Search found 67 matches

Saturday, 2nd May 2015, 05:24

Forum: Game Design Discussion

Topic: Ammo always mulching

Replies: 31

Views: 4626

Re: Ammo always mulching

basic ammo = unlimited special ammo (and needles) = limited quantity I think that this, combined with the special ammo always mulching, is the best way to solve this problem. A quivering system would be hard to implement without an interface screw, and unless you're playing a Centaur it wouldn't ev...

Monday, 2nd March 2015, 09:03

Forum: Game Design Discussion

Topic: New randart negative properties

Replies: 69

Views: 9159

Re: New randart negative properties

* Overflay Attacking a monster with this weapon may give it Flay towards you (so you have to kill in order to get the HP back). When that happens, attacking the now-flaying monster damages all monsters in sight. An interesting idea, but it'd be difficult to communicate to the player in a way that d...

Saturday, 31st January 2015, 00:42

Forum: Dungeon Crawling Advice

Topic: Veh -> Makhleb switch? Viable or dumb?

Replies: 21

Views: 3092

Re: Veh -> Makhleb switch? Viable or dumb?

To be fair, firestorm being 8d20 is only 80 average damage. If we assume you have rF+, and I'm remembering correctly that firestorm was 45% unresistable, you would take 67.5% damage, or 54 damage, with 0 ac. With 20 ac you'd take 40.5 damage. Granted this is an average so it could go up to 80, But ...

Friday, 30th January 2015, 22:05

Forum: Dungeon Crawling Advice

Topic: Veh -> Makhleb switch? Viable or dumb?

Replies: 21

Views: 3092

Re: Veh -> Makhleb switch? Viable or dumb?

XL27? Expect 3d20 hellfire, 8d20 fire storm and 3d48 LCS. Oh, and the spell automatically bypasses EV/SH. Have fun! Holy shit that wrath is terrifying. I mean, at least against Trog or Okawaru summons you have a chance to teleport/haste/turn invisible before they crushsmash you, but to just go 'lol...

Friday, 30th January 2015, 04:50

Forum: Dungeon Crawling Advice

Topic: When do you use your potion of cure mutation?

Replies: 9

Views: 954

Re: When do you use your potion of cure mutation?

If the bad mutation in question is currently interfering with my enjoyment of my character, I'll throw as many cure mutation potions at the problem as necessary in order to fix it. Teleportitis is really obnoxious; it would still be annoying even if it only teleported me to cleared rooms because th...

Friday, 30th January 2015, 02:54

Forum: Dungeon Crawling Advice

Topic: Low-slaying Speed or high-slaying Fire?

Replies: 10

Views: 1140

Re: Low-slaying Speed or high-slaying Fire?

Well, the question is now completely moot, because Trog ended up gifting me a +10 longbow of speed not too long after.

I should probably figure out how to work fsim, though. It sounds handy.

Thursday, 29th January 2015, 02:37

Forum: Game Design Discussion

Topic: Changes to make Crawl harder

Replies: 146

Views: 19973

Re: Changes to make Crawl harder

Harder does not necessarily mean better. I trust that duvessa only listed nerfs to improve the game. So do I: Permanent allies disappear after a while Can use turncount for this. Applies to zombies, skeletons, oklobs. God gifts are excluded (Yredelmnul, Beogh) -- note that oklobs are paid for, not ...

Thursday, 29th January 2015, 00:43

Forum: Dungeon Crawling Advice

Topic: How do you build Warpers?

Replies: 16

Views: 2107

Re: How do you build Warpers?

Because you can use it effectively on D:1 (Bows and crossbows are harder to make work in the early game, as your supply of arrows and bolts is limited) Really? I've never had a problem with starting with a bow. It's D:1 - just lift a shortsword from a hobgoblin and stab things. (unless you're playi...

Wednesday, 28th January 2015, 23:28

Forum: Dungeon Crawling Advice

Topic: Low-slaying Speed or high-slaying Fire?

Replies: 10

Views: 1140

Re: Low-slaying Speed or high-slaying Fire?

Speed is +50% damage. Flaming is +25% damage on average. (Of course the difference in attack delay is sometimes relevant because of overkill). I'm well aware that speed is a better brand than fire; hell, I even mention that I have branded ammunition to make that difference kind of moot. What I was ...

Wednesday, 28th January 2015, 23:13

Forum: Dungeon Crawling Advice

Topic: Low-slaying Speed or high-slaying Fire?

