Search found 393 matches

Tuesday, 12th June 2018, 18:59

Forum: Crazy Yiuf's Corner

Topic: Make everything capable of swapping places with your summons

Replies: 4

Views: 567

Re: Make everything capable of swapping places with your sum

I have often thought the same "solution" myself. It's not clear whether it would be a good idea, but it's interesting. One thing to note is that it might lead to asymmetric behaviour with monster summons. Or, if you made the situation symmetrical (i.e. you could trade places with enemy su...

Tuesday, 12th June 2018, 18:54

Forum: Game Design Discussion

Topic: Suggestion: UI change to highlight who summoned whom

Replies: 5

Views: 877

Re: Suggestion: UI change to highlight who summoned whom

Alternatively, there's a solution that removes the need to complicate UI, makes the decision "fight the summons or go after the summoner" less of a no-brainer and makes multi-summoner fights more challenging (and easier to spiral out of control and make player use resources to reset the f...

Wednesday, 2nd May 2018, 00:46

Forum: Game Design Discussion

Topic: Remove spell hunger

Replies: 30

Views: 2908

Re: Remove spell hunger

svendre wrote:If you're going to remove spell hunger, then probably you should just remove food altogether because what purpose does it even serve then? Melee barely uses any at all. Make everyone a mummy.

Agreed. Remove spell hunger and then remove food.

Thursday, 26th April 2018, 15:58

Forum: Game Design Discussion

Topic: Riposte: the post

Replies: 56

Views: 11009

Re: Riposte: the post

The only thing it accomplishes is making players carry around two weapons, one for stabbing and one for everything else, which isn't a good accomplishment. This already happens. Daggers get a bigger damage bonus when stabbing than other short blades, but are the worst for 'honest' melee combat. Rap...

Friday, 13th April 2018, 19:36

Forum: Game Design Discussion

Topic: Charms

Replies: 7

Views: 913

Re: Charms

For what it's worth, the practical limit on how many permabuffs you can keeps up is almost always more based around which spells you have the skill to cast, the books to learn from, and the spell slots memorize. You're not often going to 'run out' of MP and have to pick and choose which ones to fit ...

Thursday, 12th April 2018, 18:40

Forum: Game Design Discussion

Topic: Charms

Replies: 7

Views: 913

Re: Charms

Give it these mechanics, but also make it a permabuff a là Hellcrawl (which is really just a sustained talent from ToME4). A description of how those work: Sustaining a permabuff spell reserves a portion of the player's max MP based on base cost and failure rate. The player can cancel the buff to ge...

Thursday, 12th April 2018, 18:15

Forum: Game Design Discussion

Topic: Riposte: Check EV after a block

Replies: 19

Views: 1549

Re: Riposte: Check EV after a block

Shields are still a no-brainer as the increased defense is worth far more than the slight decrease in damage from lost ripostes. Block preventing riposte is an awkward and ugly anti-synergy, and the game would be better off and more elegant without it, but it's not actually very meaningful in terms ...

Sunday, 8th April 2018, 19:15

Forum: Crazy Yiuf's Corner

Topic: Rip in pepperoni Ozocubu's Armour

Replies: 18

Views: 2372

Re: Rip in pepperoni Ozocubu's Armour

99% of the "problems" with buff spells like ozo or stoneskin or phase shift are actually problems with the mechanics of timed buffs as a whole, and would be easily fixed just by copying the "permabuff" mechanics from hellcrawl. What are the permabuff mechanics from hellcrawl? NM...

Saturday, 7th April 2018, 22:07

Forum: Crazy Yiuf's Corner

Topic: I thought I'd miss yellow wands

Replies: 6

Views: 805

Re: I thought I'd miss yellow wands

Midn8 wrote:Mummies can theoretically haste by casting shadow creatures and getting things that can cast haste other.

Monsters never haste or otherwise buff the player, though they can buff other player-owned monsters. Yred would be crazy OP if you could get permanent haste+might by enslaving a troll shaman.

