Search found 392 matches

Friday, 31st March 2023, 23:28

Forum: Game Design Discussion

Topic: Unseen Horrors

Replies: 6

Views: 5639

Re: Unseen Horrors

What's fun is working out various tactics for dealing with them when you don't have sInv (there are quite a lot of potential options), and to a lesser degree, the strategic risk management decisions around preparing to encounter them. Not having any terrain at all to utilize can make them far more d...

Sunday, 12th March 2023, 04:39

Forum: Game Design Discussion

Topic: Was Hep knight strong?

Replies: 2

Views: 4399

Re: Was Hep knight strong?

My opinion was that any of the three choices could be optimal depending on the player's build, varying somewhat depending on tactical considerations. Hexer ancestors are nice partners for stabbers, especially for those that didn't want to learn hexes themselves, but were less helpful against enemies...

Sunday, 12th March 2023, 04:19

Forum: Game Design Discussion

Topic: Infinite Net Farming

Replies: 0

Views: 3794

Infinite Net Farming

If my understanding is correct, in the latest version, gnolls with nets can keep throwing them without ever exhausting their supply. If so, that allows players to kite them around an otherwise empty level until the level is absolutely littered with nets, kill the gnoll, then collect a huge stack for...

Sunday, 12th March 2023, 04:15

Forum: Game Design Discussion

Topic: Searing Ray Targeting

Replies: 2

Views: 4037

Re: Searing Ray Targeting

With single-turn ranged attacks, your have an incentive to line up enemies to hit more than one or to hit a secondary target after missing the primary target, but they only need to be lined up at the time you perform the ranged attack, so there's more flexibility in how they can be lined up, i.e. th...

Monday, 20th February 2023, 10:53

Forum: Game Design Discussion

Topic: Remove Corpses

Replies: 5

Views: 5335

Re: Remove Corpses

Nevermind, I see that there is a new unrandart ("Cigotuvi's embrace") that makes use of corpses.

Thursday, 16th February 2023, 20:58

Forum: Game Design Discussion

Topic: DjCj starting potion

Replies: 8

Views: 4841

Re: DjCj starting potion

I assumed that the point about heal wounds being stronger was that it was stronger in general rather than specific to Djinni, for the obvious reason you pointed out, so I replied with that context in mind. Starting out with heal wounds identified but not in inventory would defeat the whole purpose o...

Thursday, 16th February 2023, 03:39

Forum: Game Design Discussion

Topic: DjCj starting potion

Replies: 8

Views: 4841

Re: DjCj starting potion

I agree that Djinni are usually not weak on D1, however, the starting consumable is not meant to assist the player in a usual game... it's there for the exceptional game where an extraordinarily dangerous situation presents itself before the player has found a randomly generated consumable that coul...

Thursday, 16th February 2023, 03:28

Forum: Game Design Discussion

Topic: Summoner highlight

Replies: 3

Views: 4298

Re: Summoner highlight

I see, in that case it does (and thanks for the tip). But, when hovering the mouse over the summoned monster or looking with SHIFT+X, it does not. If possible, it would be best to make this behavior consistent so that the circle appears with each of these viewing methods, especially considering the ...

Tuesday, 14th February 2023, 23:39

Forum: Game Design Discussion

Topic: Remove Corpses

Replies: 5

Views: 5335

Remove Corpses

If there's no longer any way to interact with corpses, then they probably shouldn't even exist anymore. I can imagine new players seeing them and spending a lot of time looking for something to do with them, thinking something along the lines of, "Surely, they must serve some purpose. Otherwise...

Tuesday, 14th February 2023, 19:35

Forum: Game Design Discussion

Topic: Summoner highlight

Replies: 3

Views: 4298

Summoner highlight

Hovering over a summoned enemy should highlight the summoning monster, if it's in LoS. Reason being, if you have say, 2 orc high priests in melee range and one of them summons, say, an orange demon, you might want to prioritize attacking the summoner. But, how would you know which orc is the summone...

