Search found 26 matches

Monday, 4th January 2016, 19:44

Forum: Game Design Discussion

Topic: Hell reconfiguration suggestion

Replies: 29

Views: 5367

Re: Hell reconfiguration suggestion

To be frank, the core problem with Hell is not that it is too long. The floors are intended to be runned through fast, with the hell's effect and whatnot on your tail. And that's not counting that you probably have good stack of Scrolls of Mapping at that point - good time to use them up. Maybe they...

Saturday, 2nd January 2016, 17:24

Forum: Game Design Discussion

Topic: Liminals (split from Lacertilians thread)

Replies: 22

Views: 5053

Re: Liminals (split from Lacertilians thread)

Personally I would make god selectable from level 5. Maybe give random as option - functioning as faded altar, mostly. Random god can kick you in ass, or get the god you most wanted. I'd see scumming being problem. And I'd like seeing more interesting weaknesses - although I must admit, I haven't tr...

Friday, 1st January 2016, 22:18

Forum: Crazy Yiuf's Corner

Topic: New Branch in Tartarus

Replies: 5

Views: 1734

Re: New Branch in Tartarus

I don't think there wouldn't be much to gain from this. I've been amusing idea of making a replacement branch for hell-branches. The current problem with end-game is that it is so filled with undead/demonic entities that the threats are predictable and easy to build against. What I would like to see...

Wednesday, 30th December 2015, 17:14

Forum: Game Design Discussion

Topic: Unique Proposal: Sabin, card shark (playable implementation)

Replies: 18

Views: 4772

Re: Unique Proposal: Sabin, card shark (playable implementat

I would probably avoid the tomb card since that's just tedious in the hands of a monster, and can probably have some bad edge-case effects (the walls are permanent, right?) Walls are diggable, and they dissolve after a while. Plus, chance of him drawing Tomb is 1/15 * 1/8. I'd like to see him draw ...

Tuesday, 29th December 2015, 02:21

Forum: Game Design Discussion

Topic: Unique Proposal: Sabin, card shark (playable implementation)

Replies: 18

Views: 4772

Re: Unique Proposal: Sabin, card shark (playable implementat

http://i.imgur.com/4yvxAJ0.png Decided to setup Crawl's source on my laptop. Ended up fixing some bugs and updating it. https://dl.dropboxusercontent.com/u/52769410/sabin2.patch ( requires pretty recent source, contains everything needed, tile etc. ) Still looking feedback on the design. While the ...

Monday, 28th December 2015, 15:12

Forum: Game Design Discussion

Topic: Incoming Amulet Reform Discussion

Replies: 193

Views: 65141

Re: Incoming Amulet Reform Discussion

So far I have played few games of 0.18, one being 15 runer with DsMo of Qazlal. 0.17/0.18 is ending up as my least favourite version of Crawl, so far - although not only because of the amulet changes ( I miss flight and control teleport ). They were binary sort of deal mostly, but I felt that they h...

Tuesday, 28th April 2015, 03:54

Forum: Game Design Discussion

Topic: God idea: Jorgrhiss, demonic serpent

Replies: 60

Views: 21980

Re: God idea: Jorgrhiss, demonic serpent

Hmm... I feel I have little to add other than seconding the views of others. This is an interesting idea. Though there'd probably need to be some divine ability to stop players from dying of their own poison. Possibly at the cost of piety, or just an ability that players may take for granted. I'd f...

Thursday, 23rd April 2015, 14:56

Forum: Game Design Discussion

Topic: God idea: Jorgrhiss, demonic serpent

Replies: 60

Views: 21980

Re: God idea: Jorgrhiss, demonic serpent

PS: i can C++ but i never touched crawl code with a 10 foot pole and would have 0 clue on how a god is implemented, even as a barebone test, if anyone feels like "adopting" it to see how it would play out feel free. Well, I'd say it is not too difficult. There's just quite bit of places w...

Wednesday, 22nd April 2015, 12:12

Forum: Contributions

Topic: Tiles that could use improvement

Replies: 131

Views: 137071

Re: Tiles that could use improvement

It is my understanding that the Crawl tile art convention is to use a slightly angled "top-down" perspective to emphasize the hugeness of huge monsters. Your redesigns are all straight-on, so they lose the sense of scale. The two-headed giant could just as easily be a two-headed hobbit. w...

Wednesday, 22nd April 2015, 12:10

Forum: Game Design Discussion

Topic: God idea: Jorgrhiss, demonic serpent

Replies: 60

Views: 21980

Re: God idea: Jorgrhiss, demonic serpent

I really like the idea, so I decided to make a quick altar for it.
Tried to go kinda jadeish-look, a jade serpent with pool of poison over a simple rug.

If someone wants to try to implement it.

Saturday, 18th April 2015, 13:20

Forum: Contributions

Topic: Tiles that could use improvement

Replies: 131

Views: 137071

Re: Tiles that could use improvement

Entropy Weaver tile, edition 'Pissmaster'.
entropy_weaver.png
entropy_weaver.png (1.85 KiB) Viewed 68741 times

Also some silly tile I made that could work as placeholder for Crown of Eternal Torment.
crown-of-eternal-torment.png
crown-of-eternal-torment.png (1.32 KiB) Viewed 68741 times

Wednesday, 15th April 2015, 15:59

Forum: Game Design Discussion

Topic: Yredelemnul Revisions

Replies: 15

Views: 4259

Re: Yredelemnul Revisions

Either give abilities that work on demons/undead, more powerful allies or resistances. For example, maybe he could block some effects of Hell. ( "Hell's mystical forces sense the dark inside you and leaves you unharassed... for now." ) Maybe capstone ability that summons a very powerful mo...