Replies: 10

Views: 1140

Low-slaying Speed or high-slaying Fire?

I've gotten a Centaur Hunter of Trog to just past Orc and Trog gifted me an artefact longbow of speed. The catch? Its slaying value is at a pitiful -1. I've been using a +6 longbow of fire for most of the game. I have plenty of branded ammuntion to use with a speed-branded longbow, so my question is...

Monday, 14th July 2014, 07:39

Forum: Crazy Yiuf's Corner

Topic: Hellfire bikeshedding

Replies: 18

Views: 1618

Re: Make hellfire green

I second the idea of renaming or reflavoring hellfire. It's a confusing and misleading name for new players - I know for a fact that at least one person I introduced to the game was convinced for some time that wearing rings of fire resistance would help against hellions and thought the 'hellfire' b...

Sunday, 13th July 2014, 02:57

Forum: Game Design Discussion

Topic: New Race: Gnome

Replies: 24

Views: 3995

Re: New Race: Gnome

Well, what about this: Every potion produces a random battle (curing, heal wounds, magic, invisibility, might, agility, brilliance, confusion, degeneration, strong poison, resistance, haste, lignification, cancellation) effect instead of its own effect. Every scroll produces a random battle (blink,...

Sunday, 22nd June 2014, 17:11

Forum: Game Design Discussion

Topic: Proposal: Defer "You must select a skill for training"

Replies: 14

Views: 2072

Re: Proposal: Defer "You must select a skill for training"

Maybe you should be able to train all skills at all times Honestly, I don't understand the design rationale behind restricting skill training in the manner Crawl currently does. I mean, isn't this exactly the sort of thing that prompted the overhaul to the skill system four or five versions ago? Fo...

Friday, 20th June 2014, 16:37

Forum: Game Design Discussion

Topic: What is the viability of a no-reading race?

Replies: 56

Views: 9702

Re: What is the viability of a no-reading race?

Here's a somewhat silly idea: Make them Papervores. They activate scrolls by eating them, but get too enthusiastic: Reading a scroll forces you to to use all of the scrolls in that stack. Reading a spellbook is fine, but memorizing a spell consumes the book. It'd be pretty easy to game that system,...

Thursday, 19th June 2014, 18:14

Forum: Game Design Discussion

Topic: What is the viability of a no-reading race?

Replies: 56

Views: 9702

Re: What is the viability of a no-reading race?

Slow reading sounds like a way to implement the spirit of a no-reading conduct without making the character virtually unplayable. !tele and !blink are the most reliable and readily available ways for a number of builds to escape a dangerous combat, and ramping up the time it takes to read either scr...

Wednesday, 18th June 2014, 21:41

Forum: Game Design Discussion

Topic: What is the viability of a no-reading race?

Replies: 56

Views: 9702

Re: What is the viability of a no-reading race?

Being locked out of scrolls of ID and enchant foo would be quite annoying. Not to mention remove curse. Getting careless or unlucky and wielding a cursed piece of gear would be absolutely crippling. EDIT: If they had some intrinsic ability to handle curses, I'd actually be okay with the idea behind...

Monday, 16th June 2014, 20:36

Forum: Game Design Discussion

Topic: Lab. minotaur

Replies: 37

Views: 5973

Re: Lab. minotaur

I like the idea of him being "swingy", it should be different every game and you can kindof guess what to expect since his abilities would be limited to items. I guess him having /paralysis might be overly cruel but I think that applies to monsters using the wand in general. I agree. Hone...

Wednesday, 11th June 2014, 10:22

Forum: Game Design Discussion

Topic: Make Ash more consistent

Replies: 31

Views: 3350

Re: Make Ash more consistent

What about just giving the player the ability to curse equipment by (p)raying over it? It'd be thematic, and it would be easily counterbalanced by simply reducing the number of remove curse scrolls in the game. At least in my humble opinion, the need to have a glut of these things for Ash worshipper...

Tuesday, 10th June 2014, 00:09

Forum: Game Design Discussion

Topic: God: Qazlal Stormbringer

Replies: 156

Views: 25883

Re: God: Qazlal Stormbringer

Making one god more like another god generally isn't a good idea, unless the likeness is there to circumvent similar problems that arise from two different gods (e.g., inter-floor recall on both yred and beogh is good because it is convenient and reduces micromanagement and tedium). Aside from that...

