Search found 594 matches

Thursday, 18th October 2018, 23:46

Forum: Game Design Discussion

Topic: Give backrounds consumables on start

Replies: 35

Views: 855

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: 35

Views: 855

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: 2696

Views: 253447

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: 550

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: 550

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: 2696

Views: 253447

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: 211

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: 41

Views: 2355

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: 1089

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: 204

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: 755

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: 1506

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: 1506

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: 1506

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: 1431

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: 1506

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: 25

Views: 1457

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: 3030

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: 12

Views: 996

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: 129

Views: 4706

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: 129

Views: 4706

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: 129

Views: 4706

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: 1252

Re: Stack Five alternative

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

Monday, 16th July 2018, 22:12

Forum: Game Design Discussion

Topic: Arcane Marksman

Replies: 25

Views: 1146

Re: Arcane Marksman

wielding a random weapon in the hopes that it won't be a cursed -3 death sentence, or just hoping that the RNG will provide enough ammo scattered about that they won't run out and be unable to defend themselves. the starting ammo given to an arcane marksman is generally enough to last at least 4 fl...

Thursday, 21st June 2018, 00:18

Forum: Game Design Discussion

Topic: Dungeon Crawl: Mage Book

Replies: 16

Views: 1452

Re: Dungeon Crawl: Mage Book

you're describing a proposal where shields become a form of jewellery with varying bonuses, players are going to carry as many useful ones as they can and swap them frequently. the only reason players don't currently do that with shields is because shield egos are weak enough that the deciding facto...

Wednesday, 20th June 2018, 23:37

Forum: Game Design Discussion

Topic: Dungeon Crawl: Mage Book

Replies: 16

Views: 1452

Re: Dungeon Crawl: Mage Book

so your solution is to bring back the inventory issues books created, you say

Thursday, 31st May 2018, 21:37

Forum: Game Design Discussion

Topic: Vehumet's early gifts are really weak

Replies: 22

Views: 1254

Re: Vehumet's early gifts are really weak

kiku's first book is very strong when you consider you also get corpse delivery

Friday, 4th May 2018, 20:29

Forum: Game Design Discussion

Topic: Remove spell hunger

Replies: 30

Views: 2202

Re: Remove spell hunger

To celebrate no spell hunger: take a low/mid level, non-undead character, try to find summon dragons spell, get it to 9x% chance to cast, sit on the stairs and repeat casting it until it finally works. Go down stairs, kill stuff. Rinse, repeat. Contamination.. oh noes, lots of bad mutations swappin...

Tuesday, 1st May 2018, 02:06

Forum: Game Design Discussion

Topic: Merchant, a Gozag zealot background

Replies: 9

Views: 1513

Re: Merchant, a Gozag zealot background

let's skip the step where the player starts in a bazaar and instead randomly buy items for them, then we can call this background "Wanderer"

Tuesday, 1st May 2018, 01:32

Forum: Game Design Discussion

Topic: Background Equipment

Replies: 2

Views: 449

Re: Background Equipment

we don't compensate spellcasting background combinations (e.g. FoWr can't use Blink and scrolls of blinking, MuNe can't use regeneration), so it doesn't make sense to compensate non-spellcasting backgrounds. all this does is create a lot of bookkeeping; the current assignment is a straightforward re...

Saturday, 21st April 2018, 00:19

Forum: Game Design Discussion

Topic: Lehudib's Crystal Rapier

Replies: 8

Views: 782

Re: Lehudib's Crystal Rapier

i think most characters with an int stat high enough to make this item useful have better ways to kill things

Tuesday, 17th April 2018, 07:06

Forum: Crazy Yiuf's Corner

Topic: Change Robe of Night description

Replies: 5

Views: 449

Re: Change Robe of Night description

yeah, we already have a god of umbra in the game that we could reference

Tuesday, 17th April 2018, 06:55

Forum: Dungeon Crawling Advice

Topic: Some notes about spell success penalties

Replies: 4

Views: 811

Some notes about spell success penalties

There was a discussion on Discord about calculating requirements for spell failure and I did some math to try and simplify the work; here's the stuff I worked out. First, here's a summary of what this post covers: This is going to explain (roughly) how spell level, spell schools, spellcasting, Int, ...

Monday, 9th April 2018, 03:33

Forum: Crazy Yiuf's Corner

Topic: The best crawl guide ever written

Replies: 8

Views: 833

Re: The best crawl guide ever written

i suspect tasonir is lying about the quality of this guide, because it doesn't mention statue form, chei, vinestalkers OR naga

Monday, 9th April 2018, 03:23

Forum: Game Design Discussion

Topic: Mummy Curses

Replies: 16

Views: 1001

Re: Mummy Curses

Perhaps a Zig more clearly illustrates the point I'm trying to make: If you hit a level filled with mummies, what choice do you really have to not have one of those three gods and/or necromutation? No matter how clever your strategy or play is, aside from avoiding the content, you'll be punished a ...

Wednesday, 21st March 2018, 01:12

Forum: Crazy Yiuf's Corner

Topic: Why Start With These Backgrounds?

