Search found 1281 matches

Monday, 7th December 2015, 07:08

Forum: Crazy Yiuf's Corner

Topic: what if take-off penalties were XP-gated?

Replies: 6

Views: 2041

Re: what if take-off penalties were XP-gated?

Then Ash's conduct becomes "you have to keep cursing stuff as the curses wear off Actually Ash would be more interesting if Ash maintained curses instead of letting them wear off, forcing you to suffer the consequences of taking cursed items off unlike everyone else. Ash could have a active ab...

Monday, 7th December 2015, 04:49

Forum: Game Design Discussion

Topic: make Fedhas passively let worshipers walk through water

Replies: 7

Views: 2234

Re: make Fedhas passively let worshipers walk through water

Yeah but imagine if you got MR++ from Trog's Hand only when flying, and everyone but a gargoyle or tengu had to find a ring or boots of flying to get MR++ from Trog's Hand, or something ridiculous like that - that's like how Fedhas and rain work with respect to swimming/flying species.

Monday, 7th December 2015, 03:53

Forum: Game Design Discussion

Topic: Use crosstrained skill, not base skill

Replies: 10

Views: 2370

Re: Use crosstrained skill, not base skill

Oh, like if you trained LBl to 27, then siphoned off all of your SBl skill to dodging, thus getting significant sub-27 skill in LBl with absolutely no skill in SBl. I hadn't thought of that. You could halt Skill Transfer when you deplete a skill to the minimum level you can have with current crosstr...

Monday, 7th December 2015, 03:36

Forum: Game Design Discussion

Topic: Transmutation inconsistencies, and some ideas

Replies: 26

Views: 5847

Re: Transmutation inconsistencies, and some ideas

When you found out that you could move after all, did you immediately think "Ah! Then it must set my pre-slow base speed to 10 regardless of my species, even though it doesn't change anything else like size!"

Monday, 7th December 2015, 02:23

Forum: Game Design Discussion

Topic: Use crosstrained skill, not base skill

Replies: 10

Views: 2370

Re: Use crosstrained skill, not base skill

How about ceasing the blue nonsense and simply make e.g. training LBl dump an additional free 40% skillpoints into SBl? Then blue font will be used for Okawaru and Ashenzari but not crosstraining. When you lower a skill using Ashenzari skill transfer, make it deplete related crosstrained skills. Kee...

Sunday, 6th December 2015, 23:11

Forum: Dungeon Crawling Advice

Topic: Pakellas

Replies: 18

Views: 5632

Re: Pakellas

I scummed 0.11/0.12 Nemelex, not sure if that's as old as when you scummed but I found scumming old Nemelex early can have extremely variable outcomes e.g. only 1 deck after clearing lair.

Sunday, 6th December 2015, 22:02

Forum: Game Design Discussion

Topic: Deck rework suggestion

Replies: 13

Views: 3653

Re: Deck rework suggestion

@Floodkiller At least that's functional. The 5 cards in your hand can easily fit into the ^ screen. 1 note: Blind Draw should not be a 0* ability because then you could excommunicate yourself by spamming Blind Draw, then run back to the altar and rejoin with 15 piety again. The only god that you can...

Sunday, 6th December 2015, 20:01

Forum: Dungeon Crawling Advice

Topic: Pakellas

Replies: 18

Views: 5632

Re: Pakellas

Helix Card is now only found, not gifted, but yeah it has a nasty effect (degeneration I think)

Sunday, 6th December 2015, 19:57

Forum: Game Design Discussion

Topic: Rework gozag food shops for ghouls

Replies: 6

Views: 2236

Re: Rework gozag food shops for ghouls

I always thought that ghouls rot constantly for flavor reasons, primarily, because it's so easy for them to cure rot that it's not an actual gameplay problem. So removing natural rotting from ghoul perks should not affect game balance or anything important like that. And, hello, they're already one ...

Sunday, 6th December 2015, 19:49

Forum: Crazy Yiuf's Corner

Topic: How to follow Gozag?