Wednesday, 4th June 2014, 20:38

Forum: Game Design Discussion

Topic: Please, sir, I want a pre-expiration warning for Stoneskin

Replies: 18

Views: 1997

Re: Please, sir, I want a pre-expiration warning for Stonesk

The change to Repel/Deflect Missiles is a huge step in the right direction, but I'm not sure if it was the correct way to handle this particular design problem - we need to really ask ourselves if charms/buffs need or deserve this treatment at all. In essence, it just turns these spells into slotle...

Wednesday, 4th June 2014, 06:15

Forum: Dungeon Crawling Advice

Topic: CeHu of Okawaru weapon choice

Replies: 5

Views: 1055

Re: CeHu of Okawaru weapon choice

duvessa wrote:bow of krishna sharnga does more damage actually

Seriously. The speed brand is fucking rigged, especially when you consider more attacks helps you kill everything faster. The only time I would consider using the velocity bow is against an extremely high-AC opponent like a Hell Sentinel.

Wednesday, 4th June 2014, 05:27

Forum: Game Design Discussion

Topic: Please, sir, I want a pre-expiration warning for Stoneskin

Replies: 18

Views: 1997

Re: Please, sir, I want a pre-expiration warning for Stonesk

Honestly, I think the only real, long-term solution to this problem is to just chuck out the entire Charms school. As much as I enjoy their spells from a min-maxing player's standpoint, there are only two that come even close to being an interesting strategic or tactical choice - Haste and Regenerat...

Wednesday, 4th June 2014, 00:29

Forum: Game Design Discussion

Topic: Please, sir, I want a pre-expiration warning for Stoneskin

Replies: 18

Views: 1997

Re: Please, sir, I want a pre-expiration warning for Stonesk

I'm sorry to hijack the thread like this, but this sort of issue is exactly why I think the buff spells in general need a serious rework. Once you have it at below 10% miscast and no hunger, there's no reason to not have Repel Missiles/Stoneskin/Ect. up all the time - the only barrier is their relat...

Monday, 2nd June 2014, 21:39

Forum: Game Design Discussion

Topic: Chunkless experimental branch playable on CSZO and CBRO

Replies: 71

Views: 7194

Re: Chunkless experimental branch playable on CSZO and CBRO

Why not let cast it on floor corpses? Get a kill/ask Kiku, cast Simulacrum. Probably should use the highest corpse in a given stack. Or even just the highest corpses in a stack you stand on. It's a nerf but hey, Simulacrum can take a nerf. This would also work, and yes, Simulacrum could stand a ner...

Monday, 2nd June 2014, 21:33

Forum: Game Design Discussion

Topic: Chunkless experimental branch playable on CSZO and CBRO

Replies: 71

Views: 7194

Re: Chunkless experimental branch playable on CSZO and CBRO

No corpse travel between floors means not killing that Hydra on L2 and dragging it to L3 to reanimate to help. Yes, and that's a good thing. I don't think anybody actually likes the tedium involved with hauling corpses between dungeon levels. To solve the issue with Simulacrum and a chunkless Crawl...

Monday, 2nd June 2014, 06:56

Forum: Game Design Discussion

Topic: Chunkless experimental branch playable on CSZO and CBRO

Replies: 71

Views: 7194

Re: Chunkless experimental branch playable on CSZO and CBRO

Sorry if this is a stupid question, but why not make chunks not rot instead? 1) You'd have to completely throw out/rework sublimation of blood, simulacrum, #anything else I'm forgetting 2) It would either be an inventory screw (infinite chunks that take up infinite different inventory slots due to ...

Monday, 2nd June 2014, 04:58

Forum: Game Design Discussion

Topic: Chunkless experimental branch playable on CSZO and CBRO

Replies: 71

Views: 7194

Re: Chunkless experimental branch playable on CSZO and CBRO

I'd like to request a moment of silence for the real victim of this new design direction - the mutation roulette.

RIP in pieces, mutagenic chunks. We hardly knew ye.

Sunday, 25th May 2014, 18:20

Forum: Dungeon Crawling Advice

Topic: How works armour skill

Replies: 7

Views: 1344

Re: How works armour skill

Also note that, for the most part, if you want EV then the skill to train is Dodging, not Armour - even if you're wearing plate. You won't see an increase for the first few skill levels, but once you overcome the initial penalty you'll start to see some serious returns.

