Search found 1691 matches

Friday, 16th March 2018, 21:05

Forum: Dungeon Crawling Advice

Topic: Storm Bow vs +5 Longbow of Speed

Replies: 3

Views: 1729

Re: Storm Bow vs +5 Longbow of Speed

It went well https://crawl.develz.org/tavern/viewtopic.php?f=12&t=25209&p=327125#p327125 :D In the end, I used Dullness. The reason is simple, Zot is full of Dragons and Draconians with different resistances, and I think that one bow to catch them all was the best thing to go with. I was sur...

Friday, 16th March 2018, 21:02

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP: CeHu of Okawaru

Replies: 0

Views: 1042

YAVP: CeHu of Okawaru

As it turns out, most of my hate towards CeHu was due to three main factors: -- Little available ammo at game start, which means swapping; -- Ignorance of the glory of Tab, which saves you from f+Enter, that is horrid when needed for every single shot; -- Very low starting damage. OK, this isn't an ...

Friday, 16th March 2018, 20:34

Forum: YASD! YAVP! and characters in progress too

Topic: YADD: Died to a bat as a Deep Dwarf

Replies: 14

Views: 4099

Re: YADD: Died to a bat as a Deep Dwarf

Some pervicated dedition!

Friday, 16th March 2018, 18:41

Forum: Dungeon Crawling Advice

Topic: Storm Bow vs +5 Longbow of Speed

Replies: 3

Views: 1729

Storm Bow vs +5 Longbow of Speed

One was a nice gift from the Elves, the other a gift from Oka. the +8 Storm Bow and the +5 longbow of Dullness [speed, rPois MR+ Str -5 Int +5] I am playing as a Centaur, and I have 27 bows, 27 fighting, 20 STR, 15 INT, 12 DEX (with Dullness equipped). I have no intention of using or learning spells...

Thursday, 15th March 2018, 10:07

Forum: Game Design Discussion

Topic: Species Proposal - Faerie Dragon

Replies: 189

Views: 84509

Re: Species Proposal - Faerie Dragon

I think the easiest newbie caster is deep dwarf, not gargoyle.


I think that the best noob caster right now is hill orc. Deep dwarf might be easier in theory, but it's marred by an unappetizing health mechanic.

Wednesday, 14th March 2018, 21:28

Forum: Crazy Yiuf's Corner

Topic: Idea for a new evocable

Replies: 10

Views: 3163

Re: Idea for a new evocable

How about an amulet that gives portal projectile as only advantage?

Tuesday, 13th March 2018, 14:27

Forum: Game Design Discussion

Topic: Species Proposal - Faerie Dragon

Replies: 189

Views: 84509

Re: Species Proposal - Faerie Dragon

I'm thinking back of an old proposal I made from the same idea, that the game doesn't really have a straightforward magic equivalent to Troll, that uses spells instead of melee. https://crawl.develz.org/tavern/viewtopic.php?f=17&t=24024 I don't know if anything there can be useful. The more rele...

Monday, 12th March 2018, 15:27

Forum: Game Design Discussion

Topic: Give Y/N for Walking into Steam

Replies: 10

Views: 4793

Re: Give Y/N for Walking into Steam

I am not sure of whether rF- has any impact on steam (rF+ does, since it makes you immune to steam). But, if it doesn't, then the problem is even more diffuse.

Monday, 12th March 2018, 13:06

Forum: Game Design Discussion

Topic: Vault and Unrand Idea

Replies: 7

Views: 2880

Re: Vault and Unrand Idea

There actually already is an extremely high-value vault that gives you an exe axe in dungeon (the one with the scorpions and spider webs), and also gives high-tier one-handed weapons. So a vault giving a strong artefact wouldn't be odd. It's a bit like the Undeadhunter vault, or the Hall of Blades, ...

Sunday, 11th March 2018, 11:22

Forum: Game Design Discussion

Topic: Spellpower based range breakpoints

Replies: 10

Views: 3419

Re: Spellpower based range breakpoints

Bouncing is a thing for fire magic, too, if the walls are glass. However, the aiming system for fire spells isn't optimized for this. I only noticed it because I got an "are you sure" message. So such a change wouldn't touch only electricity.

Sunday, 11th March 2018, 11:08

Forum: Game Design Discussion

Topic: Give Y/N for Walking into Steam

Replies: 10

Views: 4793

Re: Give Y/N for Walking into Steam

Yea right, I edited it with "steam".

The mechanic probably should be modified based on how much % health you can lose by walking into a steam cloud. I was in Sewers, so XP 5, and it was a hell of a hit, 50% or more health lost without a warning, with enemies in sight.

