Search found 293 matches

Wednesday, 3rd March 2021, 12:49

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 2665607

Re: Best/Worst Artifacts

  Code:
the +9 great mace "Afaots" (weapon) {speed, rF+ rC+ Will+}
You took it off an ogre on level 5 of the Dungeon.

Monday, 27th May 2019, 03:10

Forum: Crazy Yiuf's Corner

Topic: The Megabat Joke

Replies: 2

Views: 1887

Re: The Megabat Joke

I thought the new system split them to yinbats and yangbats, yin being old megabats + walky microbats and yang the rest of the micros?

Monday, 15th April 2019, 18:34

Forum: Crazy Yiuf's Corner

Topic: Unrandart proposals

Replies: 29

Views: 9847

Unrandart proposals

Since all the cool kids are doing it... Blade of the Acrobat (+8 triple sword, fullriposte, *Drain, +5 EV) The favored weapon of a legendary warrior-entertainer who fought foes man was not meant to fight while juggling objects man was not meant to juggle. 100% chance to riposte while taking acrobat-...

Monday, 8th April 2019, 06:15

Forum: Crazy Yiuf's Corner

Topic: New Unrandart: Flail of Beogh's Chosen

Replies: 32

Views: 9371

Re: New Unrandart: Flail of Beogh's Chosen

sdynet wrote:What happens if you worship Beogh and then throw that weapon away?

Well dang. I added that as an unrelated "and let everyone worship Beogh while you're at it" comment, not as a thing related to the weapon, and I didn't realize it could be understood either way.

Sunday, 7th April 2019, 19:45

Forum: Crazy Yiuf's Corner

Topic: New Unrandart: Flail of Beogh's Chosen

Replies: 32

Views: 9371

Re: New Unrandart: Flail of Beogh's Chosen

Here's my take on it: +8 battleaxe of Beogh's Chosen (orcfestation, +rage) Summons orcs when you kill enemies. Higher HD translates to bigger orc, discouraging scummy play like keeping rats around for emergency back-up. A big enough monster can generate an orc band a la Beogh reinforcements. Orcs ar...

Friday, 15th March 2019, 15:25

Forum: Crazy Yiuf's Corner

Topic: How do Ghost moths mate?

Replies: 10

Views: 3811

Re: How do Ghost moths mate?

They are actually constantly trying to mate and because they can't see their partners they are just poking around with their sexual organs. Too bad their sexual organs cause stat drain on PCs. Reminds me of how some female bagworms stay in their bags all day and show no particular effort to mate (~...

Saturday, 23rd June 2018, 02:45

Forum: Crazy Yiuf's Corner

Topic: Remove Hell

Replies: 4

Views: 1959

Re: Remove Hell

Remove hell from Hellmonk's name. Leave it as just "monk".

This will accompany the long-awaited renaming of Hellcrawl to just "Crawl" as it replaces Stone Soup as the main development branch.

Thursday, 14th June 2018, 14:37

Forum: Game Design Discussion

Topic: No animate dead possible on shapeshifter corpse

Replies: 3

Views: 2018

Re: No animate dead possible on shapeshifter corpse

Shapeshifters do come in zombie and simulacrum flavors, I believe, so this may have been a relic from the times they couldn't (due to "would they still shift" concerns, maybe?) But now that mutagenic chunks are no longer a thing, shapeshifters should probably just stop dropping corpses/bei...

Tuesday, 17th April 2018, 16:24

Forum: Crazy Yiuf's Corner

Topic: Change Robe of Night description

Replies: 5

Views: 2016

Re: Change Robe of Night description

While you're at it, there's a ton of uniques (Asterion, Azrael, Bai Suzhen, Khufu, Kirke, Menkaure, Mara, Nessos, Nikola, Sojobo, Arachne, the Lernaean hydra, Psyche and Polyphemus, plus most of Hell) with names lifted straight from the real world, so these should be changed too. Jory is a good exam...