Sunday, 25th May 2014, 06:45

Forum: Game Design Discussion

Topic: Repurpose shoutitis as impitis.

Replies: 13

Views: 2679

Re: Repurpose shoutitis as impitis.

While this is an improvement over current shoutitis, I feel like it's still awfully similar to just decreasing your stealth. As much as I find this proposal amusing, I have to agree with this. So long as the mutation is governed by random chance, there isn't much of a practical difference between a...

Sunday, 25th May 2014, 02:26

Forum: Game Design Discussion

Topic: Proposal: Rexa, the Gladiator God

Replies: 15

Views: 1632

Re: Proposal: Rexa, the Gladiator God

I have to echo the concerns that outright encouraging players to play poorly isn't a good idea. Fighting something dangerous at 30% HP should always mean you should be running for your life, not risking an entire game for an extra three piety.

Wednesday, 21st May 2014, 20:53

Forum: Dungeon Crawling Advice

Topic: Whats the best brand for extended for evil characters?

Replies: 33

Views: 3854

Re: Whats the best brand for extended for evil characters?

crate wrote:Regen spell is exactly the same regen amount as Trog's hand.

Oh, it is? Huh, I could have sworn I read that it was more. Learn something new every day, I suppose

Wednesday, 21st May 2014, 20:09

Forum: Dungeon Crawling Advice

Topic: Whats the best brand for extended for evil characters?

Replies: 33

Views: 3854

Re: Whats the best brand for extended for evil characters?

Regeneration: While below Haste in the conventional wisdom, I personally rate this spell on nearly the same level. Seriously, Regeneration will save your ass in extended - the less time you spend in Hell, the better. I've never had much problems with just =regeneration (and Makhleb/TSO and no regen...

Wednesday, 21st May 2014, 09:08

Forum: Dungeon Crawling Advice

Topic: Whats the best brand for extended for evil characters?

Replies: 33

Views: 3854

Re: Whats the best brand for extended for evil characters?

Personally, I would go ashenzari for the sake of getting support magic online quicker, since extended is likely to gift you important tools like cBlink(or even just control teleport + regular blink). Support magic is pretty important for extended in my experience. At the very least, Haste is near-m...

Tuesday, 20th May 2014, 02:15

Forum: YASD! YAVP! and characters in progress too

Topic: YASD Dont smite me bro

Replies: 8

Views: 532

Re: YASD Dont smite me bro

Sandman25 wrote:Haste + CBlink + DDoor allow to survive every zig floor.


Not the ones with -cTele.

Tuesday, 13th May 2014, 18:41

Forum: Dungeon Crawling Advice

Topic: Some newbie questions...

Replies: 17

Views: 1732

Re: Some newbie questions...

(if an effect drains one of your stats to zero, bad things start to happen and you eventually die) Stat death is no longer a thing, thankfully. Draining a stat to zero will do a great deal of irresistible damage, but it's no longer an auto-kill. Also, with the change to how armor penalties work, co...

Tuesday, 13th May 2014, 16:39

Forum: Game Design Discussion

Topic: God: Qazlal Stormbringer

Replies: 156

Views: 25883

Re: God: Qazlal Stormbringer

XuaXua wrote:If you take Qaz, is it optimal to use the Shield of Gong and Singing Sword?

I think the Sword's noise starts becoming negligible at high piety, but Shield of the Gong is loud. And I mean REALLY loud. Like, Firestorm on your position loud.

Wednesday, 7th May 2014, 22:51

Forum: Game Design Discussion

Topic: Proposed Unique: Aten

Replies: 16

Views: 1342

Re: Proposed Unique: Aten

wizzzargh wrote:Infinitely respawning high-speed mummified felids

No more "stairdance and rest" tactics to beat tomb, only eternal suffering


May as well give each of those felids Symbol of Torment and Summon Greater Demon. You know, so they aren't too easy

Wednesday, 7th May 2014, 19:37

Forum: Game Design Discussion

Topic: Formicid Tweak: Allow Berserk ( minus hasting)

Replies: 55

Views: 4248

Re: Formicid Tweak: Allow Berserk ( minus hasting)

If you allow formicids to berserk sans haste, it would mean they'd come out of the berserk sans slow. I don't know about you, but the real reason why I usually hesitate to berserk all the time isn't food cost, it's because walking around slowed is usually a bad idea. In other words, this would just ...