Wednesday, 15th April 2015, 14:45

Forum: Contributions

Topic: Tiles that could use improvement

Replies: 131

Views: 137071

Re: Tiles that could use improvement

Here's my attempt at improving Tiamat.

Tuesday, 14th April 2015, 21:08

Forum: Game Design Discussion

Topic: Unique Proposal: Sabin, card shark (playable implementation)

Replies: 18

Views: 4772

Unique Proposal: Sabin, card shark (playable implementation)

http://i.imgur.com/EhhKDba.png A devout follower of Nemelex Xobeh, this lucky kobold has gotten this deep in the dungeon with his powerful decks. However, his luck is not as infallible as he would like to think! Basically rather deep-end unique kobold (HD 15) with branded rapier/quickblade who freq...

Monday, 13th April 2015, 21:35

Forum: Crazy Yiuf's Corner

Topic: Why don't Octopodes

Replies: 8

Views: 2578

Re: Why don't Octopodes

Formicids should have 3 offhand punches.

Monday, 13th April 2015, 20:27

Forum: Crazy Yiuf's Corner

Topic: Abyss 5/Orb of Zot Megaboss

Replies: 12

Views: 3650

Re: Abyss 5/Orb of Zot Megaboss

Yeah, implemented it. Here's patch, you need to apply it to source and compile though: http://puu.sh/hcrTF/cc876cbfaf.patch Included four vaults that appear in Abyss:5 with some loot ( randarts, manuals, etc. ), but mind you, the mechanics of actually encountering him are not very good. He is easily...

Sunday, 12th April 2015, 21:09

Forum: Crazy Yiuf's Corner

Topic: Abyss 5/Orb of Zot Megaboss

Replies: 12

Views: 3650

Re: Abyss 5/Orb of Zot Megaboss

Image
Oh no, it happened.

Sunday, 12th April 2015, 09:26

Forum: Crazy Yiuf's Corner

Topic: Custom race: Red Mandrake

Replies: 5

Views: 2136

Custom race: Red Mandrake

http://i.imgur.com/Y0fM6kZ.png Having too much free time, I decided to download DCSS source and implement a race. A race of plant-like creatures that have a terrifying scream that can scare away their enemies. They regenerate slowly, but can absorb life-force from fallen foes. To top it all off, th...

Saturday, 11th April 2015, 23:18

Forum: Crazy Yiuf's Corner

Topic: Abyss 5/Orb of Zot Megaboss

Replies: 12

Views: 3650

Re: Abyss 5/Orb of Zot Megaboss

Maybe a vault containing the unique ( also guaranteed rune if not grabbed earlier ). Maybe something appropriately chaotic. The vault itself stops monsters spawning/shifting abyss, but the unique is ridiculously chaotic in nature. Reward could be small room of treasure, mostly containing distortion/...

Friday, 10th April 2015, 06:13

Forum: Game Design Discussion

Topic: Weapon choice for Monk

Replies: 40

Views: 9848

Re: Weapon choice for Monk

Monks have fine damage output, in early game by 100% powerleveling UC you can punch through everything, in extended a monk with 27 UC can tear pretty much anything in tiny bits, but their problem is that they can't use their weapons as resistance sticks. Maybe giving benefits to deflecting ranged at...

Thursday, 9th April 2015, 16:09

Forum: Game Design Discussion

Topic: Zot Traps should not be triggered by enemies

Replies: 6

Views: 1965

Zot Traps should not be triggered by enemies

http://i.imgur.com/aqZ0WAa.png As far as I know, 0.16 still has enemies triggering Zot Traps against player, summoning dangerous demons capable of potentially oneshotting some more flimsy characters if encountered early ( Lair:8 ). I don't think this is very good design, since currently I feel that...

Thursday, 9th April 2015, 15:48

Forum: Crazy Yiuf's Corner

Topic: Boggart on D:1. Yay!

Replies: 6

Views: 2068

Re: Boggart on D:1. Yay!

Things can go south with polymorph sometimes. I forgot to unwield my chaos weapon.
Image

Thursday, 9th April 2015, 08:15

Forum: Crazy Yiuf's Corner

Topic: Nude God

Replies: 19

Views: 4500

Re: Nude God

But this is the god of felids! You get all the bonuses with no downsides, and there's even a scaling hp boost! You can have health again! Put more seriously - there's going to be problems with this god applying evenly to races which already have restricted slots. Trolls will always have free gloves...

Thursday, 9th April 2015, 08:02

Forum: Game Design Discussion

Topic: Remove -Tele from Randart Armor Generation

Replies: 17

Views: 5461

Re: Remove -Tele from Randart Armor Generation

Well, I'd just make it rarer. Maybe split it into two intristics, -TELE that is identical to original -TELE, and -cTELE that disables controlled teleports ( blinks, delays teleports etc ), -cTELE being more common but 'lingering' for 5-10, maybe inflicting Dim. Anchor for short time. Maybe same with...

Wednesday, 8th April 2015, 15:08

Forum: Game Design Discussion

Topic: Unique proposal: Myrmecia, Champion of Formicids

Replies: 82

Views: 60942

Re: Unique proposal: Myrmecia, Champion of Formicids

I also had idea of formicid unique with stasis field. A formicid monk with four unarmed attacks per round ( muda! ), out to kill any surface-dweller in the Dungeon for killing off the formicids in Spider Nest. Augments his combat with earth magic. Lee's Rapid Deconstruction, Venom Bolt, Iron Shot an...

Wednesday, 26th March 2014, 20:36

Forum: Crazy Yiuf's Corner

Topic: Free Hugs!

Replies: 105

Views: 46155

Re: Free Hugs!

Image
I should draw Agnes someday.

Return to advanced search

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