Search found 1188 matches

Sunday, 10th February 2013, 18:47

Forum: Game Design Discussion

Topic: PortalIdea: The Dragon's Roost

Replies: 45

Views: 9464

Re: PortalIdea: The Dragon's Roost

Why only one type of dragon boss? Get a swamp dragon, it's a marshy dragon portal vault. Get a fire dragon? Fire and lava. Ice dragon? More icy themed. And so forth.

Sunday, 10th February 2013, 18:36

Forum: Dungeon Crawling Advice

Topic: Can you brand artifacts with Kikus pain brand?

Replies: 3

Views: 1740

Re: Can you brand artifacts with Kikus pain brand?

Not even the omnipotent might of the gods is a match for the power of a crappy randart.

Sunday, 10th February 2013, 18:34

Forum: Dungeon Crawling Advice

Topic: I think we learned an important lesson today.

Replies: 2859

Views: 972658

Re: I think we learned an important lesson today.

In fact, if you can, try enslaving Duvessa and having her kill Dowan. It can be hard to pull off, but it's hilariously mean and very safe. Duvessa will berserk, but will usually calm down before enslave wears off, making her an easy kill.

Friday, 8th February 2013, 15:25

Forum: Game Design Discussion

Topic: Proposal: Turn summoned creatures

Replies: 22

Views: 4408

Re: Proposal: Turn summoned creatures

Not to mention, killing stuff before it kills you aside, training only weapon skills or conjurations does not grant survival tools either. Summon spam can easily maul whatever is on the screen while protecting you from anything not smite or bolt targeted. Being good with an axe or Orb of Destruction...

Thursday, 7th February 2013, 04:20

Forum: Game Design Discussion

Topic: Proposal: Contingency Spell

Replies: 32

Views: 6818

Re: Proposal: Contingency Spell

I'm not really for or against the idea, but just throwing a comment on it. If keeping the delay aspect unique to fire magic is necessary, perhaps make a new spell called "Delayed Flame" or something better than that that's a fire-only school spell and lets you delay any fire spell, whether...

Tuesday, 5th February 2013, 06:52

Forum: Crazy Yiuf's Corner

Topic: what's a hive hopper?

Replies: 59

Views: 14086

Re: what's a hive hopper?

Slime Slurper?

Vault Vandal?

Monday, 4th February 2013, 02:43

Forum: Game Design Discussion

Topic: Lava Boulder Beetles

Replies: 4

Views: 1387

Re: Lava Boulder Beetles

Yeah, don't add that part. It only hides before it attacks. Once it reveals itself, it stays revealed unless you somehow turn it invisible.

Edit: And the idea in mind is it'd zoom out onto land an attempt to bulldoze you, not just sit in the lava.

Monday, 4th February 2013, 02:41

Forum: Game Design Discussion

Topic: Lava Boulder Beetles

Replies: 4

Views: 1387

Re: Lava Boulder Beetles

It might be pretty cool if there was some version of the boulder beetle that lurked in lava (or deep water) and remained hidden until it bursted out of it like the boulder beetle does now. It could make for a potentially nasty surprise.

Saturday, 2nd February 2013, 17:45

Forum: Crazy Yiuf's Corner

Topic: what's a hive hopper?

Replies: 59

Views: 14086

Re: what's a hive hopper?

Also, the Hive is the bee branch, which was removed quite awhile ago.

Sunday, 27th January 2013, 22:08

Forum: Dungeon Crawling Advice

Topic: Potion of Gain X rarity?

Replies: 10

Views: 2563

Re: Potion of Gain X rarity?

Well, if helps you find more, one time I found 11 potions of Gain Strength in a bailey. I've never seen anything close to that many spawn in an entire game since.

Thursday, 24th January 2013, 18:55

Forum: Game Design Discussion

Topic: New Weapon Class: Demolitions

Replies: 19

Views: 5153

Re: New Weapon Class: Demolitions

mumra wrote:I would certainly approve of a single-use evokable Holy Hand Grenade that explodes precisely three turns after throwing.


If the Evocations skill determines how often you properly count to three instead of five, then I'll like that idea.

Wednesday, 23rd January 2013, 03:50

Forum: Dungeon Crawling Advice

Topic: How to avoid starving?