Replies: 19

Views: 5640

Re: How to follow Gozag?

It's a mystery, why shops keep increasing in price. Increasing prices were introduced with this commit: http://s-z.org/neil/git/?p=crawl.git;a=commit;h=6c4c28ead39be3cd334424aea31b5898990d2b05 Then this was removed for potion petition but not call shop: http://s-z.org/neil/git/?p=crawl.git;a=commit;...

Sunday, 6th December 2015, 17:28

Forum: Dungeon Crawling Advice

Topic: Pakellas

Replies: 18

Views: 5632

Re: Pakellas

Is there some kind of Mummy-Nemelex synergy?

e: Oh, I get it - being forced to not carry any potions :P

Sunday, 6th December 2015, 07:54

Forum: Game Design Discussion

Topic: make Fedhas passively let worshipers walk through water

Replies: 7

Views: 2234

Re: make Fedhas passively let worshipers walk through water

But see, octopodes and merfolk already have that cheese. That's the issue. Let everybody have the cheese. Don't dole it out selectively. If it was just a couple species that were really bad with Fedhas, that would be a different story - like Trog and unberserkable species. But don't put pressure to ...

Sunday, 6th December 2015, 05:07

Forum: Crazy Yiuf's Corner

Topic: Buff Yred

Replies: 22

Views: 5401

Re: Buff Yred

To say that Yred's not very high priority on the list of flagrantly bad aspects of Crawl is one thing, to disagree with OP is another. I mean, to really say that OP is wrong you must claim "Yred should suck in extended" which I don't think is easy to do. There's no reason to be defensive a...

Sunday, 6th December 2015, 04:56

Forum: Crazy Yiuf's Corner

Topic: Revised Yredelemnul: God of Constructs

Replies: 11

Views: 2748

Re: Revised Yredelemnul: God of Constructs

Recent thread inspired me to bump. Existing nonliving monsters tend to have interesting properties and abilities. A lot of them use ranged attacks, addressing the 'boring melee' issue brought up by bcarden. Overall Yred would stay good longer while still making complete holistic sense. Changing Yred...

Sunday, 6th December 2015, 00:02

Forum: Game Design Discussion

Topic: Deck rework suggestion

Replies: 13

Views: 3653

Re: Deck rework suggestion

The main problem I see is that when you make decks non-consumable, something has to be done to balance the power / prevent you from spamming them like nonstop. Yeah, basically, either that or cards need to be nerfed. Although it should be noted that a ton of cards are worse than high-end summonings...

Saturday, 5th December 2015, 21:13

Forum: Game Design Discussion

Topic: Incoming Amulet Reform Discussion

Replies: 193

Views: 65900

Re: Incoming Amulet Reform Discussion

"The old penalties..."
heh, so old
You're quick to find ways to get these mechanics to work!

Saturday, 5th December 2015, 08:15

Forum: YASD! YAVP! and characters in progress too

Topic: [cip] SpEn Kiku

Replies: 6

Views: 1958

Re: [cip] SpEn Kiku

6. you can animate designer skeletons like those scattered in Labyrinth
7. if you leave a level long enough for your killed enemies to rot into skeletons, you still have something to animate

Saturday, 5th December 2015, 08:08

Forum: Game Design Discussion

Topic: Incoming Amulet Reform Discussion

Replies: 193

Views: 65900

Re: Incoming Amulet Reform Discussion

1) Adds a lot of complexity. There's different removal penalties for each amulet? That's a lot for new players to pick up. I think there's more to it than different removal penalties. The penalties are arbitrary. I don't know why Dismissal should give you contam or even teleportitis, nor Regenerati...

Saturday, 5th December 2015, 08:00

Forum: Game Design Discussion

Topic: Malmutate Discussion

Replies: 36

Views: 9524

Re: Malmutate Discussion

You can have a bit of best of both worlds if potions of cure mutations are made more common and if they turn permanent mutations into temporary ones instead of just insta-erasing them.

Saturday, 5th December 2015, 01:52

Forum: Crazy Yiuf's Corner

Topic: what if take-off penalties were XP-gated?

