Search found 1691 matches

Sunday, 12th April 2020, 15:05

Forum: Game Design Discussion

Topic: Remove/Rework ring of flight, scarf of cloud immunity

Replies: 2

Views: 2187

Re: Remove/Rework ring of flight, scarf of cloud immunity

There definitely are too many items of flight. Unless I have missed something, there are a potion, a pair of boots, and a ring. We don't need that many items, all with different mechanics (!). I would just leave the ring, give it permaflight, and remove all the rest.

Sunday, 12th April 2020, 15:02

Forum: Game Design Discussion

Topic: merfolk avoiding shallow water

Replies: 14

Views: 6505

Re: merfolk avoiding shallow water

Personally I would remove small puddles and add a 4% chance that any level is completely flooded with shallow water. I don't know what it would do to stealth, however, or how it would play out for something like Elec.

Such a change would also give more meaning to different sizes.

Wednesday, 8th April 2020, 14:14

Forum: Game Design Discussion

Topic: merfolk avoiding shallow water

Replies: 14

Views: 6505

Re: merfolk avoiding shallow water

rigrig wrote:I'm thinking "Your boots of Awesomeness {rEverything+++ Clarity etc.} meld" might come as a nasty surprise...

Personally, I'd remove this flavour and just give them a sinuous body that makes them swim fast in the water. I just don't think it's something fun to keep track of.

Monday, 9th March 2020, 00:36

Forum: Crazy Yiuf's Corner

Topic: rename slime pits

Replies: 4

Views: 3364

Re: rename slime pits

City of Jiyva wouldn't be bad, given that "The Pits of Slime used to be a thriving civilization, and Dissolution was the prophet of their god. When the city was overtaken by its current residents, only Dissolution survived, for they alone turned faithfully to the Slime God. Dissolution became a...

Monday, 2nd March 2020, 01:50

Forum: Game Design Discussion

Topic: Proposal: Alternative hydra head-chopping mechanic

Replies: 11

Views: 5396

Re: Proposal: Alternative hydra head-chopping mechanic

Hydra heads are an odd mechanic in Crawl, because it's the only one where weapon damage type makes any difference. However, I am not that sure that they are a bad mechanic. What I mean is that there are a number of situations which encourage you to carry around a certain weapon or item just in case ...

Sunday, 1st March 2020, 11:15

Forum: Game Design Discussion

Topic: Rethinking orc battlecry

Replies: 15

Views: 7517

Re: Rethinking orc battlecry

As much as I'd like a new skill like this on a conceptual level, I don't think it would actually work. My mind imagines the player fighting a strong orc, while the peons stand back and cheer. That's a cool image, but I think that what would really happen is that the peons would throw themselves at y...

Thursday, 27th February 2020, 12:55

Forum: Game Design Discussion

Topic: Name 10-aut units, or do away with them and just count auts

Replies: 21

Views: 11500

Re: Name 10-aut units, or do away with them and just count a

What about a "tick"? "Beat" sounds a little weird and ambiguous, I agree, but I think that for most English speakers, "tick" conjures thoughts of time more directly than thoughts of anything else. It's also very short and easy. And has a nice ring. :P It sounds very go...

Sunday, 23rd February 2020, 23:30

Forum: Game Design Discussion

Topic: Name 10-aut units, or do away with them and just count auts

Replies: 21

Views: 11500

Re: Name 10-aut units, or do away with them and just count a

I wonder if it makes sense to use the word "aut" in general. "Arbitrary unit of time"? That's not readable, just call them Time Units, or something simpler. I like that too, not a bad idea. "TUs" for short? Yes, possibly. The best would be a very short word that doesn'...

Sunday, 23rd February 2020, 23:12

Forum: Game Design Discussion

Topic: Remove the id game (new reason)

Replies: 58

Views: 45920

Re: Remove the id game (new reason)

I am starting to think that the ID game is like paralysis. In tabletops, you can have paralysis because the party is made up of many people. This means that you can protect or dispel a paralyzed character (and that death because of a spectacular series of failed die rolls turns into a shared experie...

