Search found 1773 matches

Saturday, 13th May 2017, 00:19

Forum: YASD! YAVP! and characters in progress too

Topic: Best approach to escape this pickle?

Replies: 8

Views: 1192

Re: Best approach to escape this pickle?

I gave it a shot. Fear got the orb guardians moving east, and the first teleport moved me a bit to the west. I used Bolt of Cold to pick off a draconian and the one pursuing Orb Guardian, then used fog when Ring of Flames expired to keep the Ancient Litch from seeing me for a bit. The second telepor...

Friday, 12th May 2017, 23:50

Forum: YASD! YAVP! and characters in progress too

Topic: Best approach to escape this pickle?

Replies: 8

Views: 1192

Re: Best approach to escape this pickle?

I don't have a buckler because I might need to melee something elec resistant with my lajatang! The teleport to get here was delayed. I guess that's a fairly recent change in trunk? I don't think fog will help much because I cast Ring of Fire to increase my rF against the last Orb of Fire. I might n...

Friday, 12th May 2017, 22:29

Forum: YASD! YAVP! and characters in progress too

Topic: Best approach to escape this pickle?

Replies: 8

Views: 1192

Best approach to escape this pickle?

This DEFE of Vehumet is my first character that can cast firestorm, and I've been celebrating by making a little too much noise. I cast it 4 times to kill an orb of fire, then ran into another one while retreating and teleported into a batch of enemies near the Orb Chamber. I'm down to 92 HP and 11M...

Saturday, 28th January 2017, 00:25

Forum: Game Design Discussion

Topic: Remove Regeneration

Replies: 67

Views: 8953

Re: Remove Regeneration

Give it an even chance of causing confusion (like ambrosia), draining stats, or draining skills. And let one cast last until HP are full. Then it's useful for getting back to safe HP in unknown territory, but not for use after every fight.

Saturday, 28th January 2017, 00:05

Forum: Game Design Discussion

Topic: Dynamic Monsters branch

Replies: 48

Views: 9930

Re: Besotted Monsters branch

http://crawl.berotato.org/crawl/morgue/jejorda2/morgue-jejorda2-20170127-162540.txt I played a game in this branch without reading the thread first. I only noticed one bezotted monster during the game, and xv and fighting it weren't enough to tell me whether "bezotted" was good for me or t...

Thursday, 26th May 2016, 01:30

Forum: Crazy Yiuf's Corner

Topic: Quick question about Hepl

Replies: 7

Views: 490

Re: Quick question about Hepl

I don't see another good Hepl thread, so I'll put this here: -I just won a HOGl game with a hexer ancestor ( on cbo ). I don't win much, so Hepl is probably overpowered. -I used transference constantly to close the distance to ranged threats or split up groups. It's fun. I never noticed it slowing e...

Tuesday, 9th February 2016, 23:08

Forum: Contributions

Topic: Keyboard cheat sheet

Replies: 12

Views: 2286

Re: Keyboard cheat sheet

| switches between view modes: health, terrain, weapons, player, monster (I don't think it works in web tiles)

Wednesday, 3rd February 2016, 22:37

Forum: Game Design Discussion

Topic: Rune screen and rune effects

Replies: 41

Views: 2769

Re: Rune screen and rune effects

Getting the rune in the Snake Pit slows S monsters to N speed?

Friday, 1st January 2016, 13:25

Forum: Dungeon Crawling Advice

Topic: Recanting on iron rod

Replies: 20

Views: 1847

Re: Recanting on iron rod

The iron rod appears to hit an n-headed hydra n times, which is really good because they don't have AC. So it's a nice thing to have in Lair with an edged weapon.

Friday, 25th December 2015, 21:30

Forum: Dungeon Crawling Advice

Topic: Shields & UC?

Replies: 7

Views: 698

Re: Shields & UC?

Sif with a transmuter means you can cast dragon form at 66% failure and have no fear of miscasts, which leaves more xp for UC, fighting, and dodging. And you'll eventually be guaranteed the little things like blink and swiftness, so you can reset fights and try again if the form doesn't work the fir...