Replies: 6

Views: 2041

Re: what if take-off penalties were XP-gated?

to be bumped by twelve

the humiliation :oops:

Friday, 4th December 2015, 21:10

Forum: Game Design Discussion

Topic: give players control over Jiyva stat shuffling - chaotically

Replies: 3

Views: 1185

Re: give players control over Jiyva stat shuffling - chaotic

I simply submit to the implicit purpose of current stat shuffling.
dynast wrote:But would you remove stat shuffling to implement that?

Well, maybe. Or make it completely unweighted. Or, as I said, less aggressive, for the same reason you pointed out.

Friday, 4th December 2015, 20:55

Forum: Game Design Discussion

Topic: give players control over Jiyva stat shuffling - chaotically

Replies: 3

Views: 1185

give players control over Jiyva stat shuffling - chaotically

Jiyva’s stat shuffling tends to be very biased. It can easily give you stats you don’t need, endanger you to collapse, etc. At the same time it is deterministic and can be gamed through equipment selection and skilling. It feels like a remnant from the skillpool era and does not belong in Modern Cra...

Friday, 4th December 2015, 20:31

Forum: Crazy Yiuf's Corner

Topic: Buff Yred

Replies: 22

Views: 5401

Re: Buff Yred

No, I was the one who was turning the perspective around, a point which you may have missed: Lasty asserts “unbalanced is fine” which I challenge with the assertion “balanced is fine”. Technically nobody has backed up either assertion yet since it’s such a fundamental topic that you have to delve de...

Friday, 4th December 2015, 17:34

Forum: Crazy Yiuf's Corner

Topic: Buff Yred

Replies: 22

Views: 5401

Re: Buff Yred

Yred is already one of the stronger gods for the 3-rune game. I don't think Yred also needs to be an amazing god in 15 rune games. It's not a bad thing for god power to change in different areas of the game. But why is it better for a god to be bad post-mid? And why is it worse for a god to remain ...

Friday, 4th December 2015, 17:09

Forum: Game Design Discussion

Topic: Vampires: minor feature request

Replies: 4

Views: 1538

Re: Vampires: minor feature request

Dharmy wrote:EDIT: Since mutagenic chunks give no nutrition, why can't they always be eaten?

That's the only reason Engorged is a negative status effect.

Friday, 4th December 2015, 15:01

Forum: Crazy Yiuf's Corner

Topic: PSA: Item destruction is back (but for randarts this time)

Replies: 34

Views: 10022

Re: PSA: Item destruction is back (but for randarts this tim

What about all the troll monks that wield a cursed -2 slingshot on D:2 and can't find a remove curse scroll until the orc shops?

Friday, 4th December 2015, 14:55

Forum: Game Design Discussion

Topic: Rub out 'p' key.

Replies: 9

Views: 3347

Re: Rub out 'p' key.

Well, > doesn't really mean 'enter', it means 'descend the stairs to another level', and it's kludged to work for shops and portals. It's better than there being an abilities button for entering a shop. The only reason that would not be as bad with altars is you use altars more rarely than shops, so...

Friday, 4th December 2015, 08:28

Forum: Game Design Discussion

Topic: make Fedhas passively let worshipers walk through water

Replies: 7

Views: 2234

make Fedhas passively let worshipers walk through water

Fedhas should let you walk straight into shallow and deep water without movement or attack penalty, and let you pick stuff up from the bottom. Flavored as Fedhas moving water aside to let you pass - think of Moses crossing the red sea. This would seem somewhat weird only in the case that the player ...

Friday, 4th December 2015, 06:57

Forum: Crazy Yiuf's Corner

Topic: PSA: Pakellas is in trunk (and I finally saw an altar)

Replies: 1

Views: 899

Re: PSA: Pakellas is in trunk (and I finally saw an altar)

Aww **** there's no going back now! :evil:

Friday, 4th December 2015, 06:54

Forum: Game Design Discussion

Topic: proposal: a fragility-based Ashenzari + a Curses reform

Replies: 0

Views: 847

proposal: a fragility-based Ashenzari + a Curses reform

Basic idea can be laid out like this: ⋅ non-book artefacts and blue items can have up to 1 quality (*drain,*contam,*fragile...) that produces a nasty effect on unequip ⋅ remove curses and the Scroll of Remove Curse; introduce the Scroll of Impart Fragility ⋅ Scroll of I...