Sunday, 23rd February 2020, 16:02

Forum: Game Design Discussion

Topic: Name 10-aut units, or do away with them and just count auts

Replies: 21

Views: 11500

Re: Name 10-aut units, or do away with them and just count a

I wonder if it makes sense to use the word "aut" in general. "Arbitrary unit of time"? That's not readable, just call them Time Units, or something simpler. I find definitions like "attack delay" and "movement delay" also more complex than needed. "This w...

Sunday, 23rd February 2020, 15:53

Forum: Dungeon Crawling Advice

Topic: Can you be killed by lava overflow in Volcano?

Replies: 3

Views: 2588

Can you be killed by lava overflow in Volcano?

I entered a volcano and the lava pool started getting larger at intervals, swallowing items and floor tiles. Will it kill you by filling the whole room if you stay in there?

Saturday, 22nd February 2020, 19:24

Forum: Game Design Discussion

Topic: Remove confusing touch

Replies: 76

Views: 29282

Re: Remove confusing touch

From today's blog post: "Confusing Touch is now level 3 and checks MR instead of monster HD. Additionally, the Confuse spell has been removed. Now there’s exactly one “confuse exactly one thing” spell and it’s not so overpowered." I personally am not a big fan of old CT because it was pret...

Thursday, 20th February 2020, 11:28

Forum: Crazy Yiuf's Corner

Topic: feels like alot of indie games are now called roguelikes

Replies: 112

Views: 56259

Re: feels like alot of indie games are now called roguelikes

VeryAngryFelid wrote:Item destruction as a sign of roguelike was probably a joke.

Maybe he referred to throwing the keyboard away in frustration?

Thursday, 20th February 2020, 11:23

Forum: Game Design Discussion

Topic: How can we simplify the summoning school?

Replies: 11

Views: 4737

Re: How can we simplify the summoning school?

At the moment, summoning is one of the main culprits of the whole "boring = optimal" problem. With just one spell, you get meatshields, attack power, debuffs, and a way to use stabbing and reaching. So, question #1: should summoning spells be nerfed? A large (but objectively ignorant) part...

Friday, 14th February 2020, 22:41

Forum: Game Design Discussion

Topic: Too many Evo items.

Replies: 22

Views: 7920

Re: Too many Evo items.

Concerning the miscellaneous items, there is a problem that I think needs addressing. It's the combination of two factors: slow recharging and not being particularly unique. Slow recharging means that you aren't going to use them very often, because you can't control when they will be available agai...

Thursday, 13th February 2020, 22:34

Forum: Crazy Yiuf's Corner

Topic: Innovative ways to die in meatsprint

Replies: 4

Views: 3230

Re: Innovative ways to die in meatsprint

8. I think I tried a few times digging into the walls with a formicid, but some of the monsters also can dig if they want to.

Wednesday, 12th February 2020, 14:18

Forum: Game Design Discussion

Topic: Too many Evo items.

Replies: 22

Views: 7920

Re: Too many Evo items.

petercordia wrote:I'd be in favour of randomly removing some types of evo items from every game


Yes, this sounds like a good idea. I think that a game also doesn't need to have all three hex wands.

Mixing up acid and digging was an old idea that I like.

Saturday, 1st February 2020, 10:04

Forum: Crazy Yiuf's Corner

Topic: So, what happens after the character escapes with the Orb?

Replies: 4

Views: 3056

Re: So, what happens after the character escapes with the Or

I would expect the Dungeon and all of its branches to collapse and cease existing, together with anything and anyone in it.

With the power of the Orb, the PC is now strong enough to change a planet forever. The PC is now the terrain generator in Dwarf Fortress.

Friday, 31st January 2020, 20:59

Forum: Game Design Discussion

Topic: Give Trolls +2 Maces & Flails Aptitude

Replies: 42

Views: 16094

Re: Give Trolls +2 Maces & Flails Aptitude

Using a giant club is not a "playstyle." What are you talking about? They are just a kind of melee weapon. No special attack pattern, no special features. It's literally just some graphics from the Flintstones and numbers in a table. I don't know why I care, but it just blows my mind that...