Replies: 27

Views: 8360

Re: How to avoid starving?

(or use the AoE sleep, but that spell is pretty on up there) Are you referring to Metabolic Englaciation ? That hasn't put monsters to sleep for a couple of versions now. It's just mass slow. (Not that slowing everything in LOS is a bad thing) Yes, that's the one. I don't think I've ever memorized ...

Tuesday, 22nd January 2013, 00:36

Forum: Dungeon Crawling Advice

Topic: How to avoid starving?

Replies: 27

Views: 8360

Re: How to avoid starving?

Stabbing a group is very viable. To be blunt, you're just not doing it right. You can confuse-stab them, lure to a corridor and sleep stab them (or use the AoE sleep, but that spell is pretty on up there), summon-spam stab them, petrify-stab, or, probably the most efficient, invis-stab. There's also...

Monday, 21st January 2013, 20:06

Forum: Dungeon Crawling Advice

Topic: How to avoid starving?

Replies: 27

Views: 8360

Re: How to avoid starving?

Ordinary fountains no longer give nutrition since a few versions ago (and, by extension, I don't think potions of water do anymore either, but may be wrong). Blood still does for Vamps and sparkling fountains have a chance at a potion of porridge. Or decay, so good luck!

Monday, 21st January 2013, 20:04

Forum: Dungeon Crawling Advice

Topic: Potion of Experience question

Replies: 17

Views: 5650

Re: Potion of Experience question

For things like experience or stat gain, that time is 'as soon as you have a spare turn'. Minor correction here. This is true for experience, but not gain stat. It's an edge case, but not a wholly uncommon one. If you have bad mutations you're looking to cure (say berserkitis) or you plan on playin...

Monday, 21st January 2013, 19:59

Forum: Dungeon Crawling Advice

Topic: How to avoid starving?

Replies: 27

Views: 8360

Re: How to avoid starving?

Worst case scenario, you can always drink potions* for nutrition. Note that they give very little when used for that purpose, so don't do it unless you have no other choice.

*Only beneficial I think, I don't think negative ones help. Someone correct me if I'm wrong or my info is flat out of date.

Saturday, 19th January 2013, 02:28

Forum: Game Design Discussion

Topic: Monsters`s remains and actions in death

Replies: 13

Views: 3945

Re: Monsters`s remains and actions in death

I don't think that's a problem. I've not heard about about people luring spores into large groups of monsters. It sounds pretty dangerous, to be honest, especially since spores are faster than most players. Much safer just to throw a rock at it and save yourself the risk. Same can be said for cloud ...

Saturday, 19th January 2013, 02:25

Forum: Dungeon Crawling Advice

Topic: wands and hydras

Replies: 9

Views: 2160

Re: wands and hydras

If you're worshipping Okawaru, you can find pretty much any flaming edged weapon and use Heroism to make quick work of the Hydra, regardless if you've actually trained that weapon skill or not. Just make sure you're durable enough to stand in front of a hydra momentarily and you have an open escape ...

Saturday, 19th January 2013, 02:23

Forum: Dungeon Crawling Advice

Topic: necromancer spell progression

Replies: 4

Views: 3080

Re: necromancer spell progression

Worth noting that undead are very immune to poison. So if you have some XP to spare and the spells are available, picking up Mephitic Cloud (if you're still pretty early), Olgreb's Toxic Radiance (works nicely against a lot of early swarms, like bees), and Poisonous Cloud are not bad idea. The easie...

Thursday, 17th January 2013, 19:46

Forum: Game Design Discussion

Topic: Monsters`s remains and actions in death

Replies: 13

Views: 3945

Re: Monsters`s remains and actions in death

This could be a good idea if it was on-death effects rather than on-death bonus items. Say... 1. Chaos clouds on death 2. No 3. Leaves a corpse that, when the chunks are eaten, gives temporary, possibly weaker, brilliance. Or randomly hits you with brilliance on death. Or leaves "clouds of bril...

Thursday, 17th January 2013, 04:00

Forum: Dungeon Crawling Advice

Topic: Immutable Laws of the Dungeon of Zot

Replies: 253

Views: 72912

Re: Immutable Laws of the Dungeon of Zot

njvack wrote:Well, if your DEs are letting dudes into melee range, period, that's why they're dying ;)



Fixed.