Wednesday, 16th December 2015, 11:18

Forum: Game Design Discussion

Topic: Death Cobs in .17

Replies: 67

Views: 7163

Re: Death Cobs in .17

Does it take more than one turn to eat a royal jelly? I've been playing as if those were a jerky/pizza substitute.

Sunday, 6th December 2015, 13:52

Forum: Dungeon Crawling Advice

Topic: stacking *Corr

Replies: 5

Views: 472

Re: stacking *Corr

Does wearing rCorr decrease the chance of getting hit by *Corr?

Does wearing multiple rCorr help more?

I have boots of *Corr/MR/rPois/Regen, gloves of rCorr, and an amulet of rCorr. I have other useful gloves and amulets. What to do?

Sunday, 6th December 2015, 13:02

Forum: Crazy Yiuf's Corner

Topic: Trove reporting

Replies: 454

Views: 76038

Re: Trove reporting

For two !cure mutation:

a - [Trove] a glowing shortbow
b - [Trove] a box of beasts
c - [Trove] 12 stones
d - [Trove] a glowing scythe
f - the +7 great mace "Kutish" (weapon) {holy, *Confuse Str+2 Dex+3}
k - a +0 battleaxe of venom
n - amulet of clarity

Clarity isn't bad.

Saturday, 5th December 2015, 13:15

Forum: Game Design Discussion

Topic: What if Blowguns used a Breath Timer?

Replies: 5

Views: 550

Re: What if Blowguns used a Breath Timer?

Does throwing skill (or needle type, or gun enchantment, or anything else) impact how long the breath timer is?

Saturday, 5th December 2015, 13:02

Forum: Game Design Discussion

Topic: Rub out 'p' key.

Replies: 9

Views: 1112

Re: Rub out 'p' key.

Replace altars with chapels so we have something to enter. Still a _ glyph, so it's just a matter of replacing the word everywhere it appears.

Thursday, 5th November 2015, 10:24

Forum: Game Design Discussion

Topic: Remove Abandoned Shops

Replies: 53

Views: 4641

Re: Remove Abandoned Shops

Improved shop mimics could be portals to a 9x9 room where you are surrounded by the dangerous creatures that forced the shopkeeper to abandon the shop. Or 2x1. There could be variation. Kind of like a labyrinth without the maze. And maybe without the loot. Or the announcement.

Friday, 30th October 2015, 22:50

Forum: Game Design Discussion

Topic: Proposal: changing weapon can't wake up enemies

Replies: 29

Views: 2131

Re: Proposal: changing weapon can't wake up enemies

The boots of the Assassin are special and let you stab with what you are wielding instead of the butchering dagger.

Friday, 23rd October 2015, 02:47

Forum: Game Design Discussion

Topic: Proposal: Add a Sif ability, store/delay a spell

Replies: 10

Views: 981

Re: Proposal: Add a Sif ability, store/delay a spell

Let storing the spell be foolproof, and have the spellpower be set by multiplying typical spyllpower [(piety+200)/(max possible piety + 200)]. Then have a chance to waste a turn instead of instantly casting the spell, based on invocations. Use a formula similar to Makhleb's old friendliness chance.

Sunday, 18th October 2015, 21:40

Forum: Game Design Discussion

Topic: Spicing up the slime pits

Replies: 24

Views: 2095

Re: Spicing up the slime pits

Because of all the disconnected areas and the lack of loot, it makes a lot of sense to dive to the bottom of slime and only clear the lowest level. The Royal Jelly is interesting enough that the rest of the level doesn't really need more. And the other levels won't really be interesting because they...

Saturday, 17th October 2015, 22:11

Forum: Game Design Discussion

Topic: Allow Ashenzari Scrolls to Curse Holy Wrath Weapons

Replies: 2

Views: 442

Re: Allow Ashenzari Scrolls to Curse Holy Wrath Weapons

I think "Are holy weapons good enough to sacrifice the skill boost" is a fun question. But on the other hand, in the late game where holy weapons are best, there is enough xp to get those last few levels of weapon skill without Ash's boost. And getting to use rods and maybe a launcher adds...