Wednesday, 11th April 2018, 16:29

Forum: Game Design Discussion

Topic: Please Change How Jiyva Works

Replies: 3

Views: 1948

Re: Please Change How Jiyva Works

The problem with stat shuffling is that, at least in older versions, it considers your current stats rather than base stats. This means that Jiyva can and will reduce your STR far, far below 0 if you're a felid with +STR items (and/or dragon form). After all, you aren't wearing any armor, so clearly...

Monday, 9th April 2018, 20:51

Forum: Crazy Yiuf's Corner

Topic: Enable Beogh to all species

Replies: 10

Views: 3429

Re: Enable Beogh to all species

Obviously the solution is to remove all player races as enemies and reflavor orcs as whatever species you're currently playing. So if you play centaur, you can get centaur gold from the centaur mines and have to watch out for centaur priests, centaur sorcerers and centaur warriors, but these have or...

Friday, 6th April 2018, 10:06

Forum: Crazy Yiuf's Corner

Topic: Enable Beogh to all species

Replies: 10

Views: 3429

Enable Beogh to all species

I mean, if it worked for Dith fire conduct...

Tuesday, 3rd April 2018, 12:30

Forum: Game Design Discussion

Topic: replace Polymorph with Malmutate

Replies: 14

Views: 4471

Re: replace Polymorph with Malmutate

Why not both? Rename polymorph to "wand of degeneration" and make it polymorph + malmutate like the Nemelex card. If the malmutate duration is relatively brief, it can even impose choices on the player following bad polymorphs. Do you stand your ground and kill this storm dragon while it h...

Monday, 2nd April 2018, 11:20

Forum: Game Design Discussion

Topic: Glaciate

Replies: 23

Views: 7938

Re: Glaciate

I could see level 9 spells being a tradeoff if you're playing a variant crawl where experience is extremely difficult to obtain rather than forced down your gullet until you're buried in it, and the lategame is difficult enough to justify taking shortcuts and skipping optional areas rather than &quo...

Thursday, 29th March 2018, 14:11

Forum: Game Design Discussion

Topic: Ozo's Armour change discussion

Replies: 22

Views: 7520

Re: Ozo's Armour change discussion

I never use this spell, but have interface concerns about it. The "breaks if player moves" gimmick surely means that at least some players will cast Ozo's, forget about it, and move to waste the spell. Is there a warning against this? If there isn't, this is bad because the player will som...

Tuesday, 27th March 2018, 23:59

Forum: Crazy Yiuf's Corner

Topic: Working at a Splash Screen

Replies: 6

Views: 3502

Re: Working at a Splash Screen

I haven't a clue, but I just wanted to say that the business end of that morningstar is just begging to replace the 'o' in 'Dungeon Crawl'.

Sunday, 25th March 2018, 20:01

Forum: Crazy Yiuf's Corner

Topic: How do you become a DCSS developer?

Replies: 4

Views: 1848

Re: How do you become a DCSS developer?

I thought you had to kill an existing dev and wear their skin until it bonded with its new host.

Thursday, 22nd February 2018, 01:33

Forum: Game Design Discussion

Topic: Redesign Makhleb's active abilities

Replies: 25

Views: 6918

Re: Redesign Makhleb's active abilities

Rather than a "cut your own HP to get a damage buff" active, how about a passive ability that works like a reverse augmentation? The lower your HP is under Makhleb, the harder you start hitting, so you can pull clutch victories without having to use up a turn for your ability. One of Makhl...

Wednesday, 21st February 2018, 00:55

Forum: Crazy Yiuf's Corner

Topic: A Square Font for Vault Design

Replies: 10

Views: 3508

Re: A Square Font for Vault Design

Rast wrote:I suppose the next step is to put it online and allow members of the community to save vaults and rate each other's vaults.

The options to do this will be called "upvault" and "downvault", right?

Tuesday, 30th January 2018, 04:46

Forum: Game Design Discussion

Topic: Red Devil: the experience

Replies: 20

Views: 5607

Re: Red Devil: the experience

You could hand them Wu Jian's lunge instead, so that they become a "once engaged, you can't reset fights with this thing" kind of monster? But removal really seems like the better option, even the lunge devil would kind of step on hellwing's toes. That said, the whole concept of extended p...