Sunday, 11th March 2018, 02:21

Forum: Dungeon Crawling Advice

Topic: Should I learn Glaciate?

Replies: 3

Views: 1594

Re: Should I learn Glaciate?

Sunday, 11th March 2018, 02:20

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP: MuFE of Veh, 3 Runes

Replies: 0

Views: 1025

YAVP: MuFE of Veh, 3 Runes

First win in a long while! The game felt quite weird. I almost never used weapons. Spider was unusually easy (undead + poison arrow), although there were some bad ghost moth moments. Another oddity is that I didn't go for AC. I won in a robe. I had to learn to use fireball at a distance, since, othe...

Saturday, 10th March 2018, 22:26

Forum: Dungeon Crawling Advice

Topic: Should I learn Glaciate?

Replies: 3

Views: 1594

Re: Should I learn Glaciate?

Good question, I let the game autoskill for a while. That's why spellcasting is so high. I have 4 armour, 4 SH (buckler), 10 dodging and 13 fighting (I found a manual of fighting early on).

Saturday, 10th March 2018, 21:46

Forum: Dungeon Crawling Advice

Topic: Should I learn Glaciate?

Replies: 3

Views: 1594

Should I learn Glaciate?

I have a lvl 21 mummy with firestorm at 10% (Vehumet, wizardry staff, robe of folly, 22 INT + 12 from items). I also have two manuals of ice magic, and glaciate is available from Veh. Should I try to bring it online? Or is there too much overlapping? I also have shatter and tornado available, but I ...

Saturday, 10th March 2018, 15:54

Forum: Crazy Yiuf's Corner

Topic: Really?

Replies: 26

Views: 7065

Re: Really?

Something about sticky flame: I don't think it can miss, so it should be really good, if the monster is adjacent to you.

Saturday, 10th March 2018, 15:19

Forum: Game Design Discussion

Topic: Some thoughts about new tiles.

Replies: 19

Views: 7579

Re: Some thoughts about new tiles.

Death yak simulacra look like bipedal humanoids.

Spoiler: show
Image

Saturday, 10th March 2018, 13:28

Forum: Game Design Discussion

Topic: Give Y/N for Walking into Steam

Replies: 10

Views: 4793

Give Y/N for Walking into Steam

I just walked into a cloud of scalding steam with a mummy, and lost almost all of my health. Give a Y/N prompt for walking into it, at least with rF-.

Thursday, 8th March 2018, 16:34

Forum: Dungeon Crawling Advice

Topic: Why most people get 0-2 runes of Zot

Replies: 59

Views: 16251

Re: Why most people get 0-2 runes of Zot

If Crawl throws you healthpacks, it doesn't mean anything. This is important to understand, the game has its own rhythm, which is kind of fixed. I know that there are ways for the player to influence where certain unique monsters will spawn, but that's about it. If Crawl actually gave you the resist...

Thursday, 8th March 2018, 16:02

Forum: Game Design Discussion

Topic: Show the player's base damage, please

Replies: 21

Views: 6475

Re: Show the player's base damage, please

Is it constant? I thought that brand damage was influenced by the damage inflicted by the weapon, at least in certain types. I am for showing damage in the weapon description, as you are, but with certain differences: showing the average rather than the maximum base damage (because it would give a b...

Thursday, 8th March 2018, 10:55

Forum: Game Design Discussion

Topic: Show the player's base damage, please

Replies: 21

Views: 6475

Re: Show the player's base damage, please

Why without enchantment or brand? I would find it very hard to choose between a +4 dire flail of freezing vs a +0 dire flail of electrocution.

And maximum base damage may also not be that useful as an info for comparison, if the probability of achieving it differs between different weapons.

Tuesday, 6th March 2018, 13:17

Forum: Crazy Yiuf's Corner

Topic: Really?

Replies: 26

Views: 7065

Re: Really?

Majang wrote:Generally, I would avoid the fight entirely, and move to the next upstairs (or even downstairs) asap. Unseen horrors more often than not are left behind by stairs, and if not, you shake them going down again.

I agree.

Tuesday, 6th March 2018, 10:29

Forum: Game Design Discussion

Topic: Show the player's base damage, please

Replies: 21

Views: 6475

Re: Show the player's base damage, please

There is room for both: a "current damage" number on the weapon page, and "damage inflicted" numerical visualization in the game window. In the weapon page, I think it would be OK to simply show mean damage, without considering monster attributes, because those are monster attrib...

Sunday, 4th March 2018, 23:28

Forum: Crazy Yiuf's Corner

Topic: Really?

Replies: 26

Views: 7065

Re: Really?

I would also add: all wands, if you can retreat to a corridor. Flame is the only one that might have too little power to achieve something, but the others should be able to kill, disable, or render visible an unseen horror.