Saturday, 7th April 2018, 22:04

Forum: Crazy Yiuf's Corner

Topic: Rip in pepperoni Ozocubu's Armour

Replies: 18

Views: 2372

Re: Rip in pepperoni Ozocubu's Armour

Good change, now players don't need to cast the spell before entering new level. This does not solve problem with casting the spell before opening a door though. I don't see why the spell has not been removed along with Phase Shift. Edit. Or moved to Transmutations and probably added extra penaltie...

Saturday, 7th April 2018, 21:58

Forum: Game Design Discussion

Topic: Merge Minotaur and Hill Orc into Mountain Dwarf

Replies: 17

Views: 2310

Re: Merge Minotaur and Hill Orc into Mountain Dwarf

Rast wrote:FR: Have all three of them (Minotaur, Hill Orc, and Mountain Dwarf) as playable races, but make them mechanically identical.

Make them one all race, but at level 7 you randomly evolve into either an orc, a dwarf, or a cow. Like draconians.

Wednesday, 21st March 2018, 01:56

Forum: Game Design Discussion

Topic: Species Proposal - Faerie Dragon

Replies: 189

Views: 19724

Re: Species Proposal - Faerie Dragon

IMO, if FD were to become more newbie-friendly and balanced then: (based off of my first impressions playtesting it.) 1. The speed bonus may need to be removed( and HP buffed) 2. Nerf dodging apt/ make them normal-sized. (Although, I'm fine with FD as it is, but I'm a little biased because I quite ...

Thursday, 19th January 2017, 19:55

Forum: Crazy Yiuf's Corner

Topic: ITT we remove races

Replies: 26

Views: 3278

Re: ITT we remove races

I'll start Tengu were a relatively uninteresting species in terms of gameplay, feeling somewhat like Deep Elves but with an evasion specialization like Kobolds.Their theme originates from Japanese mythology, a source of lore that crawl is trying to borrow less from these days. Their gorgeous wings ...

Thursday, 19th January 2017, 19:52

Forum: Crazy Yiuf's Corner

Topic: Remove Halflings

Replies: 14

Views: 1710

Re: Remove Halflings

Halflings' "thing" is being a small race with good defensive apts, which combined with the EV bonus they get from being small makes them pretty tanky. It's not very interesting though. If the game desperately needs a small, tanky race, it would probably better to have one with some kind of...

Wednesday, 16th November 2016, 03:17

Forum: Game Design Discussion

Topic: Improve tabbing with ranged weapons

Replies: 16

Views: 2862

Re: Improve tabbing with ranged weapons

Better solution: remove the not-super-important-but-technically-optimal-to-plan-for case where missed arrows will fly past the first target and hit a second. When a non-penet projectile hits or misses a target, make it drop to the ground underneath that creature. Then instead of having to do this an...

Tuesday, 18th October 2016, 21:20

Forum: Game Design Discussion

Topic: Don't disable auto-eating chunks when starving.

Replies: 7

Views: 1132

Re: Don't disable auto-eating chunks when starving.

I also don't quite understand the design choice behind this since auto eating chunks would fulfill the condition needed to not be starving anymore. There used to be a bug where "you are now hungry" would interrupt the auto-chunk-eating that happened right as you became hungry. So the game...

Monday, 19th September 2016, 01:42

Forum: Game Design Discussion

Topic: Resting to full HP with Yred allies

Replies: 8

Views: 1078

Re: Resting to full HP with Yred allies

Related problem: has message-spam from plant destruction (perma-allies and Qazclouds being common offenders) been dealt with? That also interrupts resting. Plants really shouldn't be placed in situations where that can happen at all, since plant armour is a big problem in itself, especially in Lair...

Monday, 19th September 2016, 01:18

Forum: Crazy Yiuf's Corner

Topic: Why do plants have AC?

Replies: 22

Views: 1680

Re: Why do plants have AC?

if they didn't have ac, they'd be toadstools. if they're going to be effective 'temporary terrain' (something that can block enemies for at least a few turns during fights in lair), they need to have enough defenses to do that. doesn't really matter if it's ac or more hp or whatever. the player sho...

Tuesday, 13th September 2016, 06:02

Forum: Dungeon Crawling Advice

Topic: Chunk eating?

Replies: 2

Views: 616

Re: Chunk eating?

It used to be that chunks of different ages and different sources didn't stack.