Friday, 12th January 2018, 04:06

Forum: Crazy Yiuf's Corner

Topic: (proposal)New artifact : pair of Pepper gloves

Replies: 7

Views: 2968

Re: (proposal)New artifact : pair of Pepper gloves

Well, here's a take on it: +2 cannibal's gloves (gourmand, devour monster) Once worn by a legendary ghoul countess, this elegant pair of evening gloves compel their wearer to sample any flesh they can get their hands on, from masterfully cooked sirloins to the tender limbs of ballroom guests. Hated ...

Monday, 8th January 2018, 23:42

Forum: Crazy Yiuf's Corner

Topic: Nerf necromancy

Replies: 9

Views: 3872

Re: Nerf necromancy

Creating yet another spell school and then adding even more spells seems unrealistic to me. That's true, but it seems to me that necromancy has two coherent themes ("spells that interact with corpses/undead" and "spells that interact with your HP, plus the odd direct damage effects&q...

Monday, 8th January 2018, 23:37

Forum: Crazy Yiuf's Corner

Topic: Wiki seems to be down

Replies: 3

Views: 1694

Re: Wiki seems to be down

The cached pages from Google also work, if you find these more convenient.

Monday, 8th January 2018, 14:34

Forum: Crazy Yiuf's Corner

Topic: Nerf necromancy

Replies: 9

Views: 3872

Re: Nerf necromancy

Alternative proposal: Split Necromancy in two, like Enchantments. Both schools had too many good things in them. Necromancy (corpses): Animate Skeleton, Corpse Rot, Sublimation of Blood (dual school), Animate Dead, Dispel Undead, Cigotuvi's Embrace, Death Channel, Simulacrum, Haunt, Cigotuvi's Vile ...

Saturday, 23rd December 2017, 17:03

Forum: Game Design Discussion

Topic: ZOMBIE HANDS (serious proposal)

Replies: 30

Views: 12642

Re: ZOMBIE HANDS (serious proposal)

Corpse interaction (corpse rot, animate skeleton/dead, embrace, simulacrum) and HP interaction (vampiric draining, sublimation, regeneration, agony, revivification, death's door) are Necromancy's major themes, to be sure, but my problem with this is both of these themes are incredibly strong - Necro...

Friday, 22nd December 2017, 13:41

Forum: Dungeon Crawling Advice

Topic: Corpse Rot: Knowing where corpses are

Replies: 14

Views: 3944

Re: Corpse Rot: Knowing where corpses are

Corpse rot both sucks and is a powerful spell. It's a powerful spell because it can safely and reliably neuter many dangerous enemies despite being level 2. It sucks because the effort involved in getting it to work makes me want to go bash Rupert and his glowing triple sword with my +6 artifact mac...

Monday, 4th December 2017, 20:13

Forum: Dungeon Crawling Advice

Topic: I think we learned an important lesson today.

Replies: 2859

Views: 898987

Re: I think we learned an important lesson today.

Frankly, Ru in general and Apocalypse in particular feel really underwhelming to me. Apocalypse is a "become Qazlal" button that will draw the entire map to you immediately after you expanded your principal means of area control, while Ru's "you can only use one of three abilities per...

Thursday, 23rd November 2017, 08:05

Forum: Game Design Discussion

Topic: Lignification, Degeneration, and Torment

Replies: 8

Views: 2982

Re: Lignification, Degeneration, and Torment

Alternate proposal from a while ago: Combine Might, Agility, Brilliance and Degeneration. Effects of all three for a relatively long duration, followed by big hit to all stats. Potion of doping.

Wednesday, 25th October 2017, 03:58

Forum: Crazy Yiuf's Corner

Topic: Non-flying scarabs

Replies: 15

Views: 4498

Re: Non-flying scarabs

Depends on the scarab, actually. Most can fly, but some are flightless because their forewings are fused in the middle.