Saturday, 3rd March 2018, 13:17

Forum: Crazy Yiuf's Corner

Topic: Popular, but stupid notions

Replies: 47

Views: 17384

Re: Popular, but stupid notions

Stealth with strong meleers has a weird effect in which you are used to the enemies charging at you, but, instead, now they will keep moving around while you are trying to chop their head off with an ax, and you have to run after them and do a few attempts.

Saturday, 3rd March 2018, 13:14

Forum: Game Design Discussion

Topic: Player Ghosts, revisted

Replies: 13

Views: 4246

Re: Player Ghosts, revisted

Related: brands. Does protection on a ghost work differently than protection on a PC?

Also, +1 for ghost vaults.

Saturday, 3rd March 2018, 01:57

Forum: Game Design Discussion

Topic: Buff the amulet of vitality

Replies: 4

Views: 1953

Re: Buff the amulet of vitality

How about adding to Vitality the trick of the Sword of Power?

Thursday, 1st March 2018, 12:59

Forum: Game Design Discussion

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

Replies: 31

Views: 9257

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

Doesnt wrote:Why does Harm still magnify incoming damage instead of just applying -17% max HP (or whatever) again?

This would be nice, because it's simple and less spiky. It would also remove the DD special case with shaving.

Wednesday, 28th February 2018, 11:58

Forum: Crazy Yiuf's Corner

Topic: Curses As Clock

Replies: 5

Views: 1791

Re: Curses As Clock

chequers wrote:There are infinite scrolls of remove curse and identify in the game.

...assuming you spend infinite turns in Pan or Abyss.

Wednesday, 28th February 2018, 00:17

Forum: Game Design Discussion

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

Replies: 31

Views: 9257

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

@siegurt IMO point #2 doesn't really work. I don't remember a game in which I thought, "Wow, I made a big choice, picking up this instead of that". There are multiple reasons for this, but the main one is that Crawl has a lot of "gates" for performing an action effectively. So th...

Tuesday, 27th February 2018, 22:59

Forum: Crazy Yiuf's Corner

Topic: Curses As Clock

Replies: 5

Views: 1791

Curses As Clock

This is something that I haven't seen written yet, and I wonder if it's why the ID / curse system still exists. Curses limit the amount of swapping you can do with the *curse artifacts. Not a big deal. More importantly, curses are needed to give a reason to the ID system to exist. If there were no c...

Tuesday, 27th February 2018, 13:11

Forum: Crazy Yiuf's Corner

Topic: Does Zealot's Sword Work With Daevas?

Replies: 0

Views: 969

Does Zealot's Sword Work With Daevas?

Holy-holiness monsters are immune to rage, which only activates for natural-holiness monsters. Is there a special case for Zealot's Sword? It would seem thematically appropriate.

Tuesday, 27th February 2018, 12:32

Forum: Dungeon Crawling Advice

Topic: Zealot's Sword or Wyrmbane?

Replies: 31

Views: 7855

Re: Zealot's Sword or Wyrmbane?

Leech + TSO = ???

Monday, 26th February 2018, 21:58

Forum: Crazy Yiuf's Corner

Topic: new forum game

Replies: 14

Views: 4554

Re: new forum game

johlstei wrote:I cast suggestion and suggest the goat give my a sweet bassline with its hooves while I drop rhymes.

Goat plan

Monday, 26th February 2018, 20:20

Forum: Game Design Discussion

Topic: Trunk Chei and Rage (and Quick Blades)

Replies: 3

Views: 1573

Re: Trunk Chei and Rage (and Quick Blades)

I agree about quickblades, I think that it's an unicum in how gods work. If it were like demon weapons and it were a line of quick weapons, then I might sort of get it, but, right now, it just looks odd.

Monday, 26th February 2018, 15:44

Forum: Dungeon Crawling Advice

Topic: Zealot's Sword or Wyrmbane?

Replies: 31

Views: 7855

Re: Zealot's Sword or Wyrmbane?

despairbutalsodespair wrote:how many times you get to play with both zealot sword and tso? just stick to it. i can only imagine what a berserked daeva could do

Holy monsters cannot berserk. I thought a special case was made for Zealot, but I cannot find if that really happened, or if I just wished really hard it did.

Monday, 26th February 2018, 01:54

Forum: Game Design Discussion

Topic: Player Ghosts, revisted

Replies: 13

Views: 4246

Re: Player Ghosts, revisted

Ghosts have limited spells. I think Duvessa said that they can't learn e.g. Ignition. But they also spam their spells a lot, and probably should get some added limit. Teleport Other is horrid in their hands. In general there's also a lot of odd cases in which monster and player have similarly named ...