Saturday, 17th October 2015, 13:32

Forum: Game Design Discussion

Topic: Ghost Moths are too spoilery:

Replies: 28

Views: 3618

Re: Ghost Moths are too spoilery:

milks wrote:[Ghost moths] are the only permanently invisible monster with a ranged attack


Did vapours get removed?

Thursday, 8th October 2015, 12:12

Forum: Game Design Discussion

Topic: Proposal: Give limited damage estimates for weapons

Replies: 3

Views: 381

Re: Proposal: Give limited damage estimates for weapons

Once upon a time, someone proposed creating a screen for the wield command that was kind of like the memorize command for spells. There was lots of general support for the idea, but not much consensus over exactly what info should be included. I certainly like the idea of a list that compares the ef...

Thursday, 8th October 2015, 11:53

Forum: Technical Support

Topic: Tavern view problem

Replies: 7

Views: 586

Re: Tavern view problem

I've never seen this happen. I view the forum in Safari on a Mac and IE on Windows. Also mobile safari on an iPod from time to time. What are you using? Can you link to a post where the name is in the wrong place? You can right-click on the red or grey triangle beside the post date to get a link to ...

Wednesday, 7th October 2015, 23:58

Forum: Game Design Discussion

Topic: FR: Keep the Draconian breath weapon hotkey constant

Replies: 8

Views: 482

Re: FR: Keep the Draconian breath weapon hotkey constant

Maybe L1 draconian should have a placeholder breath weapon? Like maybe a roar that makes the same damage as shout, then gets replaced when the color is revealed? Or breath that can do nothing but wake up sleeping monsters at range, like throwing stones without needing to find stones, but with a brea...

Wednesday, 7th October 2015, 01:52

Forum: Game Design Discussion

Topic: Monster blink is obnoxious

Replies: 19

Views: 1046

Re: Monster blink is obnoxious

Blink with fast regeneration on imps is interesting, especially with the relatively high AC.
Blink on blink frogs makes a tough monster easier to escape.

I'm not sure why phantoms have blink. But sometimes I'm glad to escape an early one.

Sunday, 4th October 2015, 21:19

Forum: Game Design Discussion

Topic: Don't allow the player to wield nonweapons

Replies: 5

Views: 610

Re: Don't allow the player to wield nonweapons

Sandblast still needs stones, right?

Saturday, 3rd October 2015, 21:58

Forum: Dungeon Crawling Advice

Topic: What does size do?

Replies: 11

Views: 658

Re: What does size do?

Big things should block line of sight like walls do. Just to make size more relevant.

Saturday, 3rd October 2015, 14:02

Forum: Dungeon Crawling Advice

Topic: What does size do?

Replies: 11

Views: 658

Re: What does size do?

le_nerd wrote:SIze also affects if you can net a creature

I had no idea. Big things like Ogres, Hill Giants, and Cyclops are what I try to use nets on the most. I figure I'm likely to hit them since they aren't evasive.

Friday, 2nd October 2015, 23:25

Forum: Crazy Yiuf's Corner

Topic: stop calling things "fire" when they aren't fire

Replies: 44

Views: 2854

Re: stop calling things "fire" when they aren't fire

Ghosts are restless, anxious, and without repose. Spooky, beset, transient. Harrowing. Aggravating?

Could an eerie gloom replace ghostly flame? A vexing disturbance? A harrowing atmosphere? Anxious ambiance?

Thursday, 1st October 2015, 02:12

Forum: Game Design Discussion

Topic: Remove weapons of protection

Replies: 11

Views: 1166

Re: Remove weapons of protection

Or what if the damage from the weapon is added to your AC for a few turns when you strike something? So you only get the AC when you are actually hitting things with the weapon, and the same skills that increase damage increase the defensive bonus. It can be a pretty high bonus if it is short-lived ...