Saturday, 21st October 2017, 02:51

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 2665607

Re: Best/Worst Artifacts

b - ring of Xom's Bemusement {rF+ rC+ MR- Dex+3 Slay+6} Pretty fitting ring for Xom. That was a fancy game too. A very early +9 quickblade decided weapon choice for me, and with +10 slaying on top of berserk nothing really stood a chance. Enchanted up a longbow as backup but never felt the need to u...

Friday, 6th October 2017, 22:58

Forum: Game Design Discussion

Topic: Voluntary enter to Abyss:3

Replies: 2

Views: 1412

Re: Voluntary enter to Abyss:3

Alternative proposal: the Abyss level you enter depends on your character level, with level 25+ characters entering from 3... with a chance for 4 and 5, which should keep these levels relevant by making things entertaining whenever an unlucky player ends up in A:5. While its alternatives (Vaults and...

Friday, 6th October 2017, 22:24

Forum: Game Design Discussion

Topic: Add Poison Arrow to Another Book

Replies: 19

Views: 5717

Re: Add Poison Arrow to Another Book

Here's an old idea: add an asphyxiation spell to poison magic. Thematically similar (damages the living but not constructs and undead) and has good utility in stopping dangerous casters during the midgame, though it should probably work as a kind of shallow water for spells rather than absolutely st...

Tuesday, 3rd October 2017, 06:15

Forum: Game Design Discussion

Topic: ZOMBIE HANDS (serious proposal)

Replies: 30

Views: 12642

Re: ZOMBIE HANDS (serious proposal)

Speaking of which, move some of the high-level Necromancy spells into Poison already.

I mean, Borgnjor's theme can easily be poison, Death's Door's theme can easily be poison, Infestation's theme can easily be poison with wasps and hornets instead of death scarabs.

Saturday, 30th September 2017, 22:09

Forum: Game Design Discussion

Topic: Protection brand triggers on allies

Replies: 5

Views: 2190

Re: Protection brand triggers on allies

I still think that protection giving AC based on your weapon skill is the best way to go about it. It will still be optimal to swap it, but on a more limited number of characters and in a more limited number of situations.

Friday, 29th September 2017, 20:19

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 94641

Re: Bultungin/Gnoll Feedback

I'll agree that the species is considerably stronger than its previous iteration, and in my opinion much more fun to play (although I regret not finishing a proper GnVM^Chei challenge). The new version is good at everything during both early and late game, you never truly fall off because experience...

Friday, 21st July 2017, 01:00

Forum: Crazy Yiuf's Corner

Topic: True hybrid god

Replies: 15

Views: 4169

Re: True hybrid god

It seems to me that some old rod effects can be recycled as weapon brands. Striking brand as perma-infusion (maybe with buffs to make it competitive), ignition brand as a noisy melee crowd control option (could be fun to keep it as a bolt but with the don't-harm-self-or-allies ignition spell mechani...

Friday, 7th July 2017, 23:57

Forum: Game Design Discussion

Topic: make scroll of noise deal multi-turn sonic damage

Replies: 3

Views: 1846

make scroll of noise deal multi-turn sonic damage

You know how, under very high tension, the Singing Sword does small screenwide damage every turn while making even more noise than usual? My suggestion is beefing that up a bit and handing it to the scroll of noise, so that you make a ton of noise for several turns while dealing an okay amount of da...

Friday, 7th July 2017, 19:42

Forum: Crazy Yiuf's Corner

Topic: Dragon Armour with Archmagi?

Replies: 16

Views: 5393

Re: Dragon Armour with Archmagi?

This would be great if only to remove the need to wearid every glowing robe in the dungeon before you find archmagi.

On a side note, why is it called archmagi? Did multiple spellcasters wear it in turns? Eeewww.

Tuesday, 20th June 2017, 00:17

Forum: Game Design Discussion

Topic: rename porcupine, spiny frog

Replies: 14

Views: 4883

Re: rename porcupine, spiny frog

VeronicaDemononica wrote:Bladehogs

What, not razorbacks?

They would fit right in with the orb spiders, and you could generate them in bands like hell hogs so that they're actually threatening.