Monday, 14th January 2013, 18:37

Forum: Game Design Discussion

Topic: Serving more that one god at the time

Replies: 30

Views: 7587

Re: Serving more that one god at the time

Flavor-wise, this would presently only make sense with the three good gods. Gameplay-wise, you'd have to rebalance the entire main game to accommodate this idea, so no. There's really only two situations that could work into the DCSS right now as is. 1) The suggested sprint mode. 2) A "god"...

Monday, 14th January 2013, 18:28

Forum: Game Design Discussion

Topic: Damage reduction Item/Spell Idea

Replies: 10

Views: 3349

Re: Damage reduction Item/Spell Idea

There should be a Xom vault with items described like that.

Sunday, 13th January 2013, 21:36

Forum: Game Design Discussion

Topic: Damage reduction Item/Spell Idea

Replies: 10

Views: 3349

Re: Item/Spell Idea

Make it something like auto-cursing CPM and people won't be swapping that on/off in mid-combat anytime soon.

Despite that, unsure if it's a good idea or not.

Friday, 11th January 2013, 23:33

Forum: Game Design Discussion

Topic: "Obscured" loot?

Replies: 8

Views: 2154

Re: "Obscured" loot?

Could add treasure chests, which are squares that, when stepped on and no monsters are around, automatically spill their contents onto the floor. Sure, chests are a bit cliche, but pretty much every gamer has it ingrained into their mind that chest = potentially valuable loot.

Friday, 11th January 2013, 17:40

Forum: Game Design Discussion

Topic: Why aren't books identified?

Replies: 10

Views: 2648

Re: Why aren't books identified?

What about Ash identifying books on sight, providing piety and curses are all at the right levels?

Assuming he doesn't already, I've not played with him in a few versions.

Thursday, 10th January 2013, 04:28

Forum: Game Design Discussion

Topic: FR: Allow inscribe on bare hands

Replies: 40

Views: 10645

Re: FR: Allow inscribe on bare hands

Having to wield chunks to cast Sub.Blood/Simulacrum is not merely an interface annoyance - it's a tactical decision. While using those spells you do not get the benefit of holding onto your weapon. If your weapon is some artifact or maybe even a staff for the resists, that can be significant stats/...

Wednesday, 9th January 2013, 04:21

Forum: Game Design Discussion

Topic: FR: Allow inscribe on bare hands

Replies: 40

Views: 10645

Re: FR: Allow inscribe on bare hands

Why not just have the spells automatically pull items from the inventory without all these awkward interface issues. If a player wants to pick a specific chunk or arrow, they could cast the spell with Z instead of z (or whatever they changed the key to). No prompts if you don't want them and no unwi...

Monday, 7th January 2013, 20:24

Forum: Game Design Discussion

Topic: Preservation and Resist Mutation

Replies: 32

Views: 8228

Re: Preservation and Resist Mutation

Lolwut? I take off my stasis and immediately teleport the HELL out of that specific situation, controlled or not. If I have to wait for it to kick in, I wear my rMut and hope for the best. The scenario doesn't specify if teleport is an available option or not. What do you do if you wind up there an...

Monday, 7th January 2013, 20:19

Forum: Game Design Discussion

Topic: Spell Proposal: Gaseous Form (Tmut/Air)

Replies: 24

Views: 6113

Re: Spell Proposal: Gaseous Form (Tmut/Air)

I'd imagine it'd be a significantly weaker than straight-up casting Chain Lightning. Being able to "cast" that by slapping people in the face would be a bit overpowered. I think "electric-branded melee attack", perhaps with damage diminishing a bit for each hit, would be a good p...

Monday, 7th January 2013, 20:11

Forum: Game Design Discussion

Topic: Mechanical traps

Replies: 59

Views: 14321

Re: Mechanical traps

One thing I always wonder why Crawl doesn't have are the classic "step on a pressure plate and the walls start spewing arrows, flames, poison gas, blades, and what have you at set points and at random intervals" as seen in a lot of other media. These would need to be largely/only placed b...

