Search found 621 matches

Monday, 10th August 2020, 01:42

Forum: Game Design Discussion

Topic: Staff of energy

Replies: 19

Views: 2190

Re: Staff of energy

A staff of energy does a lot more than MPregen+ though. MRregen+ gives 0.2 mp/turn, whereas a staff of energy gives about 2mp/turn (just guessing based on what it felt like) . well, there's your problem staff of energy should go though, or just have its effect changed to mp regen instead of having ...

Thursday, 27th February 2020, 08:31

Forum: Dungeon Crawling Advice

Topic: What gives you mutations in Tomb?

Replies: 5

Views: 1293

Re: What gives you mutations in Tomb?

Haste hasn't given contamination ever since the spell got removed.

Wednesday, 22nd January 2020, 03:26

Forum: Dungeon Crawling Advice

Topic: New Nemelex is overpowered. Use it while you can!

Replies: 7

Views: 1750

Re: New Nemelex is overpowered. Use it while you can!

b0rsuk wrote:I'm sure you'd rather degenerate a Nicola than let him zap you when you lack electricity resistance.

I degenerated Nikola into a Iron Giant so I'm not sure if this is entirely true.

Thursday, 31st October 2019, 21:33

Forum: Game Design Discussion

Topic: Shop mimic as spawnable type

Replies: 4

Views: 1019

Re: Shop mimic as spawnable type

It happens rarely in older versions as well but it's intended.

Wednesday, 4th September 2019, 06:09

Forum: Game Design Discussion

Topic: Formicids should not get swift

Replies: 62

Views: 8676

Re: Formicids should not get swift

Regarding duvessa's question about other movedelay effects on Fo: In my opinion, chei/flash freeze/ponderous/shallow water are okay, under the interpretation that adding challenge to a challenge species is not a bad thing. Form spells in current versions of DCSS should be fine, given that forms don...

Friday, 29th March 2019, 01:34

Forum: Dungeon Crawling Advice

Topic: Ideas for Demigod - extended game

Replies: 12

Views: 2068

Re: Ideas for Demigod - extended game

I never found necromutation, even after opening a trove. Not being being able to worship Kiku, there just was no way to get it. Your spell library contained the following spells: Spells Type Power Failure Level Hunger ... Lehudib's Crystal Spear Conj/Erth #####..... 100% 8 ####### Necromutation Tmu...

Monday, 25th March 2019, 21:04

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 97

Views: 16274

Re: Experimental branch: Known Traps

Rast wrote:
petercordia wrote:I just had the experience of "you open a door" -> "you fall through a trap". It felt ridicules :lol:


Is this possible with current trap system:

1. Read fog scroll.
2. Walk a couple steps forward into the fog.
3. Wait for fog to dissipate
4. Trap triggers!

Yes.

Monday, 4th March 2019, 20:58

Forum: Game Design Discussion

Topic: Monsters and alarm traps

Replies: 19

Views: 2975

Re: Monsters and alarm traps

Rast wrote:FR: Monster stepping on a net trap should net the player.

This is the current behaviour.

Wednesday, 6th February 2019, 10:59

Forum: Crazy Yiuf's Corner

Topic: Why is there two keys for entering stairs?

Replies: 4

Views: 1005

Re: Why is there two keys for entering stairs?

1 - Why do I have to press > to go down and < to go up? As far as I know there are no bi-directional stair options. And why don't we use a key that makes a bit more sense for such a common key? I have to hold down shift as well, which is annoying. I mean if you drop the separate up/down key require...

Friday, 18th January 2019, 08:23

Forum: Game Design Discussion

Topic: Make trog and oka stop showering you with needles

Replies: 63

Views: 8266

Re: Make trog and oka stop showering you with needles

I think I gave good reasons to prefer melee-style targeting to arbitrary ranged targeting in my opening comments on the thread. yes, your argument is that ranged UI is bad. your proposed solution is "ranged targeting should be automated so it can be done in a single keypress", which is un...

Friday, 18th January 2019, 06:58

Forum: Game Design Discussion

Topic: Make trog and oka stop showering you with needles

Replies: 63

Views: 8266

Re: Make trog and oka stop showering you with needles

this argument is significantly different from saying "remove targeters" though. your original proposal sounds closer to something like "remove manual melee attacking and make tab the only method of melee combat", while this: For my argument, the key difference between the games I...

Friday, 18th January 2019, 05:32

Forum: Game Design Discussion

Topic: Make trog and oka stop showering you with needles

Replies: 63

Views: 8266

Re: Make trog and oka stop showering you with needles

It's kind of frustrating having an argument where the opposition turns on puns and misreadings. Obviously in what I have posted position is used in the broad sense encompassing all aspects of the player state with respect to the environment and monsters, as opposed to other aspects like player stat...

