:58

Forum: Game Design Discussion

Topic: Make charms reserve life.

Replies: 43

Views: 15645

Re: Make charms reserve life.

Merge Charms and Evocations.

Tuesday, 28th June 2016, 12:15

Forum: Game Design Discussion

Topic: HP-powered wands

Replies: 15

Views: 3720

Re: HP-powered wands

How about instead of using up hp/mp make wands use up additional charges per level of mutation (as if still unidentified)?

Tuesday, 3rd March 2015, 20:09

Forum: Game Design Discussion

Topic: Problem with "gourm

Replies: 52

Views: 13779

Re: Problem with "gourm

Why not meld amulet of gourmand and amulet of regen into "amulet of hypermetabolism"? ^^

Wednesday, 28th January 2015, 14:19

Forum: Game Design Discussion

Topic: Changes to make Crawl harder

Replies: 146

Views: 45419

Re: Changes to make Crawl harder

Reduce Lair to five levels and all other branches to three without readjusting monster XPs, item drops etc.

Damn game takes too long anyway.

Tuesday, 30th December 2014, 05:31

Forum: Game Design Discussion

Topic: Auto-purge morgue of chars files not in highscore list

Replies: 5

Views: 2038

Re: Auto-purge morgue of chars files not in highscore list

I expected to see the "being able to look at the stats of ghosts" argument popping up, but honestly I looked up the morgue of an encountered ghost exactly one time in over 3 years of crawling so I dismissed it as trivial when I made the suggestion and I apologize. If this is a thing I'd su...

Tuesday, 30th December 2014, 04:31

Forum: Game Design Discussion

Topic: Auto-purge morgue of chars files not in highscore list

Replies: 5

Views: 2038

Auto-purge morgue of chars files not in highscore list

After some years of crawling my morgue folder contains several thousand files which I find more and more time consuming to copy over to a new version of crawl just to be able to look at characters in the highscore list for comparing them for different stats, equipment, spells or plain nostalgic reas...

Thursday, 24th July 2014, 19:51

Forum: Game Design Discussion

Topic: Include a "drop and never pick up again" command

Replies: 38

Views: 12181

Re: Include a "drop and never pick up again" command

I beg to differ, for one the existing command shift+d (drop all items of a stack) serves no purpose anymore, and second: you have to use the autopickup menu in every single new game to define the items you don't want to autopickup anymore AND you have to acces this menue quite a few times until all ...

Thursday, 24th July 2014, 19:07

Forum: Game Design Discussion

Topic: Include a "drop and never pick up again" command

Replies: 38

Views: 12181

Re: Include a "drop and never pick up again" command

Maybe I'm overlooking some details but now that item destruction and item weight are no longer an issue, wouldn't it be reasonable to just replace the shift+d command with the one i proposed?

Thursday, 24th July 2014, 11:20

Forum: Game Design Discussion

Topic: Include a "drop and never pick up again" command

Replies: 38

Views: 12181

Include a "drop and never pick up again" command

In every game there comes a point where I don't want to auto-pick up certain items anymore, for example wands of flame/frost because they don't do enough damage or wands of enslavement/confusion which become near useless because of rising monster MR. Another case would be scrolls of enchant weapon i...

Tuesday, 22nd July 2014, 08:52

Forum: Crazy Yiuf's Corner

Topic: Remove extended?

Replies: 45

Views: 14141

Re: Remove extended?

I could see putting Hell and Pan in rotation and cutting the generic Demonic Rune in both cases, leaving the game with 10 Runes, but I'd hate to see either be removed completely. Put Demonic Rune into Elven Halls and randomly pick three runes from Hells & Pan for a total of 10 runes. Maybe tell...

Friday, 23rd May 2014, 15:00

Forum: Game Design Discussion

Topic: Tedium and the Illusion of Lethality

Replies: 149

Views: 40797

Re: Tedium and the Illusion of Lethality

Dungeon: currently 15 levels, could be reduced to 12 with little impact Lair: Already pretty samey due to the monster set, it is also by far the longest remaining non-extended branch at 8 levels, making it dull as dishwater. I would reduce it to 3, or at most 4, levels. Orcish Mines: Also has fairl...