Sunday, 6th January 2013, 21:45

Forum: Game Design Discussion

Topic: Spell Proposal: Gaseous Form (Tmut/Air)

Replies: 24

Views: 6113

Re: Spell Proposal: Gaseous Form (Tmut/Air)

An electric form could have a chain-lightning branded attack, with the player as the chain lightning. So, you could swing at a mob and end up in a different square entirely. Would be potentially powerful, potentially useful for escapes, but risky if not used properly. That could be a totally horribl...

Sunday, 6th January 2013, 21:42

Forum: Game Design Discussion

Topic: Mechanical traps

Replies: 59

Views: 14321

Re: Mechanical traps

One thing I always wonder why Crawl doesn't have are the classic "step on a pressure plate and the walls start spewing arrows, flames, poison gas, blades, and what have you at set points and at random intervals" as seen in a lot of other media. These would need to be largely/only placed by...

Sunday, 6th January 2013, 21:35

Forum: Game Design Discussion

Topic: What makes Mephetic Cloud fine?

Replies: 19

Views: 3876

Re: What makes Mephetic Cloud fine?

Well, yeah thats viable once you have enough skill to cast both reliably, but in the early game you will probably have to choose one due to exp limitations. Ensorcelled Hibernation is a level 2, 2 school spell. It's much easier to get online than Meph and is better for stabbing. Invisibility is muc...

Sunday, 6th January 2013, 01:06

Forum: Dungeon Crawling Advice

Topic: air elementalist vs orbs of fire

Replies: 22

Views: 5914

Re: air elementalist vs orbs of fire

Not if the Draconian(s) die in one shot, which they tend to do when up against Ice Storm. And hungerless, easy channeling Ice Storm isn't exactly a stretch goal for a three-runer if you spend your XP right either. Note I'm not saying "blast an OoF, Mennas, an Ancient Lich, Boris, a Killer Klown...

Saturday, 5th January 2013, 18:45

Forum: Game Design Discussion

Topic: What makes Mephetic Cloud fine?

Replies: 19

Views: 3876

Re: What makes Mephetic Cloud fine?

Even oozes and skeletal rats resist it. Yeah...

It might have the potential to be more of a crowd controller than the plain confuse spell, but the confuse spell works on everything (in theory, MR and HD can be hard to overcome at times).

Saturday, 5th January 2013, 18:42

Forum: Dungeon Crawling Advice

Topic: air elementalist vs orbs of fire

Replies: 22

Views: 5914

Re: air elementalist vs orbs of fire

Always interact with an orb of fire only with Haste up, regardless of your character, and make sure you have adequate fire resistance. They're nasty, but not unbearably so. If you're thinking of shooting down an orb of fire before you turn and deal with that draconian or whatever, change your mind ...

Thursday, 27th December 2012, 06:12

Forum: Dungeon Crawling Advice

Topic: I think we learned an important lesson today.

Replies: 2859

Views: 972658

Re: I think we learned an important lesson today.

Speaking of Mennas, never engage him without a wand of teleportation that you KNOW has several charges left in it (min two).

Tuesday, 25th December 2012, 05:07

Forum: Game Design Discussion

Topic: Minor proposal: switch behavior of CBlink and ?Blink

Replies: 41

Views: 7924

Re: Minor proposal: switch behavior of CBlink and ?Blink

Random, related thought. What about adding levels two and three of the blinking mutation that lets you do semi- and controlled-blinks, respectively? This would be much more relevant if cBlink gets nerfed and it'd be pretty darn rare to get.

Sunday, 23rd December 2012, 22:59

Forum: Game Design Discussion

Topic: Minor proposal: switch behavior of CBlink and ?Blink

Replies: 41

Views: 7924

Re: Minor proposal: switch behavior of CBlink and ?Blink

One turn delay might be enough to kill you - either because no defensive action will be enough to save you or because you don't have the appropriate defensive action available that would save you. 99 times out of a 100, if that one-turn delay killed you, you attempted to get out of the danger too l...