Monday, 14th January 2019, 20:27

Forum: Game Design Discussion

Topic: Make trog and oka stop showering you with needles

Replies: 63

Views: 8266

Re: Make trog and oka stop showering you with needles

Does this only apply to god gifts, or should the same logic be applied to scroll acquirement (which I understand is similar to the god gifting algorithm)? Armour acquisition when you only have a 1H melee weapon equipped tends to gift a shield, even if you have zero skill, unless you also equip a sh...

Wednesday, 9th January 2019, 20:13

Forum: Dungeon Crawling Advice

Topic: Remove Passwall from Book of Geomancy

Replies: 22

Views: 3809

Re: Remove Passwall from Book of Geomancy

no time passes after you passwall so it's impossible for a monster to make a stealth check. if your passwall destination contains a monster, you will forcibly move it and wake it up

Monday, 7th January 2019, 20:49

Forum: Dungeon Crawling Advice

Topic: Using Wands...

Replies: 17

Views: 2931

Re: Using Wands...

enslavement is basically a wand that kills a low MR monster and gives you a ally. for example try enslaving a hasted and mighted deep troll

Wednesday, 2nd January 2019, 05:15

Forum: Game Design Discussion

Topic: Generate killer bees later

Replies: 49

Views: 7095

Re: Generate killer bees later

VeryAngryFelid wrote:We don't put packs of orbs of fire on Depths:1, do we?

no, we put packs of caustic shrikes (which were explicitly designed as "killer bees of depths")

Sunday, 30th December 2018, 01:02

Forum: Dungeon Crawling Advice

Topic: Remove Passwall from Book of Geomancy

Replies: 22

Views: 3809

Re: Remove Passwall from Book of Geomancy

if you see a monster and it didn't wake up, you can just reposition yourself to stab it. if you're a formicid, you can detect them. in any case I memorize passwall immediately because it's effectively a safe teleport if you're using it correctly to get stone arrow the moment it's available just requ...

Monday, 24th December 2018, 04:34

Forum: Dungeon Crawling Advice

Topic: Remove Passwall from Book of Geomancy

Replies: 22

Views: 3809

Re: Remove Passwall from Book of Geomancy

why is memorizing an escape spell a newbie trap

Wednesday, 12th December 2018, 22:19

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 97

Views: 16274

Re: Experimental branch: Known Traps

that sounds terrible for backtracking

Wednesday, 12th December 2018, 21:59

Forum: Game Design Discussion

Topic: dumb cards idea #500

Replies: 9

Views: 2422

Re: dumb cards idea #500

ok, to improve triple draw we will make it draw five cards instead of three, which should increase the chance of not getting useless cards. then as an additional buff we will also let you use all five drawn cards, so the player doesn't feel bad when they draw five amazing cards. since a player is un...

Tuesday, 11th December 2018, 22:11

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: DEFE: I will win this time!

Replies: 88

Views: 10284

Re: YASD: DEFE: I will win this time!

you were at full health and about 60%-70% MP. to watch, go to ##crawl (or message sequell), type !lg delarado xl>20 -tv and click the link to shalott it gives

Tuesday, 11th December 2018, 20:09

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: DEFE: I will win this time!

Replies: 88

Views: 10284

Re: YASD: DEFE: I will win this time!

I think Tzitzimils are just a bugger all around. I'm not sure whats more of a threat - dispel undead or torment (And they have both) i'll give you a hint: only one of these two effects can actually kill the player (assuming they're not wearing harm) anyway here's the breakdown on how you died: you ...

Monday, 3rd December 2018, 00:32

Forum: Dungeon Crawling Advice

Topic: Unarmed in treeform

Replies: 8

Views: 1726

Re: Unarmed in treeform

Treeform UC is 12 base damage at 1.0 base delay with a +10 STR bonus. A quarterstaff is 10 base damage and 1.3 base delay, so you need to reduce it to 0.8 delay just for the base damage per aut to be at least as good as treeform UC assuming no enchantment, which is 10 skill. Weapon skill does provid...

Friday, 23rd November 2018, 20:37

Forum: Dungeon Crawling Advice

Topic: How to Play SpEE

Replies: 17

Views: 3041

Re: How to Play SpEE

Thanks, that's quite interesting. I see a decent amount of melee, with a dagger, even. I suppose that's confuse stabs? I do love confuse even with melee chars, in addition to being a great disabler, it can split groups, hinder their movement and completely changes the tactical picture. Come to thin...