Friday, 4th December 2015, 06:38

Forum: Crazy Yiuf's Corner

Topic: PSA: Item destruction is back (but for randarts this time)

Replies: 34

Views: 10022

Re: PSA: Item destruction is back (but for randarts this tim

I have a little question about this - what happens when a monster wields a fragile item? Does the item disappear when they unwield it? I ask because last time I checked, monsters could unwield weapons of distortion with impunity, and Ash should be able to tell you if a monster is wielding a Fragile ...

Friday, 4th December 2015, 06:06

Forum: Game Design Discussion

Topic: Lom Lobon's abilities and their consequences

Replies: 22

Views: 4954

Re: Lom Lobon's abilities and their consequences

Spells in general have the effect happen before the spellcasting noise happens uh? - and non-spells have their noise happen before the main effect? :? (unless the spell takes more than one turn like passwall) Speaking of which, that's not just spells. If you have blurry vision, the delay when readi...

Friday, 4th December 2015, 05:12

Forum: YASD! YAVP! and characters in progress too

Topic: Food issues

Replies: 4

Views: 1312

Re: Food issues

Surely you could do Slime:6 if you wanted to, and food from its vaults would likely reimburse the expenditure. You got to Slime:5 already. With 13 evo you have 15% chance to paralyze TRJ after reading vulnerability, or roughly 50% over 3 zaps, and you have 11 of those scrolls. And you can kill and e...

Friday, 4th December 2015, 01:22

Forum: Game Design Discussion

Topic: New God: U(nclothed), a Martial Arts God

Replies: 24

Views: 6658

Re: New God: U(nclothed), a Martial Arts God

Aethrus wrote:the prospect of piety super meter gods is being seriously discussed

What makes you believe this is the case?

Friday, 4th December 2015, 01:16

Forum: Crazy Yiuf's Corner

Topic: PSA: Stairs now marked "known" if you've seen both ends

Replies: 4

Views: 1363

Re: PSA: Stairs now marked "known" if you've seen both ends

Cool! So if you go down to D:2 for the first time, and see one upstairs nearby, you now know which of the remaining 2 downstairs on D:1 it leads to?

Friday, 4th December 2015, 01:12

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: DsGl of Ru: Should I give Ru a hand?

Replies: 1

Views: 932

Re: CIP: DsGl of Ru: Should I give Ru a hand?

Each hand makes a separate attack in UC. Sacrificing hand makes you lose your offhand attack, which is much weaker than your main hand attack. You don't get any extra delay. Go for it.

Thursday, 3rd December 2015, 21:45

Forum: Crazy Yiuf's Corner

Topic: what if take-off penalties were XP-gated?

Replies: 6

Views: 2041

what if take-off penalties were XP-gated?

*meaning if the property that gives the penalty were XP-gated, rather than if the penalty incurred by taking off the item were XP-gated. This thread is about *contam, *drain, *fragile, *rot, and maybe other properties I forgot, but not faith. It does not matter how long you've been wearing the artef...

Thursday, 3rd December 2015, 05:52

Forum: Crazy Yiuf's Corner

Topic: PSA: Item destruction is back (but for randarts this time)

Replies: 34

Views: 10022

Re: PSA: Item destruction is back (but for randarts this tim

right - so you'd want to either hide the fragility, or if you warn about the fragility before equip, you might as well auto-identify the whole article.

Thursday, 3rd December 2015, 01:54

Forum: Crazy Yiuf's Corner

Topic: PSA: Item destruction is back (but for randarts this time)

Replies: 34

Views: 10022

Re: PSA: Item destruction is back (but for randarts this tim

A fragile Majin-Bo would be hilarious.