Saturday, 17th May 2014, 01:25

Forum: Crazy Yiuf's Corner

Topic: Cut Lair to 4 levels, make a new Lair-difficulty branch

Replies: 48

Views: 13501

Re: Cut Lair to 4 levels, make a new Lair-difficulty branch

@Devteam: and while you're at it: shorten the whole damn game by about 50% level-wise, re-calibrate exp & floor drops. Almost all of the "tediousness" discussed in other threads originates from the game just taking too long, grinding level after level after level.

Monday, 5th May 2014, 23:43

Forum: Game Design Discussion

Topic: Sif Muna revamp

Replies: 150

Views: 48651

Re: Sif Muna revamp

Robotron: We could but I say that free amnesia is a lot more interesting. Either way, you can experiment with spells, and quickly adapt. With amnesia, however, there are more choices. Choices are good. dpeg: your notion is that by cutting down the number of spell choices the game would be more inte...

Monday, 5th May 2014, 10:29

Forum: Dungeon Crawling Advice

Topic: Rods: do you use them?

Replies: 32

Views: 9064

Re: Rods: do you use them?

I never understood, why rods (apart from rod of striking) have to be wielded to be evokable, unlike wands. Maybe I would use them more often if this was changed.

Wednesday, 23rd April 2014, 17:58

Forum: Crazy Yiuf's Corner

Topic: Realtime Mode!

Replies: 9

Views: 2777

Re: Realtime Mode!

Nice idea indeed! This reminds me of those old action roguelikes Telengard and Sword of Fargoal, where you would also miss a turn after a certain amount of time has passed without keystrokes.

Wednesday, 2nd April 2014, 11:12

Forum: Game Design Discussion

Topic: Sif Muna revamp

Replies: 150

Views: 48651

Re: Sif Muna revamp

To keep things super simple: why not just double the number of spell slots for followers of Sif?

Wednesday, 2nd April 2014, 10:45

Forum: Game Design Discussion

Topic: The Crawl Light thread

Replies: 40

Views: 60313

Re: The Crawl Light thread

Patashu wrote:Hi, the download link you provide for win32-tiles crashes.
It gets as far as 'Loading maps...' and then kaboom, it's gone.
Happens consistently to me and my friend, so should be reproducible. Windows 7 Professional SP1 64-bit is my OS.


Same here on WinXP SP3.

Friday, 21st February 2014, 23:34

Forum: Dungeon Crawling Advice

Topic: Surviving the new abyss

Replies: 31

Views: 8291

Re: Surviving the new abyss

Just wondering if it's possible to encounter Orbs of Fire in Abyss in latest trunk?

Thursday, 30th January 2014, 18:09

Forum: Game Design Discussion

Topic: Please bring back Lamia

Replies: 69

Views: 21185

Re: Please bring back Lamia

O.k., then how about turning this thread into a brainstoming on about how to bring back a non-boring Lamia?

Thursday, 30th January 2014, 18:02

Forum: Game Design Discussion

Topic: Please bring back Lamia

Replies: 69

Views: 21185

Re: Please bring back Lamia

As far as lair branches go, i personally would like to see a branch-specific unique in every one of them. Just for flavour (and a vampire in Snake doesn't make that much sense). :)

Thursday, 30th January 2014, 17:47

Forum: Game Design Discussion

Topic: Please bring back Lamia

Replies: 69

Views: 21185

Re: Please bring back Lamia

Christ, you can't remove anything without tavern complaining about it. Lamia was a slow ass blinkless version of Jory (who is already one of the most boring uniques ever) with pointless nonsensical stuff like corpse eating piled on top. God, you guys probably would have complained about losing Duan...

Thursday, 30th January 2014, 16:37

Forum: Game Design Discussion

Topic: Please bring back Lamia

Replies: 69

Views: 21185

Re: Please bring back Lamia

Just give her a spell slot for blink close or a second haste slot and a slightly raised chance of spawning with Lightning Scales barding.

*oops* ninja'ed by wheals.