Sunday, 19th January 2020, 15:26

Forum: Game Design Discussion

Topic: New charm magic system

Replies: 6

Views: 3467

Re: New charm magic system

I like the idea of Charms as a skill that makes equippables stronger. Give bonuses to slaying, armour enchant, rings of stats, amulets of reflection, also a bonus to rings of magical power and the amulet of HP and acrobat. I'm not surprised. So many stats with a single skill. Meanwhile you need to ...

Thursday, 16th January 2020, 22:18

Forum: Game Design Discussion

Topic: Rework polearms

Replies: 60

Views: 27903

Re: Rework polearms

This seems weird because against a monster one tile away, you get 2 free attacks. Right now, you only get one. You also get one in the proposal in the OP. I think one attack is better: it makes more sense and will be easier to balance using the current implementation. My reasoning for having 2 atta...

Thursday, 16th January 2020, 22:13

Forum: Game Design Discussion

Topic: New charm magic system

Replies: 6

Views: 3467

Re: New charm magic system

I like the idea of Charms as a skill that makes equippables stronger. Give bonuses to slaying, armour enchant, rings of stats, amulets of reflection, also a bonus to rings of magical power and the amulet of HP and acrobat.

Sunday, 12th January 2020, 11:02

Forum: Crazy Yiuf's Corner

Topic: Remove Vanilla Orcs Beyond D:9

Replies: 9

Views: 3967

Re: Remove Vanilla Orcs Beyond D:9

Food can luckily be simply increased as rations. As an aside, the Orc Mines probably are too late in the game for the common orcs there to have any impact. Unfortunately I don't have any Beogh experience (I hate allies), but I don't think that making all games worse for the sake of one race-restrict...

Saturday, 11th January 2020, 09:57

Forum: Game Design Discussion

Topic: Rework polearms

Replies: 60

Views: 27903

Re: Rework polearms

I personally would modify reach because it's only OK if you tab, otherwise reach uses waaaay too many buttons to be enjoyable. So let's automatise it. If you wield a polearm, you get a free attack against anything that moves into a square right next to you, or just one tile away. This means that you...

Thursday, 9th January 2020, 22:11

Forum: Crazy Yiuf's Corner

Topic: Spiny Frogs

Replies: 1

Views: 1788

Spiny Frogs

Spiny frogs have a silly name, because they sound like they have spines, but they don't. Since their distinctive trait is that of being frogs that can poison you with their attacks, I tried looking for frog species that actually do that. Most frogs are poisonous (they poison you if you eat them), bu...

Thursday, 9th January 2020, 21:51

Forum: Crazy Yiuf's Corner

Topic: Remove Vanilla Orcs Beyond D:9

Replies: 9

Views: 3967

Remove Vanilla Orcs Beyond D:9

They probably shouldn't even be at D:9. But they definitely don't represent a challenge at D:10, just more keypresses.

Thursday, 9th January 2020, 19:34

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 110727

Re: Positional Attack Spells

I definitely would enjoy a spell that makes natural weapons (or even general mutations) more incisive. Something in the line of how Dragon Form interacts with Draconian scales.

Tuesday, 7th January 2020, 22:23

Forum: Crazy Yiuf's Corner

Topic: DCSS is unrealistic

Replies: 24

Views: 12844

Re: DCSS is unrealistic

Only one amulet at a time. You never drink water.

Monday, 6th January 2020, 20:16

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 110727

Re: Positional Attack Spells

Human Cannonball Earth/Transmutation (level to be determined) Violently hurls the caster into a chosen direction, attempting to damage everything that gets in the way. You deal lots of damage to monsters, but if you don't hit a monster you get confused. For funsies, the spell could have finite spee...