Thursday, 3rd December 2015, 00:11

Forum: Crazy Yiuf's Corner

Topic: PSA: Item destruction is back (but for randarts this time)

Replies: 34

Views: 10022

Re: PSA: Item destruction is back (but for randarts this tim

I have to agree with dpeg and Archaeo here. If there was a chance to break upon removal, it could be aggravating in a way similar to old item destruction. BugHunter, as for ID scrolls, you forgot to mention that having something fragile on prevents you from equip-identifying other items that use the...

Wednesday, 2nd December 2015, 23:59

Forum: Game Design Discussion

Topic: Incoming Amulet Reform Discussion

Replies: 193

Views: 65900

Re: Incoming Amulet Reform Discussion

On a whim I explored the possibility of flipping the basic idea of the amulets reform on its head - to make rings hard to swap. The result seems neater than I expected. It's in CYC now but I think it answers various complaints here. For example, your set of rings becomes akin to a low-tier low-wrath...

Wednesday, 2nd December 2015, 21:35

Forum: Game Design Discussion

Topic: Strategic Consumables Reform

Replies: 4

Views: 1591

Re: Strategic Consumables Reform

1) a species that has access to strategic scrolls but not tactical scrolls 2) a species that has access to tactical scrolls but not strategic scrolls 3) a species that has access to neither strategic nor tactical scrolls What makes you assume that #1 is better and more interesting than #2 and #3?? E...

Wednesday, 2nd December 2015, 07:51

Forum: Game Design Discussion

Topic: Make doing mega zigs less tedius

Replies: 49

Views: 12216

Re: Make doing mega zigs less tedius

In no way except that sacrificing artifice locks you out of the megazigging game. BOOOOOO!

Wednesday, 2nd December 2015, 07:33

Forum: Crazy Yiuf's Corner

Topic: Diablo

Replies: 6

Views: 1670

Re: Rework gozag food shops for ghouls

speedrunning Diablo 2 is really not what I had in mind but if you post a link I'll take a peek

Wednesday, 2nd December 2015, 07:17

Forum: Crazy Yiuf's Corner

Topic: lab to wizlab

Replies: 10

Views: 2572

Re: lab to wizlab

OK, let's just wait and see what Gammafunk comes up with.

Wednesday, 2nd December 2015, 03:42

Forum: Crazy Yiuf's Corner

Topic: lab to wizlab

Replies: 10

Views: 2572

Re: lab to wizlab

How did this end up in CYC? I looked at the previous lab-related threads and the dev wiki, and didn't see anywhere the simple suggestion of turning the labyrinth into one of the wizlabs. I also addressed the common rebuttals to both removing the lab and keeping the lab as-is. I even mentioned issues...

Wednesday, 2nd December 2015, 03:21

Forum: Dungeon Crawling Advice

Topic: how do monsters prioritize sound??

Replies: 5

Views: 1859

Re: how do monsters prioritize sound??

Really? No responses? Does nobody actually know? Surprising, because this topic is important. Much of the challenge in Crawl is due to multiple monsters being able to attack you. And that is made possible almost exclusively due to sound. Without sound, Crawl tactics would look very different. Luring...

Wednesday, 2nd December 2015, 03:13

Forum: Crazy Yiuf's Corner

Topic: Diablo

Replies: 6

Views: 1670

Re: Rework gozag food shops for ghouls

Now, now, a game like Diablo can still be strategically and tactically deep and challenging, with rogue-like penalties for screwing up, and have absolutely no food-like timer.

Wednesday, 2nd December 2015, 03:06

Forum: Crazy Yiuf's Corner

Topic: brainstorming: swappable amulets & unswappable rings

Replies: 2

Views: 1228

brainstorming: swappable amulets & unswappable rings

So everybody was discussing why devs want to make amulets less swappable and this came up: And why remove amulet swapping over ring swapping? Amulet swapping is significantly faster and smoother and less annoying than ring swapping because you're only wearing one so there's no pause and extra keystr...
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