That was fun.

Tuesday, 13th September 2016, 05:37

Forum: Game Design Discussion

Topic: Riposte on block for short blades

Replies: 15

Views: 1660

Re: Riposte on block for short blades

tedric wrote:getting extra attacks doesn't help much if your weapon is terrible

It makes the ol' rapier of pain better, but does nothing to help the fact that shortblades without great brands are terrible at everything except stabs.

Tuesday, 13th September 2016, 05:36

Forum: Game Design Discussion

Topic: Make stat increases require capitals

Replies: 8

Views: 994

Re: Make stat increases require capitals

why is 's' even bound to wait in the first place? Nethack uses 's' for search. Since 's'earching was strictly better than '.'(waiting), players got into the habit of pressing 's' instead of '.'. I suppose this was true in DCSS as well, back in the day when 's'earching was a thing. It wasn't strictl...

Sunday, 11th September 2016, 20:10

Forum: Game Design Discussion

Topic: Fix Poison/Regeneration interaction

Replies: 8

Views: 735

Re: Fix Poison/Regeneration interaction

Case 3: You're poisoned but not fatally, all the monsters are dead. 5 5 5 5 5 5 5 5 5 5 5 55 5 5 55 5 5 5 5555 It's only been a single 5 for like 3 versions or something. The issue this thread is about is that regeneration screws with that, which could be pretty easily fixed by checking for remaini...

Sunday, 11th September 2016, 05:56

Forum: Game Design Discussion

Topic: Halfling Aptitudes & Handed-ness

Replies: 2

Views: 519

Re: Halfling Aptitudes & Handed-ness

This whole handedness thing is still a really dumb mechanic.

Just make it so small races can't wield 2h weapons and leave it at that
or remove the restrictions entirely

Saturday, 10th September 2016, 19:10

Forum: Game Design Discussion

Topic: Vehumet reform

Replies: 33

Views: 4958

Re: Vehumet reform

Move the Dith shadow mimic to Veh, move the DS Nightstalker mut to Dith.

Voila, suddenly Veh actually does something interesting, and the cool LOS reduction effect is available to people who want to play with it without mutation RNG.

Tuesday, 6th September 2016, 23:11

Forum: Crazy Yiuf's Corner

Topic: We Have Lost Somone Dear To Us

Replies: 9

Views: 1043

Re: We Have Lost Somone Dear To Us

It was a bug. Before the update a (for example) Orc Warlord would create a tougher skeleton than an Orc Knight, but both would just be named "orc skeleton" because it was based off of the race. There was a change so that they would be called "orc warlord skeleton", "orc knig...

Tuesday, 6th September 2016, 23:03

Forum: Game Design Discussion

Topic: Remove accuracy numbers from weapon description

Replies: 38

Views: 4434

Re: Remove accuracy numbers from weapon description

Better solution would be to display what the character's accuracy is, maybe on the @ printout. Then it's not a contextless number any more. Okay, say your accuracy is 13. What does that tell you? If you're playing an Ogre and have 13 accuracy with a flail, you may compare that number to the accurac...

Saturday, 3rd September 2016, 02:13

Forum: Crazy Yiuf's Corner

Topic: CTRL+W tries to close tab instead of setting waypoint D:

Replies: 14

Views: 1385

Re: CTRL+W tries to close tab instead of setting waypoint D:

I definitely get some unwanted behavior with current chrome. I don't remember all of them, but here's one: if I press ctrl-q, it makes this searchbar pop up: http://i.imgur.com/38lZXgt.png Once I close it and click back in the box for entering 'yes', it will not let me hit esc or enter, so I am stu...

Wednesday, 31st August 2016, 23:42

Forum: Game Design Discussion

Topic: Blind accessibility for the skill screen

Replies: 19

Views: 1613

Re: Blind accessibility for the skill screen

Control-x already shows a list of visible monsters and items, although I'm not sure if it describes their relative position

Wednesday, 31st August 2016, 23:39

Forum: Game Design Discussion

Topic: Replace *rage with *slow

Replies: 20

Views: 1603

Re: Replace *rage with *slow

FR: When you are forced to berserk, have the armour give you satiation to Hungry if you are Very Hungry or below. There. The angry armour makes you full, too! so now you can live forever with no food by stupefying something with zin, equipping a few -6 rings of slaying and a *berserk armor, and hit...