Monday, 6th January 2020, 12:55

Forum: Crazy Yiuf's Corner

Topic: Darkgrey bug

Replies: 3

Views: 2171

Re: Darkgrey bug

If you have a forum account, you should be able to do it. Try here https://crawl.develz.org/mantis/view_all_bug_page.php (report issue)

Wednesday, 1st January 2020, 13:28

Forum: Crazy Yiuf's Corner

Topic: Bloatcrawl 2

Replies: 27

Views: 14643

Re: Bloatcrawl 2

Would it be possible to have an offline Windows tile version? I get crazy lag online.

Tuesday, 31st December 2019, 17:03

Forum: Crazy Yiuf's Corner

Topic: Bloatcrawl 2

Replies: 27

Views: 14643

Re: Bloatcrawl 2

I have to agree on the magical changes, it's odd to be forced into another species. Can it be deactivated?

Also, is the number of enemies increased? That was a lot of critters on D:1.

Monday, 30th December 2019, 20:38

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 30219

Re: Update stair logic (nerf stair dancing)

Other than that, you could treat staircases as small floors that connect normal floors and in which monster movement is completely normal. We've considered that. I'm not sure it would work as well as one might hope, because it also reduces every staircase to a choke point, near-ideal fighting terra...

Monday, 30th December 2019, 02:32

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 30219

Re: Update stair logic (nerf stair dancing)

One way to nerf stair dancing is having larger levels in smaller number. Like having only 7 or eight floors in D. In branches it probably would be even easier, since I don't see much difference between non-final levels of a branch. If you keep the limit of 3 staircases per level, they will be harder...

Tuesday, 24th December 2019, 01:06

Forum: Crazy Yiuf's Corner

Topic: Can you one hit KO the Royal Jelly?

Replies: 25

Views: 14573

Re: Can you one hit KO the Royal Jelly?

Gran finale also works, I tested it out in wizard mode. TRJ was asleep, and after killing it I was surrounded by 19 sleeping jellies.

Thursday, 5th December 2019, 14:59

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 48415

Re: Poll: What do you think about shaft effects?

Go play roulette if you like randomness, this game is closer to chess than to roulette. Actually, I think that this game is perfectly between roulette and chess. You take a chess-like decision (I want to hit that orc), and then you have to roll the roulette (get red to hit the orc). I wonder how it...

Wednesday, 4th December 2019, 23:41

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 48415

Re: Poll: What do you think about shaft effects?

I didn't read these last posts. Personally, I find shafts very marginal, especially while there exists an effect like Banishment, which is essentially Shafts on Steroids. Yes, they can mix up things a bit, which is nice. But I probably would handle them in a different way, with something like a &quo...

Tuesday, 3rd December 2019, 19:06

Forum: Game Design Discussion

Topic: Monster threat level summary in offline tiles

Replies: 21

Views: 10229

Re: Monster threat level summary in offline tiles

Maybe it's just me, but I find the grey - brown order of danger level confusing. Maybe it could be red-orange-yellow-grey instead? Or red-yellow-light grey-dark grey?

Thursday, 28th November 2019, 05:56

Forum: Crazy Yiuf's Corner

Topic: Oh No The Scientists Are Watching Start Acting Weird

Replies: 7

Views: 3644

Re: Oh No The Scientists Are Watching Start Acting Weird

Btw, the title is a joke on how I imagine the electrons act according to the observer effect.

Wednesday, 27th November 2019, 22:05

Forum: Crazy Yiuf's Corner

Topic: Oh No The Scientists Are Watching Start Acting Weird

Replies: 7

Views: 3644

Oh No The Scientists Are Watching Start Acting Weird

https://arxiv.org/pdf/1902.01769.pdf

"Dungeon Crawl Stone Soup as an Evaluation Domain for Artificial Intelligence".

Sunday, 17th November 2019, 00:13

Forum: Game Design Discussion

Topic: Items scattering

Replies: 20

Views: 7714

Re: Items scattering

Is there a command to list all items on screen? It would make scatter more useful, and I guess it would be nice for blind players, too.