Friday, 23rd November 2018, 04:38

Forum: Dungeon Crawling Advice

Topic: How to Play SpEE

Replies: 17

Views: 3041

Re: How to Play SpEE

instead of saying "I'm not going to use LRD in open terrain because it seems like a bad idea" you should actually use it in open terrain to see if it's a bad idea. the bad thing about noise is that it alerts nearby monsters but if you're fighting in an area you've already explored that's f...

Sunday, 28th October 2018, 22:22

Forum: Dungeon Crawling Advice

Topic: Is this randart great sword worth switching for?

Replies: 29

Views: 4488

Re: Is this randart great sword worth switching for?

Here is an explicit comparison for why you shouldn't train Shields to improve spellcasting. A buckler/shield/large shield imposes a penalty of 1.5/5/8.5 skill to your spell schools (i.e. your fail rates are calculated as if your spell school skills were reduced by that number), so every skill of shi...

Thursday, 25th October 2018, 19:39

Forum: Dungeon Crawling Advice

Topic: Dissolution

Replies: 10

Views: 1813

Re: Dissolution

Edit: nevermind

Thursday, 18th October 2018, 23:46

Forum: Game Design Discussion

Topic: Give backrounds consumables on start

Replies: 39

Views: 6038

Re: Give backrounds consumables on start

monsters do not spawn after initial generation anymore

Thursday, 18th October 2018, 21:16

Forum: Game Design Discussion

Topic: Give backrounds consumables on start

Replies: 39

Views: 6038

Re: Give backrounds consumables on start

bel wrote:And can adders generate on D:1?

they can't (except for decorative purposes in entry vaults)

Monday, 15th October 2018, 02:25

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2857

Views: 553965

Re: Best/Worst Artifacts

CanOfWorms wrote:
  Code:
Y - the ring of the Duke (right hand) {Wiz rN+ Int+3}
You found it on level 10 of the Dungeon.

dukes are basically mages right

in a different game:
  Code:
the ring "Leropre" {Wiz rN+ Int+3} (4750 gold)

Friday, 12th October 2018, 03:18

Forum: Game Design Discussion

Topic: The Deflect Missiles experience

Replies: 16

Views: 2773

Re: The Deflect Missiles experience

Having to cast buffs after you cast transmutations is "brutal"? I mean It's a nerf, but I wouldn't categorize it as 'brutal' I mean you have 2 forms that explicitly give a wizardry penalty The joke is that transmutations are status-giving self-targeting spells, so if read literally, your ...

Thursday, 11th October 2018, 23:08

Forum: Game Design Discussion

Topic: The Deflect Missiles experience

Replies: 16

Views: 2773

Re: The Deflect Missiles experience

Siegurt wrote:Expire all status-giving self-targeting spells (but not consumables or hostile enchantments) when you remove, wear or meld any equipment (jewelry and weapons included)

brutal transmuter nerfs

Sunday, 7th October 2018, 05:37

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2857

Views: 553965

Re: Best/Worst Artifacts

  Code:
Y - the ring of the Duke (right hand) {Wiz rN+ Int+3}
You found it on level 10 of the Dungeon.

dukes are basically mages right

Thursday, 20th September 2018, 04:28

Forum: Dungeon Crawling Advice

Topic: Zin and Mutations

Replies: 2

Views: 906

Re: Zin and Mutations

You can't get any mutations from mutations potions under zin, so they behave just like cure mutation potions.

Thursday, 20th September 2018, 04:26

Forum: Game Design Discussion

Topic: Kobolds are just worse deep elves

Replies: 47

Views: 9782

Re: Kobolds are just worse deep elves

Kobolts can use crossbows to stab critters relatively effectively, right? I mean, with high stealth & crossbow skill, the 1st shot should deal double damage, which is more important for crossbows than for longbows because crossbows have a higher base damage. I say 'should' because I haven't pla...

Monday, 17th September 2018, 06:31

Forum: Game Design Discussion

Topic: Bug in Labyrinth? a stash with translucent stone walls

Replies: 20

Views: 4368

Re: Bug in Labyrinth? a stash with translucent stone walls

The bailey vault axe is actually encased in unbreakable stone if I'm remembering what you're talking about. You can't ever get it, even with Shatter.

Monday, 27th August 2018, 22:58

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP - VpEn^Kiku 15 Runes

Replies: 2

Views: 885

Re: YAVP - VpEn^Kiku 15 Runes

orbs of fire are not particularly good at killing malign gateways to begin with given that eldritch tentacles have fire immunity (amongst other immunities.)

Saturday, 25th August 2018, 03:15

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: the problem with necromancy

Replies: 19

Views: 3468

Re: CIP: the problem with necromancy

it's a shame necromancers don't get a spell in the starting book that let them heal while damaging monsters, that could really help with their survivability. in your situation it wouldn't even matter if it only worked in melee, since naga sharpshooters don't have a higher damage output in melee comp...