Thursday, 30th January 2014, 16:24

Forum: Game Design Discussion

Topic: Nemelex reform

Replies: 76

Views: 24190

Re: Nemelex reform

Leafsnail, I proposed a loss of up to 50%...so you might on average lose 25%. (10 card deck +10 card deck = deck with 10 to 20 cards, averaging 15 cards).

Thursday, 30th January 2014, 15:18

Forum: Game Design Discussion

Topic: Nemelex reform

Replies: 76

Views: 24190

Re: Nemelex reform

Joining decks via the aforementioned "merge deck"/"merge two" mechanism or whatever you may call it effectively frees inventory slots, thus allowing more pickups. There certainly should be some kind of penalty. Losing one card surely seems not severe enough. Trading inventory slo...

Thursday, 30th January 2014, 14:55

Forum: Game Design Discussion

Topic: Please bring back Lamia

Replies: 69

Views: 21185

Re: Please bring back Lamia

Just bring back my sexy naga dominatrix! :mrgreen:

Thursday, 30th January 2014, 12:20

Forum: Game Design Discussion

Topic: Please bring back Lamia

Replies: 69

Views: 21185

Please bring back Lamia

I always found Lamia to be a very imaginative and appropriate unique for Snake Pit. The idea of a ferocious female serpent heroine clad in magic armour and weaving mighty spells at her mesmerized victim...wow, very fitting indeed! What exactly was the reasoning behind removing this unique? Spider's ...

Thursday, 30th January 2014, 10:46

Forum: Game Design Discussion

Topic: Nemelex reform

Replies: 76

Views: 24190

Re: Nemelex reform

In my opinion the multitudes of decks cluttering the inventory is a major annoyance when playing Nemelex , so I'd like to readdress a possible "merge decks" ability which has been discussed before. Merge decks *****: comes with a hefty piety cost and allows combining decks of the same kind...

Tuesday, 21st January 2014, 16:49

Forum: Dungeon Crawling Advice

Topic: I think we learned an important lesson today.

Replies: 2859

Views: 927564

Re: I think we learned an important lesson today.

Losing your Level 27 Troll to hunger in the midst of a prolonged fight because you somehow ignored the big red "starving" warning while happily tabbing away, thinking "I'll FEAST on their corpses!" can really make you feel like a royal dumbass (and quite right so!). :lol:

Tuesday, 21st January 2014, 16:33

Forum: Crazy Yiuf's Corner

Topic: minimum score to enter your personal high score table

Replies: 6

Views: 1830

minimum score to enter your personal high score table

After more than a year of near constant crawling, it finally happened: I came to the point, where more and more of my deceased characters fail to enter my personal highscore table even after collecting some runes, because of the minimum score being too high. At the moment it's at about 190.000, whic...

Tuesday, 21st January 2014, 16:01

Forum: Crazy Yiuf's Corner

Topic: I don't love it when...

Replies: 726

Views: 378265

Re: I don't love it when...

Finding that timed bazaar portal while carrying 82 gold pieces...:(

Tuesday, 21st January 2014, 13:34

Forum: Dungeon Crawling Advice

Topic: Giant eyeballs

Replies: 1

Views: 756

Giant eyeballs

According to the Learndb Giant Eyeballs don't respect magic resistance, so what are the estimated chances they'll paralyze you? Is it a flat chance (for example 25% chance per turn spent in their vincinity) or is it modified by any factors?

Tuesday, 21st January 2014, 13:03

Forum: Dungeon Crawling Advice

Topic: Am I missing something here? (Labrinyth

Replies: 9

Views: 3224

Re: Am I missing something here? (Labrinyth

@Sprucery: While having some source of flight available ist always handy, it's in no way mandatory in the labyrinth, since those mentioned loot vaults surrounded by moats are really quite rare. Wasting time and turns/food in the labyrinth to go out and actively search these is not a good idea imho. ...

Monday, 20th January 2014, 02:39

Forum: Game Design Discussion

Topic: Option for adjustable dungeon complexity/gamelength

Replies: 5

Views: 2400

Option for adjustable dungeon complexity/gamelength

Hello, fellow crawlers, long time lurker here. I love Crawl but always found the standard game taking quite a bit too long. The game seems to "drag" in later stages, and I found myself prone to quitting/premature ascending because of declining interest or deaths born out of tedium because ...

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