Wednesday, 31st August 2016, 17:03

Forum: Crazy Yiuf's Corner

Topic: What if --Wr was reworked as a Ranged Start

Replies: 9

Views: 958

Re: What if --Wp was reworked as a Ranged Start

CanOfWorms wrote:You get tomahawks of dispersal.

Which have 100% mulch rate, and are better used for their special effect rather than for damage.

Wednesday, 31st August 2016, 17:01

Forum: Crazy Yiuf's Corner

Topic: dolphins

Replies: 8

Views: 889

Re: dolphins

Hellmonk wrote:(pm me if you know more about this??)?

sent

Tuesday, 30th August 2016, 06:44

Forum: Crazy Yiuf's Corner

Topic: CTRL+W tries to close tab instead of setting waypoint D:

Replies: 14

Views: 1385

Re: CTRL+W tries to close tab instead of setting waypoint D:

Magipi wrote:While we're at it, what are waypoints good for? Does anyone use them?

Well if you play a version where item destruction exists and monsters pick items up off the ground, they're useful for creating centralized stashes.

Monday, 29th August 2016, 05:03

Forum: Crazy Yiuf's Corner

Topic: DANGER MARA (OR ANTIMAGIC) PLS

Replies: 3

Views: 515

Re: DANGER MARA (OR ANTIMAGIC) PLS

Mara normally has a 3d27 fire bolt, which can do up to 81 damage.
And antimagic is only a chance to stop monsters from casting, based on the amount of damage done.

Sunday, 28th August 2016, 18:14

Forum: Crazy Yiuf's Corner

Topic: Why can't I be unlucky ?

Replies: 22

Views: 1435

Re: Why can't I be unlucky ?

Playing some oldies, I noticed some "recent" changes that seemed to affect old versions. I'll make a thread about it, but I'm pretty sure that 0.12 had 8 vaults level (now 5) and only one Abyss floor (now 5)... Were you playing online or downloading the old versions? It might just be the ...

Saturday, 27th August 2016, 06:36

Forum: Dungeon Crawling Advice

Topic: Lamp of fire

Replies: 40

Views: 5882

Re: Lamp of fire

I like how you keep ignoring the recharge is random fact. What if had used all the charges, then what? You seem to be thinking that this is a background that is supposed to fight everything and clear the whole game using evocations, while the other posters are mostly talking about it as "melee...

Saturday, 27th August 2016, 06:11

Forum: Dungeon Crawling Advice

Topic: Starcursed mass paralyze resistance ?

Replies: 5

Views: 595

Re: Starcursed mass paralyze resistance ?

Is there any why to get resistance to Starcursed mass paralyze? Had MR maxed and was still getting paralyzed a ton. When you check the monter it doesn't even show that they have a spell to paralyze you with. I have tried for the Abyss rune but have never found it yet. MR doesn't resist everything. ...

Friday, 26th August 2016, 16:50

Forum: Dungeon Crawling Advice

Topic: Do spell percentages ever lie?

Replies: 42

Views: 5011

Re: Do spell percentages ever lie?

In a multiplayer game it makes sense to make random things like that more consisted so players don't feel frustrated/cheated when they get bashed or crit 5 times in a row. In a single-player game like Crawl it probably unbalances things pretty hard in the player's favor though, since most deaths com...

Friday, 26th August 2016, 16:46

Forum: Dungeon Crawling Advice

Topic: Troll UC shield build question

Replies: 69

Views: 9160

Re: Troll UC shield build question

I entirely agree that damage output is vastly overrated particularly since you can apport most runes anyway. One of the few exceptions I have are Orbs of fire. The new no rMut really makes you consider killing those guys as quick as possible. There are so many god awful muts to have on an orb run (...

Friday, 26th August 2016, 16:36

Forum: Crazy Yiuf's Corner

Topic: math q

Replies: 152

Views: 22716

Re: math q

Irrational numbers can represent quantities just fine though. You could have a jug with pi liters of water (or maybe some other less-popular irrational number that doesn't have its own symbol), mix in 5 grams of salt, then the amount of salt per liter is 5/pi grams. e: although I guess you could arg...