Replies: 31

Views: 1318

Re: Why Start With These Backgrounds?

the classes that are under warrior-mage have one thing in common: they can't kill things at XL1 without using a weapon/unarmed combat, and the rest of their spells are not very efficient for killing things without using weapons/UC. classifying wizard as a warrior-mage would make this distinction unc...

Wednesday, 21st March 2018, 00:51

Forum: Game Design Discussion

Topic: Species Proposal - Faerie Dragon

Replies: 186

Views: 13257

Re: Species Proposal - Faerie Dragon

Tumalu wrote:One fireball is better than 5 flame tongues, isn't it? Louder, but. 1/5th the casting time ontop of that.

even assuming this is true, 1 conjure flame and 0mp flame tongues is better than casting fireball even once

Tuesday, 20th March 2018, 19:23

Forum: Crazy Yiuf's Corner

Topic: Why Start With These Backgrounds?

Replies: 31

Views: 1318

Re: Why Start With These Backgrounds?

Poison mage: the problem with poison mage is simple. All of your spells can be resisted with rPoison. That means that you cannot hurt any undead, excluding you from ossuary, because it's unlikely that your backup killdudes can be good enough to win there most ossuaries have monsters slower than you...

Tuesday, 20th March 2018, 19:17

Forum: Game Design Discussion

Topic: Species Proposal - Faerie Dragon

Replies: 186

Views: 13257

Re: Species Proposal - Faerie Dragon

Also, lv1 spells mostly suck. Especially if the speed is removed (I think it should be), you're gonna be in a bad spot if you don't kill things before they reach you and you just keep casting lv1 spells at it. This can be true as early as D2 0 MP freeze, pain, shock and flame tongue are all really ...

Wednesday, 7th March 2018, 23:03

Forum: Game Design Discussion

Topic: make armor multiply spell difficulty, not add

Replies: 16

Views: 974

Re: make armor multiply spell difficulty, not add

the point I'm making is that switching to a multiplier instead of an additive modifier doesn't actually accomplish anything; either you barely affect spell difficulty to the point that wearing heavy armour is a no-brainer, or you affect spell difficulty to such an extreme that wearing heavy armour i...

Tuesday, 6th March 2018, 21:44

Forum: Game Design Discussion

Topic: make armor multiply spell difficulty, not add

Replies: 16

Views: 974

Re: make armor multiply spell difficulty, not add

this proposal would just make it significantly easier to cast low level spells in heavy armour, which is not desirable gameplay given the large number of useful spells at low levels. for specifics, the current "spell difficulty" values are 3 (level 1) 15 (level 2) 35 (level 3) 70 (level 4)...

Sunday, 4th March 2018, 23:59

Forum: Crazy Yiuf's Corner

Topic: Really?

Replies: 26

Views: 1281

Re: Really?

yes, BVC is specifically coded to not work on things you can't see (so you don't walk away and deal damage out of LOS)

Thursday, 22nd February 2018, 21:12

Forum: Game Design Discussion

Topic: Redesign Makhleb's active abilities

Replies: 25

Views: 1736

Re: Redesign Makhleb's active abilities

johlstei wrote:I would have rather folded the two failure chances together

...that's what the commit does

Friday, 16th February 2018, 21:48

Forum: Game Design Discussion

Topic: Make All Amulets Fragile, Remove Anti-Swap Downsides

Replies: 31

Views: 2112

Re: Make All Amulets Fragile, Remove Anti-Swap Downsides

mrob wrote:spirit shield doesn't need to drain MP

we really don't need an amulet that effectively acts as a heal wounds potion

Wednesday, 7th February 2018, 20:29

Forum: Game Design Discussion

Topic: "Amulet of Mighty Fists"

Replies: 13

Views: 1089

Re: "Amulet of Mighty Fists"

Shtopit wrote:The one situation in which I think it would make sense is with troll vs hydras, and that could be resolved if treeform gave you wood punches (turns your claws into tree stumps, damage bonus similar to stone form).

this phrasing makes it sound like lignification doesn't already do these things

Monday, 29th January 2018, 20:20

Forum: Dungeon Crawling Advice

Topic: Tomb 3 strategy without ranged attack?

Replies: 16

Views: 1345

Re: Tomb 3 strategy without ranged attack?

i just teleport ninja the rune

turns out you don't need to kill every single monster to get it

Thursday, 25th January 2018, 01:48

Forum: Dungeon Crawling Advice

Topic: Pure caster advice

Replies: 61

Views: 11855

Re: Pure caster advice

actually, shatter now does 1 die of damage to insubstantial monsters in trunk (vs 3 for normal monsters)

Monday, 22nd January 2018, 21:06

Forum: Crazy Yiuf's Corner

Topic: My favorite silly crawl thing

Replies: 16

Views: 1070

Re: My favorite silly crawl thing

nago wrote:Actually, probably the thing I prefer most is to enslave duvessa or dowan and let one twin kill the other, but I guess this is a tad sadistic interaction to enjoy.

then you pacify the one who survives
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