Thursday, 24th September 2015, 11:44

Forum: Crazy Yiuf's Corner

Topic: Ashenzari Buff - Spell Binding

Replies: 9

Views: 434

Re: Ashenzari Buff - Spell Binding

Could it also increases the spell slots that the spell consumes? Or even the spell level? Granted, I usually don't have amnesia scrolls coming out of my ears, but I usually have two or three that I'm not going to use at the end of the game and boosting the top spells would always be an easy choice a...

Thursday, 24th September 2015, 11:31

Forum: Crazy Yiuf's Corner

Topic: stop calling things "fire" when they aren't fire

Replies: 44

Views: 2854

Re: stop calling things "fire" when they aren't fire

It worked that way for a while, but it was a complicated list to remember. Fire is clearer.

Tuesday, 22nd September 2015, 20:25

Forum: Crazy Yiuf's Corner

Topic: stop calling things "fire" when they aren't fire

Replies: 44

Views: 2854

Re: stop calling things "fire" when they aren't fire

I know what cleansing flame is- that's what TSO worshippers can attack with as an ability, and what angels and daevas smite with.

What is blessed fire?

Tuesday, 22nd September 2015, 18:52

Forum: Dungeon Crawling Advice

Topic: Sacrifice Hand + Bows Bug?

Replies: 18

Views: 2467

Re: Sacrifice Hand + Bows Bug?

Apparently one-handed bows do exist. Some people draw them with their teeth.

http://www.bowhuntingbasics.com/disabled_archery.htm

I don't think we need an unrand tooth bow.

Tuesday, 22nd September 2015, 13:06

Forum: YASD! YAVP! and characters in progress too

Topic: [YAVP]TrMo of Nemelex - 15 runes

Replies: 10

Views: 648

Re: [CIP]TrMo skill\area progression

Throwing is really strong. It's better at lower skill levels on trolls (for large rocks) than on other species, and it's worth training all the way to 27 on everyone for more damage. That said, if you have evocations, then you have ranged damage, and you don't need both evocations and throwing. If y...

Tuesday, 22nd September 2015, 10:24

Forum: Crazy Yiuf's Corner

Topic: That's a lot of commits

Replies: 7

Views: 520

Re: That's a lot of commits

For anyone else who is behind a filter that blocks imgur, the OP celebrates 50k commits to the crawl git repository.

Monday, 21st September 2015, 18:14

Forum: Crazy Yiuf's Corner

Topic: Does anybody enjoy non-melee backgrounds?

Replies: 41

Views: 946

Re: Does anybody enjoy non-melee backgrounds?

The game is all about whacking monsters, and the user-frienliesth way is to hit it and be done with it. The game is not all about whacking monsters. The game is about exploring how different approaches to the skill screen can give you different ways to use the random finds to avoid dying to the ran...

Monday, 21st September 2015, 12:27

Forum: Game Design Discussion

Topic: "worn silver wand" vs jellies?

Replies: 7

Views: 746

Re: "worn silver wand" vs jellies?

Jellies are formless and ought to be chaotic. I think whisps and vortexes should be chaotic. I haven't looked up what is chaotic in a long time. I could go for adding kobold astounders who have a chaotic burst spell that randomly casts shock/sting/throw frost/throw fire/magic dart/blink and kobold i...

Monday, 21st September 2015, 12:18

Forum: Game Design Discussion

Topic: Door Clutter

Replies: 11

Views: 730

Re: Door Clutter

I don't feel like explaining why right now, but I think that: Deciding whether or not to open a runed door is fun. Deciding whether or not to open a standard door is usually relegated to autoexplore. Deciding whether or not too close a door is not fun, because the decision is often obvious. (The doo...

Friday, 18th September 2015, 21:00

Forum: Game Design Discussion

Topic: Tactically Relevant Flight

Replies: 13

Views: 976

Re: Tactically Relevant Flight

Yeah, simple smite targeting would work, too. I would argue for letting all ranged attacks have smite targeting against the player, too, in that case.

Would that mean you could also always smite target flying things, or is that taking it too far?