Friday, 26th August 2016, 16:23

Forum: Crazy Yiuf's Corner

Topic: Really loud spells should mention noise in description

Replies: 21

Views: 3206

Really loud spells should mention noise in description

I mean yeah Lightning Bolt says "you hear a mighty crack of thunder!" or something when you cast it, but there's nothing to really signal to new players that "this spell you just cast is as loud as a scroll of noise". The game doesn't have an awful lot of feedback on how much noi...

Friday, 26th August 2016, 16:12

Forum: Game Design Discussion

Topic: Remove or reform some blinking monsters

Replies: 19

Views: 2122

Re: Remove or reform some blinking monsters

I'm always surprised at how much damage Phantoms can do early on when they actually stay near and hit me instead of blinking away.

Friday, 26th August 2016, 04:49

Forum: Crazy Yiuf's Corner

Topic: Spell Mastery Points

Replies: 38

Views: 4435

Re: Spell Mastery Points

wait shit it's X<<5>o isn't it

Friday, 26th August 2016, 04:43

Forum: Crazy Yiuf's Corner

Topic: rip pakellas

Replies: 56

Views: 6235

Re: rip pakellas

Should Pak's recharges be applied to each wand regardless of other wands in inventory? On the one hand, we have tedious and annoying inventory management. On the other, we have power increasing as you get more wands (okay) and the inability to funnel charges to particular wands. Perhaps an ability ...

Friday, 26th August 2016, 04:39

Forum: Crazy Yiuf's Corner

Topic: Spell Mastery Points

Replies: 38

Views: 4435

Re: Spell Mastery Points

Arrhythmia wrote:
genericpseudonym wrote:I'm already encouraged to do that except instead of casting the 0mp spell i'm casting the spell that tab is macroed to.


Assuming for the moment that this is true, would making that spell cost 0mp make the situation better?


well it would make me press X<5>o less often

Friday, 26th August 2016, 04:33

Forum: Crazy Yiuf's Corner

Topic: Give advice using the absolute worst reasoning possible

Replies: 221

Views: 29710

Re: Give advice using the absolute worst reasoning possible

It's a good reason if you replace "paralysed" with "sleeping" (and you have a decent amount of stealth). Its range is only 2 shorter than LOS and with decent evo it can kill most things in 1-2 hits (but good luck getting the second hit after the first woke your target).

Thursday, 25th August 2016, 18:25

Forum: Crazy Yiuf's Corner

Topic: Spell Mastery Points

Replies: 38

Views: 4435

Re: Spell Mastery Points

I'm already encouraged to do that except instead of casting the 0mp spell i'm casting the spell that tab is macroed to.

Wednesday, 24th August 2016, 02:01

Forum: Crazy Yiuf's Corner

Topic: Spell Mastery Points

Replies: 38

Views: 4435

Re: Spell Mastery Points

The Circus Animals fork does the thing where you always have 100 MP and training spellcasting just reduces mana costs. Although there are a few things overlooked like searing ray still costing 1 mana on subsequent turns, plus CBoE/staff of energy not being scaled up for the higher mana numbers and s...

Tuesday, 23rd August 2016, 07:27

Forum: Crazy Yiuf's Corner

Topic: Add OOF to Geh:7

Replies: 24

Views: 1610

Re: Add OOF to Geh:7

Shtopit wrote:I'd rather substitute dart slugs on the first levels of the dungeon with marbles of fire. It gives a nice sense of closure this way, when a OOF on Z:5 hits you for 120 damage.

OOFs are tiny-size in game so they're basically already marbles.

Tuesday, 23rd August 2016, 07:22

Forum: Crazy Yiuf's Corner

Topic: Crawl late game is easier than its early game

Replies: 21

Views: 1705

Re: Crawl late game is easier than its early game

Better a one dimensional game whose difficulty only decreases by 80% by the end game than a multi dimensional game whose "difficulty" quickly reduces itself to near 0 and the only challenge is not killing yourself out of sheer boredom or inertia at least in normal crawl you're experiencin...
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