Saturday, 22nd December 2012, 23:34

Forum: Game Design Discussion

Topic: Minor proposal: switch behavior of CBlink and ?Blink

Replies: 41

Views: 7924

Re: Minor proposal: switch behavior of CBlink and ?Blink

I third Minmay's suggestion. Remove cTele spell and ring, make both cBlink spell and scroll semi-cBlink, lower spell level if necessary. Full cBlink or cTele could perhaps continue exist on a rare fixedart, but otherwise it should go away. Too many situations too easy to escape with cTele and cBlink...

Saturday, 22nd December 2012, 23:22

Forum: Game Design Discussion

Topic: Fixing Yred for Extended Endgame

Replies: 29

Views: 7683

Re: Fixing Yred for Extended Endgame

Having Yred grant piety for demon kills may or may not be the most ideal solution, but it's the quickest and easiest way to fix him being a "no-brainer to swap away from" in extended. His abilities would still not quite be up to the job, but at least you could use Pain Mirror without havin...

Friday, 21st December 2012, 03:10

Forum: Game Design Discussion

Topic: Fixing Yred for Extended Endgame

Replies: 29

Views: 7683

Re: Fixing Yred for Extended Endgame

Rain, oklobs, spores from the occasional demonic crawler, and the typical piety decay. Oklobs might be out of their league in Pan, but since very little resists acid they're still pretty good at killing stuff and it's not like fruits cease spawning.

Friday, 21st December 2012, 03:02

Forum: Game Design Discussion

Topic: Fixing Yred for Extended Endgame

Replies: 29

Views: 7683

Re: Fixing Yred for Extended Endgame

It's one thing if a god isn't as good in extended, and that's fine, but it just feels off when a pair of gods are nearly unusable there while the rest are. Simply giving Yred and Fedhas a way to get and maintain piety in extended would probably be enough to make them usable, even if suboptimally.

Wednesday, 19th December 2012, 01:33

Forum: Game Design Discussion

Topic: Race Proposal-Randart Ugly Things

Replies: 24

Views: 6242

Re: Race Proposal-Randart Ugly Things

galehar wrote:
TwilightPhoenix wrote:Having a Create-A-Species mode would be interesting and useful, actually.

You can wizmode a human however you like, no need to code a special mode.


True, but there's still no "set apts and intrinsics to random" button, which where I'd personally find most of the fun.

Sunday, 16th December 2012, 03:21

Forum: Game Design Discussion

Topic: Race Proposal-Randart Ugly Things

Replies: 24

Views: 6242

Re: Race Proposal-Randart Ugly Things

Having a Create-A-Species mode would be interesting and useful, actually. Hardly a priority, sure, but it could let you play whatever crazy concoction your mind can come up with, possibly have the "good random" and "random" options for the "here's some messed up character, t...

Saturday, 15th December 2012, 17:49

Forum: Game Design Discussion

Topic: More god conducts

Replies: 28

Views: 6050

Re: More god conducts

It's not my definition of evil that matters here, it's Crawl's definition. And it seems to be unholy, demons, necromancy, and general "I like slaughtering everything". Alternatively, you could say it's stuff all three good gods mutually hate. There's no specific definition of "always ...

Friday, 14th December 2012, 20:02

Forum: Game Design Discussion

Topic: More god conducts

Replies: 28

Views: 6050

Re: More god conducts

Psieye wrote:
TwilightPhoenix wrote:Conduct =/= lawful. It makes perfect sense for an evil god to have a conduct.
Evil =/= chaotic. I don't want to start going into D&D-style alignment charts, so I'll keep it brief: Yred is Lawful Evil, Xom is Chaotic Neutral.


D&D-style alignments =/= Crawl-style alignments.

Friday, 14th December 2012, 20:01

Forum: Crazy Yiuf's Corner

Topic: Crawlmas mod?

Replies: 19

Views: 4380

Re: Crawlmas mod?

Santa Clause and twelve reindeer come into view.
Santa Clause throws a large present at you!
Wow! That was really merry!
You die happy...

Friday, 14th December 2012, 04:28

Forum: Game Design Discussion

Topic: More god conducts

Replies: 28

Views: 6050

Re: More god conducts

Conduct =/= lawful. It makes perfect sense for an evil god to have a conduct. For example: "Underlings, on the first night of full moon you must murder a young virgin woman in her sleep, eat her heart, and bathe in her blood to remain within my good graces." And, ironically, 3/5 of the cha...
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