Sunday, 12th February 2023, 23:03

Forum: Game Design Discussion

Topic: DjCj starting potion

Replies: 8

Views: 4841

Re: DjCj starting potion

I noticed a recent GIT commit that marked potions of magic as useless for Djinni, which is what got me thinking about their starting items. I suspect the removal of the starting potion of magic is a side effect of that commit, but every character is supposed to start with 1 helpful consumable, and t...

Sunday, 12th February 2023, 22:59

Forum: Game Design Discussion

Topic: Pillar Dancing

Replies: 2

Views: 3652

Re: Pillar Dancing

Well, you would still be able to move as long as that movement didn't take you farther away from any enemy... which, now that I think of it, wouldn't be good enough for Wu Jian Council worshipers, so it would probably necessitate the removal of one of my favorite gods....

Sunday, 12th February 2023, 15:22

Forum: Game Design Discussion

Topic: DjCj starting potion

Replies: 8

Views: 4841

DjCj starting potion

This may have been changed recently, but Djinni Conjurers have been starting the game with a potion of magic. Seems like they should start with a potion of heal wounds instead.

Sunday, 12th February 2023, 01:20

Forum: Game Design Discussion

Topic: Pillar Dancing

Replies: 2

Views: 3652

Pillar Dancing

I guess this is an apology post more than anything. In response to the failed experiments of variable monster movement speeds and opportunity attacks as mechanics to prevent stair dancing (and kiting/fleeing more generally), I previously posted that the only way to stop this behavior would be to rem...

Thursday, 9th February 2023, 01:32

Forum: Game Design Discussion

Topic: Searing Ray Targeting

Replies: 2

Views: 4037

Searing Ray Targeting

The Searing Ray spell has 2 different modes: 1) Target a location and repeatedly hit the same squares, regardless of whether anything is in them. 2) Target an enemy and adjust aim to focus on it each turn, ignoring other units (defaults to mode 1 if the target enemy dies). However, there are a few i...

Wednesday, 28th September 2022, 19:15

Forum: Game Design Discussion

Topic: Ash enhancement proposal

Replies: 4

Views: 4812

Re: Ash enhancement proposal

Ash does offer the ability to quickly retool to make use of spells that weren't trained for up to that point, by investing smaller amounts of skill xp into spell schools and picking curses to make up the difference, then switching those curses when switching spell focuses. However, the catch is that...

Saturday, 24th September 2022, 22:15

Forum: Game Design Discussion

Topic: Ash enhancement proposal

Replies: 4

Views: 4812

Re: Ash enhancement proposal

Right now, when selecting Ash as my final (or only) deity, I separate equipment into 3 categories: trash items, from which to gain piety from curses that don't align with my build at all; mediocre items, for curses that partially align with my build, and good items, for curses that perfectly align w...

Friday, 23rd September 2022, 02:21

Forum: Game Design Discussion

Topic: Shield ER (STR)

Replies: 3

Views: 4594

Re: Shield ER (STR)

To be clear, I'm not suggesting to make the shield ER completely removable by increasing STR... I'm suggesting that shield ER should work like armour ER, such that skill increases reduce it by a flat percentage, then each point of STR reduces the remaining burden subject to diminishing returns but n...

Thursday, 22nd September 2022, 21:45

Forum: Game Design Discussion

Topic: Playing pure Summoner is not fun

Replies: 5

Views: 5231

Re: Playing pure Summoner is not fun

Conjurer is the best mage background because it has the most INT, but I think as spell schools, Conjuration and Summoning are about equal in effectiveness. But, Summoning is significantly more difficult to succeed with, as it all but requires a more nuanced understanding of monster behavior to get t...

Sunday, 18th September 2022, 00:08

Forum: Game Design Discussion

Topic: opportunity attacks

Replies: 9

Views: 5648

Re: opportunity attacks

The stealth factor is a good point, however, the impact is pretty inconsistent depending on species. Spriggans and Felids are fast enough that most enemies don't get opportunity attacks. Vampires can kind of do the same thing with Bat Form, and despite the disadvantages it comes with, opportunity at...