Tuesday, 23rd May 2017, 01:44

Forum: Game Design Discussion

Topic: Remove Beogh

Replies: 104

Views: 41002

Re: Remove Beogh

From what I can see, Beogh has two major problems. 1. The HO-only conduct is downright awful, has no place in Crawl, and only survives because of design inertia. Other species limitations have at least a pretense of reason, like the "no getting extended benefits like holy wrath/hell effect redu...

Sunday, 21st May 2017, 01:06

Forum: Game Design Discussion

Topic: Remove Beogh

Replies: 104

Views: 41002

Re: Remove Beogh

Whether Christians are offended by Beogh's Christian overtones should have no bearing on the removal of these overtones, I think. I wasn't particularly offended by Sword of Jihad, and Sharanga appearing in a game can't possibly be offensive to any human being who isn't making an active, concentrated...

Monday, 8th May 2017, 02:43

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 94641

Re: Bultungin/Gnoll Feedback

I'd still be fine with them having a hard skillcap of 12, which also prevents ridiculous things like Abyss grinding for skill levels ever being attractive for Gn ziggurat raiders/15-runers.

Friday, 5th May 2017, 17:47

Forum: Game Design Discussion

Topic: Console altar colours

Replies: 25

Views: 8910

Re: Console altar colours

Chicken: this is borderline trolling. No, that definitely sounds like a question asked in good faith. Tiles are more convenient for a whole bunch of reasons, to the extent that you would be right in calling the console version obsolete. That said, you give good reasons for preferring console, and I...

Friday, 5th May 2017, 06:29

Forum: Game Design Discussion

Topic: Console altar colours

Replies: 25

Views: 8910

Re: Console altar colours

Obviously the long-term goal should be to reduce the number of gods below 13 (so that the odd console player can tell altars apart by sight instead of xv, which is not only trivial to perform but also the exact situation they face for things like monster equipment) Over here in my country, we have ...

Monday, 1st May 2017, 04:07

Forum: Game Design Discussion

Topic: Monster spell proposal: Multi-OoD

Replies: 6

Views: 2383

Re: Monster spell proposal: Multi-OoD

If OoDs hitting friendlies is a problem, that can be solved by making OoDs unable to hit friendlies. They can just phase right through.

I'm pretty sure that spell can take the buff.

Sunday, 30th April 2017, 18:32

Forum: Crazy Yiuf's Corner

Topic: Ignition is a pretty good spell

Replies: 5

Views: 2217

Re: Ignition is a pretty good spell

Speaking of ignition, I just used this incredibly powerful, borderline broken spell to go through a ziggurat and it had this wonky behavior where, if you had death channel active, you could spawn hostile spectral things from enemies that died to a fireball and later got hit by another during the sam...

Saturday, 29th April 2017, 14:09

Forum: Game Design Discussion

Topic: Merge skin of Zhor and salamander hide

Replies: 4

Views: 1948

Merge skin of Zhor and salamander hide

In the same vein as flaming death and freezing death, since these were/are the most boring artifacts.

Something like +4 leather armor (rF++, rC++, you have a chance to passively (flash?) freeze/stickyflame whatever hits you in melee) could be alright.

Friday, 28th April 2017, 08:52

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 2665607

Re: Best/Worst Artifacts

  Code:
N - the amulet of Yendor (around neck) {RegenMP Dex+2 Slay+3 Stlth+}

!!!

Tuesday, 11th April 2017, 16:17

Forum: Crazy Yiuf's Corner

Topic: Deep elf annihilator is so sleepy...

Replies: 2

Views: 1491

Re: Deep elf annihilator is so sleepy...

Now it's going to come back to haunt you in your sleep and you'll have spookyelfdreams every night until you die.

Monday, 10th April 2017, 15:49

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 94641

Re: Bultungin/Gnoll Feedback

I'll be dropping the "rTorm so the already extended-challenged race isn't completely shafted in it" (can be reflavored as "used to pain and torment" like old anubis) and "switching armor/shields takes 0.5 auts like rings, so you can cast in robes and fight in CPA as a tactic...
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