Friday, 18th September 2015, 18:56

Forum: Game Design Discussion

Topic: Tactically Relevant Flight

Replies: 13

Views: 976

Re: Tactically Relevant Flight

An alternative that would be simpler to explain and execute would be to have "high" and "low" projectiles that interact differently with flying targets. You shoot a high projectile when you aim at something that is flying, and a low projectile when you aim at something that isn't...

Friday, 18th September 2015, 18:50

Forum: Game Design Discussion

Topic: Tactically Relevant Flight

Replies: 13

Views: 976

Re: Tactically Relevant Flight

As I said in that thread, I believe flying should change how positioning affects targeting. Here are some examples of how it could work: #### @ogb #### If I'm standing on the ground, I can aim a single-target projectile at the orc. If I shoot at the goblin, I'll probably hit the orc instead. Because...

Friday, 18th September 2015, 18:49

Forum: Game Design Discussion

Topic: Tactically Relevant Flight

Replies: 13

Views: 976

Tactically Relevant Flight

From a recent thread,
dpeg wrote:We should think if we can make flying more tactically relevant


Does anyone have ideas on how to make flight tactically important?

Friday, 18th September 2015, 16:49

Forum: Crazy Yiuf's Corner

Topic: what can we do?

Replies: 5

Views: 473

Re: what can we do?

The planet is going to be just fine no matter what we do. I don't think we're in danger of shifting its orbit or changing it's mass or composition much.

The biome? That may be another matter.

Friday, 18th September 2015, 16:40

Forum: Game Design Discussion

Topic: Combine Flight & Swiftness

Replies: 20

Views: 1771

Re: Combine Flight & Swiftness

The commit for this change also doesn't indicate that this is part of any kind of flight reform. I just don't see how this is a good change. :( What commit are you referring to? I don't see any commits after July that refer to flight or swiftness. The good change that is proposed is that if potions...

Friday, 18th September 2015, 13:39

Forum: Dungeon Crawling Advice

Topic: Ranged(-only) fighters

Replies: 18

Views: 1141

Re: Ranged(-only) fighters

Presumably, weaker weapons have to shoot more to defeat the same enemies. With the same mulch rate, more shots means more mulched ammunition.

Friday, 18th September 2015, 13:03

Forum: Game Design Discussion

Topic: Proposal: Display relative cost of skill levels

Replies: 48

Views: 3991

Re: Proposal: Display relative cost of skill levels

Looking at the current skill display, you know the level of the skills and your aptitudes. To find out which of two skills costs more, and how much, you also have to have a table of how much xp (or skill points- I use the terms interchangeably) each level costs. Then you have to use the aptitudes, l...

Friday, 18th September 2015, 12:36

Forum: Game Design Discussion

Topic: Proposal: Display relative cost of skill levels

Replies: 48

Views: 3991

Re: Proposal: Display relative cost of skill levels

Yeah, I guess you don't know that it's the cost of the next level, as opposed to the cost already paid to get where you are now. But I don't think defining the baseline on that screen is important. That's what the knowledge bots and the manual are for. Knowing the cost of one skill relative to the c...

Friday, 18th September 2015, 01:58

Forum: Game Design Discussion

Topic: Proposal: Display relative cost of skill levels

Replies: 48

Views: 3991

Re: Proposal: Display relative cost of skill levels

I like for all numbers to be right-aligned with the same number of decimal places. It makes it easier to scan down a list and find bigger or smaller numbers, because they are wider or narrower. Which column is quicker for you to scan? 50.7 50.7 1.2 1.24 12.3 12.3 0.3 0.29

Thursday, 17th September 2015, 20:16

Forum: Game Design Discussion

Topic: Proposal: Display relative cost of skill levels

Replies: 48

Views: 3991

Re: Proposal: Display relative cost of skill levels

The advantage of byrel's suggestion for a human 9 to 10 as the baseline cost is that the same number means the same thing (presumably about the same number of enemies to defeat) in different games across different character builds. It makes both the XP aptitude and the skill aptitudes clearer. If th...
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