Friday, 9th September 2022, 18:09

Forum: Game Design Discussion

Topic: Shield ER (STR)

Replies: 3

Views: 4594

Shield ER (STR)

I propose making STR mitigate shield ER similar to how it mitigates armour ER. Partly for consistency, as it seems intuitive that if STR makes it easier to bear the weight of heavy armour that it would also do so for heavy shields. And partly to make shield usage a more appealing choice for STR-base...

Friday, 9th September 2022, 18:01

Forum: Game Design Discussion

Topic: Arcane Marksman Stats

Replies: 1

Views: 4029

Arcane Marksman Stats

Now that ranged weapons use DEX for damage instead of STR, Arcane Marksman gets little to no benefit from STR. So, I propose moving its starting STR stat points to DEX and/or INT. Specifically, I'd recommend making their stat contributions the same as an Enchanter.

Friday, 9th September 2022, 17:59

Forum: Game Design Discussion

Topic: opportunity attacks

Replies: 9

Views: 5648

Re: opportunity attacks

For me, the most annoying change to my behavior in response to opportunity attacks is how often I retreat to a chokepoint. I used to fight enemies more or less where I found them, typically luring them only a few tiles from the frontier at most, unless and until other significant threats began to cl...

Wednesday, 11th May 2022, 11:15

Forum: Game Design Discussion

Topic: Really attack?

Replies: 0

Views: 4679

Really attack?

Attempting to move/attack towards an adjacent monster while wielding a launcher prompts "Really attack while wielding (launcher)?" For ease of use and consistency, I suggest instead the launcher could fire at the adjacent monster.

Thursday, 5th May 2022, 11:52

Forum: Game Design Discussion

Topic: Reworking Sandblast

Replies: 4

Views: 5268

Re: Reworking Sandblast

I absolutely refuse to use the spell so long as stones are required to cast it, and the decision to make them a requirement has always baffled me. (Though, even if the stones requirement were removed, I still would strongly tend to avoid playing EE, simply because Conjurer gets more INT, and when pl...

Monday, 11th April 2022, 04:20

Forum: Game Design Discussion

Topic: Ashenzari small buff idea

Replies: 4

Views: 4806

Re: Ashenzari small buff idea

Probably not, now that you mention it. So, I guess that would leave HP, and... HP?

Saturday, 9th April 2022, 02:25

Forum: Game Design Discussion

Topic: Request for Clarity: Guardian Golem

Replies: 0

Views: 4259

Request for Clarity: Guardian Golem

Both the spell description and the monster description indicate that a guardian golem can protect its allies. The spell description explains that the player is not eligible for this protection, but the monster description does not. Neither description explains what circumstances are required for thi...

Saturday, 9th April 2022, 00:19

Forum: Game Design Discussion

Topic: Ashenzari small buff idea

Replies: 4

Views: 4806

Re: Ashenzari small buff idea

Any such bonus information should be randomly generated, in other words, information that can't be learned by digging through the source code (as information that can be precisely determined by digging through source code should be available to all players, regardless of god, so as to not give an ad...

Friday, 8th April 2022, 01:10

Forum: Game Design Discussion

Topic: Ally Swapping vs Opportunity Attacks

Replies: 7

Views: 6217

Re: Ally Swapping vs Opportunity Attacks

How so? When I resort to pillar dancing, it's because I'm being chased by an enemy I'm in danger of dying to and can't disengage from without a consumable which I don't want to (or don't have the option to) use. If the opportunity attack caused the enemy to spend a turn attacking instead of chasing,...

Thursday, 7th April 2022, 00:35

Forum: Game Design Discussion

Topic: Ally Swapping vs Opportunity Attacks

Replies: 7

Views: 6217

Re: Ally Swapping vs Opportunity Attacks

I'm not convinced of that, but I'm also not really looking at this from a balance perspective. I would like to point out that even if ally swapping should be nerfed, opportunity attacks aren't necessarily the best way to do it. Here's some food for thought: both opportunity attacks and ally swapping...