Wednesday, 7th May 2014, 17:32

Forum: Game Design Discussion

Topic: Proposed Unique: Aten

Replies: 16

Views: 1342

Re: Proposed Unique: Aten

b: actually much less threatening than a lot of other enemies in Tomb I wouldn't be so sure about that. Even without Malmutate, Orbs of Fire still really, really hurt - even with lots of rF! This is especially true in a place like Tomb, where every other enemy can Torment you into oblivion. Persona...

Re: CiP: DECj of Sif Muna, found a Book of Geomancy and Laja

Also, train Fighting after getting 5-6 ranks in Dodging, even if it's just for 3-4 levels. The HP that gives you could easily save your life while teleporting away from the early dungeon's (and Lair's, for that matter) important threats.

Wednesday, 26th March 2014, 02:13

Forum: Crazy Yiuf's Corner

Topic: Bailey vault with 3 poitions of experience

Replies: 16

Views: 1837

Re: Bailey vault with 3 poitions of experience

goddamn it guys, rule zero

Wednesday, 26th March 2014, 02:13

Forum: Crazy Yiuf's Corner

Topic: Stealth Reasons

Replies: 9

Views: 1318

Re: Stealth Reasons

Oh man - that screen is the worst nightmare of many a promising, Lair-diving Deep Elf in my games.

The lightning hits you! (x6) You die...

Sunday, 23rd March 2014, 05:18

Forum: YASD! YAVP! and characters in progress too

Topic: YASD! Simulacrum bug? (DrMo)

Replies: 25

Views: 2180

Re: YASD! Simulacrum bug? (DrMo)

Just in case it's not clear, part of the reason why this happened is that you walked into it (for emphasis: you walked *into* something with hydra in its name with a lair level character instead of waiting for it to walk into you), which allowed it to hit you and get two consecutive attacks on you ...

Friday, 21st March 2014, 22:35

Forum: YASD! YAVP! and characters in progress too

Topic: CiP: Spriggan Enchanter of Dith

Replies: 6

Views: 991

Re: CiP: Spriggan Enchanter of Dith

Pan and Slime are really risky without rMut, but doable if you're quick on the draw in regards to malmutating monsters. Overall, you have two choices when it comes to getting runes: Actually killing their guardians, or just ninjaing them and running. The first option is probably ill-advised for a sp...

Thursday, 20th March 2014, 22:19

Forum: Dungeon Crawling Advice

Topic: How bad is Dith's penance?

Replies: 7

Views: 1491

Re: How bad is Dith's penance?

wheals wrote:I believe that it has changed in several ways in 0.14 -- In particular, there's a random number used instead of 20, and whether a god chooses to act is chosen very differently I believe.


Interesting. Is there a source for this so it can be added to the learndb?

Thursday, 20th March 2014, 21:49

Forum: Dungeon Crawling Advice

Topic: How bad is Dith's penance?

Replies: 7

Views: 1491

Re: How bad is Dith's penance?

I'm not clear on the mechanics governing how much penance you get It's fairly simple. Whenever you offend a god, whether by breaking their conduct or abandoning them, a corresponding number is added to your penance counter for that god. It typically ranges from 25-50 for simple abandonment to singl...

Monday, 17th March 2014, 19:33

Forum: Dungeon Crawling Advice

Topic: Beginner friendly god that isn't trog

Replies: 32

Views: 4734

Re: Beginner friendly god that isn't trog

I notice people mentioning the god they used for their first win. I think it's important to make a distinction here from a design perspective between genuinely new players(especially those new to roguelikes in general) and players who are actually, from a realistic standpoint, gunning for a win. By ...

Monday, 17th March 2014, 14:40

Forum: YASD! YAVP! and characters in progress too

Topic: MfIE meets all the heroes

Replies: 9

Views: 580

Re: MfIE meets all the heroes

Well, at least this awful run of luck means you'll DEFINITELY find a potion of experience on D:2 your next run.

Saturday, 15th March 2014, 15:14

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: DDAK, out of MP

Replies: 14

Views: 782

Re: CIP: DDAK, out of MP

Also, more generally, you're going to have to be really picky about what fights you get into. Don't be afraid to turn tail and run at the first inkling that something can cause any significant damage, because you're currently dying in slow motion. Enchant your auxiliary armor now, hoarding your EA s...
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