Saturday, 16th November 2019, 08:16

Forum: Game Design Discussion

Topic: Items scattering

Replies: 20

Views: 7714

Re: Items scattering

Item scattering can be good, if coupled with a reduction in the number of items dropped. What I mean is that, if you kill a orc band in a corridor, then you will still have piles, unless the items are sent beyond your los, because you have corpse+armour+weapon dropped for each of them. Once you have...

Wednesday, 13th November 2019, 15:18

Forum: Game Design Discussion

Topic: Visible items in deep water

Replies: 25

Views: 9945

Re: Visible items in deep water

Ice form does indeed just float on the water.

  Code:
Transforms the caster into a frozen ice-creature, light enough to float on water.

Sunday, 10th November 2019, 07:44

Forum: Crazy Yiuf's Corner

Topic: Stupid ideas -- Started for 0.19, and Still Running!

Replies: 233

Views: 1170035

Re: Stupid ideas -- Started for 0.19, and Still Running!

Siegurt wrote:
Shtopit wrote:Pear dragon: a great, pear-shaped dragon. It's sacred to Fedhas, and drops rations when killed.

It spits seeds at you at high velocity for it's breath weapon (Like scattershot :)
Especially harmful for culinarily challenged species, like mummies and vampires!

Saturday, 9th November 2019, 22:50

Forum: Crazy Yiuf's Corner

Topic: Stupid ideas -- Started for 0.19, and Still Running!

Replies: 233

Views: 1170035

Re: Stupid ideas -- Started for 0.19, and Still Running!

Pear dragon: a great, pear-shaped dragon. It's sacred to Fedhas, and drops rations when killed.

Saturday, 9th November 2019, 20:47

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP: DSFi^Oka

Replies: 0

Views: 1341

YAVP: DSFi^Oka

A game where I was ludicrously lucky. I found an eveningstar and a cloak of invisibility early on, and pearl dragon scales in one of the lair branches, then a +4 gds artifact with rN+ in E:3. Oka gifted me a really good +7 large shield with rElec and rPois in Lair. Plus, I always had high MR from mu...

Saturday, 2nd November 2019, 00:07

Forum: Crazy Yiuf's Corner

Topic: Stupid ideas -- Started for 0.19, and Still Running!

Replies: 233

Views: 1170035

Re: Stupid ideas -- Started for 0.19, and Still Running!

Merge Felid and Octopode, welcome the new species: the Octopussy! The octopussy has a rubber-like body, eight arms for its rings, is fast, can pounce, cannot use weapons, can constrict, and has an auxiliary beak attack.

Friday, 1st November 2019, 23:11

Forum: Game Design Discussion

Topic: Remove Butchering, Just Drop Chunks

Replies: 6

Views: 3039

Remove Butchering, Just Drop Chunks

Nowadays, you cannot chop inedible corpses, and you are not chopping up the dead before they rise again, because monsters don't cast simulacrum or animate dead any more. As far as I can tell, butchering has only two in-game effects: ⋅ losing some auts ⋅ necromancers have to choos...

Monday, 28th October 2019, 16:05

Forum: Game Design Discussion

Topic: Ianu the Silent, God of Antimagic

Replies: 10

Views: 5020

Re: Ianu the Silent, God of Antimagic

If it is to be a "mage-warrior" god, maybe (some of the active) abilities could use spell schools instead of invocations? Silence: Hexes Cast light: Charms Summon allies: Summonings The problem with this is that a player could just use the actual spells instead. Even if the god lets you c...

Sunday, 27th October 2019, 11:59

Forum: Game Design Discussion

Topic: Ianu the Silent, God of Antimagic

Replies: 10

Views: 5020

Re: Ianu the Silent, God of Antimagic

Without some major intervention, such as I suggested, it will be a primarily physical combat oriented god in my opinion. Your problems with old Sif were probably due to an arithmetical error in the previous iteration of it that dropped the piety growth too low to maintain ****** most of the time wi...
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