Friday, 25th March 2022, 15:31

Forum: Game Design Discussion

Topic: Felid's Teeth and Claws

Replies: 6

Views: 5578

Re: Felid's Teeth and Claws

I used to feel the same way about INT for non-spellcasters (especially Trog worshipers). But, even for such characters, INT isn't completely useless, because if you take stat damage and run out of INT, you can't read scrolls, which matters sometimes... especially for Mummies. It's not much, but it's...

Thursday, 24th March 2022, 20:37

Forum: Game Design Discussion

Topic: Felid's Teeth and Claws

Replies: 6

Views: 5578

Re: Felid's Teeth and Claws

That would be rough on trolls and ghouls. Having UC use the higher of STR or DEX might be a better approach, as there are species of both flavors designed with UC in mind.

Wednesday, 23rd March 2022, 17:44

Forum: Game Design Discussion

Topic: Felid's Teeth and Claws

Replies: 6

Views: 5578

Felid's Teeth and Claws

Felid's are a low strength species and are uniquely unable to wield DEX-based weapons. Furthermore, their unarmed attacks are modified to behave like short blades in terms of stabbing. It seems like their attacks should be further modified to use DEX instead of STR like short blades.

Wednesday, 23rd March 2022, 16:52

Forum: Game Design Discussion

Topic: Ally Swapping vs Opportunity Attacks

Replies: 7

Views: 6217

Ally Swapping vs Opportunity Attacks

A common ally positioning maneuver is to swap from (enemy) (player) (ally) to (enemy) (ally) (player). This is much more dangerous with the new opportunity attacks mechanic, as the enemy may get a free attack against the player who swaps positions with their ally. Combined with the fact that summone...

Wednesday, 16th March 2022, 17:16

Forum: Game Design Discussion

Topic: Excrutiating Wounds

Replies: 1

Views: 4208

Excrutiating Wounds

The spell only affects melee weapons, which is obvious to players that know that the pain brand can only appear on melee weapons. But, new and unspoiled players don't know this, and would reasonably expect the spell to affect ranged weapons as well, potentially to great disappointment if they invest...

Thursday, 10th March 2022, 23:09

Forum: Game Design Discussion

Topic: Dex weapons (FR: make (long)bows scale with Str again)

Replies: 2

Views: 4672

Re: Dex weapons (FR: make (long)bows scale with Str again)

I think having some STR and some DEX launchers is a good idea, though I'm not sure about which should be which, though I think it's best to keep each category of launcher consistent, so that players can start with early-game weapons and progress to late-game weapons without having one or the other b...

Thursday, 10th March 2022, 21:22

Forum: Game Design Discussion

Topic: God of the Forge

Replies: 7

Views: 5584

Re: God of the Forge

Strive for Perfection is meant to be used either as a quick way to get new gear tuned up without spending piety or to stockpile scrolls to read right before a dangerous fight, whether that's a boss fight, an awkward situation following a trap, or simply a large group of very dangerous enemies. Howev...

Thursday, 10th March 2022, 00:22

Forum: Game Design Discussion

Topic: God of the Forge

Replies: 7

Views: 5584

Re: God of the Forge

I guarantee that without Instability, there would be players that would not stop at or anywhere near a mere +9 and +20... they would just keep stacking bonuses to truly absurd levels, through grindy behavior that would render much of the game's challenge completely obsolete. That's why Strive for Pe...

Tuesday, 8th March 2022, 21:34

Forum: Game Design Discussion

Topic: God of the Forge

Replies: 7

Views: 5584

Re: God of the Forge

Thematically related, at least....

Tuesday, 8th March 2022, 06:53

Forum: Game Design Discussion

Topic: God of the Forge

Replies: 7

Views: 5584

God of the Forge

Description: A god of the forge that strengthens and customizes the non-artefact equipment of loyal followers. Artefacts are works of art that should not be tampered with, as a matter of respect for their creators. Goals: Normally, players tend to eventually replace most or all their equipment with ...

Monday, 14th February 2022, 01:10

Forum: Game Design Discussion

Topic: Boulder beetle too hardcore?

Replies: 4

Views: 4015

Re: Boulder beetle too hardcore?