Thursday, 9th August 2018, 07:57

Forum: Game Design Discussion

Topic: Remove MP costs from god abilities

Replies: 45

Views: 5705

Re: Remove MP costs from god abilities

every mage start other than summoner has a spell that ignores EV, so they don't actually need sunlight

Wednesday, 8th August 2018, 05:24

Forum: Game Design Discussion

Topic: Remove MP costs from god abilities

Replies: 45

Views: 5705

Re: Remove MP costs from god abilities

you're still not answering the main issue, which is "does having controlled blink memorized and castable somehow reduce the power level of a mage character?" should players avoid learning utility spells because it "reduces their power level"?

Wednesday, 8th August 2018, 04:46

Forum: Game Design Discussion

Topic: Remove MP costs from god abilities

Replies: 45

Views: 5705

Re: Remove MP costs from god abilities

Even if the mage can manage the MP cost by saving enough MP to use the god abilities as well as his spells, it's making him weaker by forcing him to cast fewer spells. Therefore it makes the god weaker and less attractive for the mage, while the MP cost is mostly irrelevant to the brute. god powers...

Wednesday, 8th August 2018, 03:53

Forum: Game Design Discussion

Topic: Vehumet needs something

Replies: 40

Views: 5344

Re: Vehumet needs something

draw out power's draining cost is negligeable and refunds itself very quickly.

Wednesday, 8th August 2018, 03:47

Forum: Game Design Discussion

Topic: Remove MP costs from god abilities

Replies: 45

Views: 5705

Re: Remove MP costs from god abilities

hmm, controlled blink costs mp but for some mysterious reason, it's still learned by mage characters for extended. perhaps players playing mage characters... can manage mp?

see also: blink, sticks to snakes, passage of golubria for non-extended examples

Saturday, 4th August 2018, 07:41

Forum: Crazy Yiuf's Corner

Topic: Is tomb too difficult?

Replies: 27

Views: 4882

Re: Is tomb too difficult?

my favorite way of doing tomb safely is to not enter it

Friday, 3rd August 2018, 21:00

Forum: Game Design Discussion

Topic: Can we tone down the number of two-headed ogres

Replies: 90

Views: 12164

Re: Can we tone down the number of two-headed ogres

rigrig wrote:
Siegurt wrote:Two-headed ogrecrawl, all two headed ogres all the time!

Even better: N-headed ogrecrawl, where N is the depth. (Except maybe Lair+branches, which have N-headed hydras)

sounds like it's time to bring the hydrataur out of retirement

Thursday, 26th July 2018, 20:51

Forum: Dungeon Crawling Advice

Topic: Extended Gods besides Mak/TSO/Veh?

Replies: 20

Views: 6132

Re: Extended Gods besides Mak/TSO/Veh?

dithmenos also gives shadow form, which notably has torment immunity and makes it convenient to steal runes from specific areas

Thursday, 26th July 2018, 06:14

Forum: Dungeon Crawling Advice

Topic: How to win Deep Elves?

Replies: 128

Views: 17457

Re: How to win Deep Elves?

bel wrote:Surely this is a bug? It can't be intentional to provide such a big wiz boost (from 60% failure to 7% failure).

oh you're right, I was testing it on a character wearing plate armor, the failure rate would actually be ~25% with a large shield (7% with regular shield.)

Wednesday, 25th July 2018, 09:30

Forum: Dungeon Crawling Advice

Topic: How to win Deep Elves?

Replies: 128

Views: 17457

Re: How to win Deep Elves?

with no sources of wizardry, that deep elf would have a ~60% failure rate for fireball (regular shield raises it to ~20%), that's how strong vehumet's wizardry is. the spell rate change was also added after 0.21 so it has no impact here

Wednesday, 25th July 2018, 08:43

Forum: Dungeon Crawling Advice

Topic: How to win Deep Elves?

Replies: 128

Views: 17457

Re: How to win Deep Elves?

no comments on whether or not it's a good idea, but a defe of vehumet can wear a large shield in lair with minimal problem: Dungeon Crawl Stone Soup version 0.21.0 (tiles) character file. defe the Arsonist (Deep Elf Fire Elementalist) Turns: 19487, Time: 00:44:33 Health: 78/78 AC: 13 Str: 5 XL: 13 N...

Tuesday, 24th July 2018, 02:19

Forum: Game Design Discussion

Topic: Stack Five alternative

Replies: 35

Views: 4505

Re: Stack Five alternative

right, but there's an implied "because I find it useful". don't be deliberately obtuse
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