Saturday, 24th February 2018, 02:07

Forum: Crazy Yiuf's Corner

Topic: new forum game

Replies: 14

Views: 4554

Re: new forum game

Collect lice from the comb on the cabinet.

Friday, 23rd February 2018, 17:16

Forum: Game Design Discussion

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

Replies: 31

Views: 9257

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

About inventory slots: as long as the game requires you to carry 1 resistance for Tesla, 1 ring of rF for this portal, 1 of rC for this other portal, etc., any number of slots would probably be too few. An oddball proposal would be to e.g. remove items of elemental resistance and substitute them wit...

Thursday, 22nd February 2018, 10:05

Forum: Game Design Discussion

Topic: Redesign Makhleb's active abilities

Replies: 25

Views: 7387

Re: Redesign Makhleb's active abilities

Makhleb looks like a less cumbersome Nemelex to me, with weaker actives, a very good passive, and no inventory problems. After all, it's all about random conjurations/summons with varying level of strength. My problems with current Makhleb have more to do with repetitiveness. Like minor destruction,...

Monday, 19th February 2018, 12:21

Forum: Crazy Yiuf's Corner

Topic: Enemies spanning multiple tiles

Replies: 6

Views: 2255

Re: Enemies spanning multiple tiles

Shard1697 wrote:A big monster that just crashes through and destroys walls would also sidestep the problem of it getting caught up on things.

https://www.youtube.com/watch?v=aEYViV8p-Ow

Friday, 16th February 2018, 00:57

Forum: Game Design Discussion

Topic: Toggling, duplication, grinding and other stuff

Replies: 10

Views: 3236

Re: Toggling, duplication, grinding and other stuff

Some cases would be OK for a toggle button, like Dith's smoke. Dith is pretty interesting as a god for ranged, because of his shadow mimic. However, the smoke on hit is something of a turn down. If you are ranged, you will lose line of sight to many targets. If you have a cloud spell, losing the e.g...

Friday, 16th February 2018, 00:52

Forum: Game Design Discussion

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

Replies: 31

Views: 9257

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

I've made requests similar to this, and the reason they've gotten shot down is that it encourages the player to stockpile/stash duplicate amulets for future swap use. Artifacts are often one of a kind, so *Fragile works to encourage you to not get rid of the only instance of that particular item in...

Thursday, 15th February 2018, 20:06

Forum: Game Design Discussion

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

Replies: 31

Views: 9257

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

If amulet swapping is undesirable, along with perhaps ring swapping, why not make them take 5 turns as well? Normalise jewellery with armour. It'll be less interesting as there is less differences with armour, along with losing the positive effects which you see. The only problem is if you want to ...

Thursday, 15th February 2018, 17:45

Forum: Game Design Discussion

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

Replies: 31

Views: 9257

Make All Amulets Fragile, Remove Anti-Swap Downsides

If swapping amulets is undesirable, just make them all fragile and ID on sight. Bonus: if you did this there would no longer be a reason for mostly harmful gimmick amulet id traps to exist. I think that Amaril's proposal is really good. The positive effects I see: -- It makes things much easier to ...

Thursday, 15th February 2018, 13:39

Forum: Crazy Yiuf's Corner

Topic: Why I Dislike DD

Replies: 6

Views: 2320

Re: Why I Dislike DD

Frankly, I don't know. I mean, I would still have to use the ability to heal myself, and I already try to avoid taking damage when playing blasters of other species. I don't think it would change much, just become somewhat more inconvenient.

Thursday, 15th February 2018, 11:24

Forum: Crazy Yiuf's Corner

Topic: Why I Dislike DD

Replies: 6

Views: 2320

Why I Dislike DD

I dislike DD, because their ability to heal themselves any turn they want to means that the early dungeon becomes trivial and boring. No fight matters. You can just heal yourself. No DD of mine has died because I couldn't heal it, it was because I had gotten too bored to always use the same trick to...

Wednesday, 14th February 2018, 01:18

Forum: Crazy Yiuf's Corner

Topic: Amulet of Harm replacement

Replies: 13

Views: 4229

Re: Amulet of Harm replacement

If swapping amulets is undesirable, just make them all fragile and ID on sight. Bonus: if you did this there would no longer be a reason for mostly harmful gimmick amulet id traps to exist. I really, really, really like this idea. It solves so many problems. Think of all the info you wouldn't need ...

Tuesday, 13th February 2018, 01:36

Forum: Game Design Discussion

Topic: Some thoughts about new tiles.

Replies: 19

Views: 7579

Re: Some thoughts about new tiles.

roctavian wrote:Note that priests have a ^ symbol on their tablets, in case they forget who they worship.


I was about to start looking for whatever rune that could be :lol:
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