They do a lot of damage per hit, yes, but they don't hit very often, and that makes them fairy easy to escape from if you're not ready to kill them yet, although depending on the situation, expending a consumable may be required. In particular, their tendency to blink away makes them very easy to es...

Monday, 24th January 2022, 07:09

Forum: Game Design Discussion

Topic: New search breaks muscle memory, again

Replies: 6

Views: 4514

Re: New search breaks muscle memory, again

Maybe add a boolean config option like "fire_preserve_keybindings" which, when true, would cause the quiver menu to be populated by going through fire_order and, for each category, assign all quiverables of that category to their matching letter, if that letter is not already assigned to a...

Thursday, 6th January 2022, 20:35

Forum: Game Design Discussion

Topic: Djinni vs MP recovery

Replies: 6

Views: 4795

Re: Djinni vs MP recovery

Because your statement is self-contradictory. "... no game mechanic that involves MP is relevant for them" contradicts "they spend HP instead of MP", because that implies they do use mechanics that use MP. Please read carefully what I wrote: "However... in light of that last...

Thursday, 6th January 2022, 10:19

Forum: Game Design Discussion

Topic: Djinni vs MP recovery

Replies: 6

Views: 4795

Re: Djinni vs MP recovery

For them, MP doesn't exist, they spend HP instead of MP, and therefore no game mechanic that involves MP is relevant for them. This is self-evidently false. They do interact with mechanics that involve MP, including but not limited to spellcasting, invocations, Portal Projectile, and gloves of infu...

Thursday, 6th January 2022, 06:11

Forum: Game Design Discussion

Topic: Djinni vs MP recovery

Replies: 6

Views: 4795

Djinni vs MP recovery

For Djinni, spending MP translates to spending HP. It would follow, then, that the reverse... recovering MP translating to recovering HP... should also be true. This isn't just a consistency issue, but also a balance one. TSO's "Gain power from killing" and Jiyva's conversion of consumed i...

Thursday, 6th January 2022, 01:31

Forum: Game Design Discussion

Topic: Dj Spell Rework

Replies: 9

Views: 5554

Re: Dj Spell Rework

I was mistaken about the spell competence limit. Based on previous testing, I determined that djinn couldn't reach the same levels of spell power as other species, but retesting it now, this is not the case. Spell power for a djinn with spellcasting 27 is the same as spell power for other species wi...

Thursday, 6th January 2022, 01:22

Forum: Game Design Discussion

Topic: Running out of projectile ammo irritates me. Infinite ammo?

Replies: 9

Views: 5775

Re: Running out of projectile ammo irritates me. Infinite a

... just annoying to swap to melee all the time vs. a week enemy. This by itself is a solid argument in favor of adjusting the ammo system. Even without any ammo system, however, ranged weapons would still be different from spells, evocables, and melee. Spells use MP, evocables use charges, and mel...

Wednesday, 5th January 2022, 04:09

Forum: Game Design Discussion

Topic: Dj Spell Rework

Replies: 9

Views: 5554

Re: Dj Spell Rework

Djinn are a bad species to pick for casting any spells aside from what their background provides. Even with rerolls and/or acquirement-style spell acquisition, that would still be the case. They get hit 3 times: lack of ability to memorize desired spells, lack of ability to worship magic-related god...

Saturday, 1st January 2022, 02:10

Forum: Game Design Discussion

Topic: Fletchery

Replies: 3

Views: 2785

Re: Fletchery

I've found that the relevance of ammo varies severely depending on background, species, weapon type, and god. If you want a truly miserable experience, try playing a deep elf arcane marksman who worships a god other than Okawaru... although, I admit this isn't quite as bad now that weapons aren't ra...

Saturday, 1st January 2022, 00:16

Forum: Game Design Discussion

Topic: Orb of Zot

Replies: 1

Views: 2455

Orb of Zot

Since it's now a thing that orbs can be worn as offhand items, it seems like the Orb of Zot should be wearable as well, for consistency. My thought is to make it an unrandart that applies the normal orb run effects while in the inventory and additional effects while worn that are highly appealing bu...
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