Search found 44 matches

Thursday, 4th July 2019, 19:40

Forum: Game Design Discussion

Topic: Destroy consumables in monsters' inventories when they die

Replies: 10

Views: 1990

Re: Destroy consumables in monsters' inventories when they d

Justifiable doesn't equal anything remotely realistic, apparently. Specific scenario - I can't imagine directing my spite to this purpose if I'm say: lethally poisoned and burned from the inside/ split dead by a cannonball brought out of thin air/ decapitated by a glaive. I can understand if a larg...

Saturday, 9th June 2018, 18:35

Forum: Crazy Yiuf's Corner

Topic: cat poll

Replies: 14

Views: 1863

Re: cat poll

tankra wrote:Remove inventory from Felid altogether. Now that spells are goldified, it actually could be viable.

Maybe add some AC or some stats as compensation.

Remove inventory, and let them start with 9 lives as compensation.

Friday, 25th May 2018, 16:04

Forum: Game Design Discussion

Topic: Remove all harmful-only stuff

Replies: 8

Views: 1648

Re: Remove all harmful-only stuff

Zap-zapper wrote:(like scrolls of noise, which sometimes can be used to attract attention to the place you want to fight monsters, or to break mesmerisation)

The mesmerisation interaction was removed over a year ago.

Saturday, 7th April 2018, 02:41

Forum: Dungeon Crawling Advice

Topic: Tips for Using Haunt?

Replies: 10

Views: 1354

Re: Tips for Using Haunt?

Cast it 2–3 times on the same monster, if necessary. I didn't realize this was possible at first, because I thought it inflicted a "haunted" status (maybe because the monster version says "you feel haunted"). Single casting of haunt is underwhelming, but multiple casts will kill...

Thursday, 5th April 2018, 07:53

Forum: Game Design Discussion

Topic: Demigod Reform

Replies: 29

Views: 3782

Re: Demigod Reform

Are Ds and Dr really popular, or do people just start playing carelessly or quit if they get mutations they don't want, resulting in more games total? I'm enjoy playing these species more if I could choose the mutations at the start.

Sunday, 1st April 2018, 17:16

Forum: Game Design Discussion

Topic: Ozo's Armour change discussion

Replies: 22

Views: 2739

Re: Ozo's Armour change discussion

Ge0ff wrote:This change makes the spell more annoying to use: after you cast Ozo's Armour you have to fight manually/slower now. Because if Tab moves you towards an enemy, your ice armour will break without a warning.

Shift-tab attacks without moving.

Sunday, 25th March 2018, 17:08

Forum: Game Design Discussion

Topic: Species Proposal - Faerie Dragon

Replies: 189

Views: 24061

Re: Species Proposal - Faerie Dragon

I 3-runed a version 1.6 FDFE^Vehumet. Early game is easy (the early ghost of a previous character was from seeing if it was possible to make it to Lair by literally only autoexplore/autoattack/autotravel to next level when explored (it might be if you're very lucky but I didn't manage it)). -1MP cos...

Saturday, 24th March 2018, 18:32

Forum: Game Design Discussion

Topic: Species Proposal - Faerie Dragon

Replies: 189

Views: 24061

Re: Species Proposal - Faerie Dragon

I don't like how spamming L1 spells is in most cases strictly better than resting. Even with SInv, it's still better to Summon Butterflies or Summon Small Mammals than rest. Maybe HPregen/MPregen should be set to 0 every turn you cast a spell. EDIT: That sounds too complicated. I'd just give them SI...

Saturday, 24th March 2018, 02:19

Forum: Game Design Discussion

Topic: Species Proposal - Faerie Dragon

Replies: 189

Views: 24061

Re: Species Proposal - Faerie Dragon

The range check error crash is fixed in the latest git commit: "Fix crash when updating minimap for out-of-map tiles" (commit c9362ec4a232ddeda927bc9f4b6de1881d23f46e)

Friday, 23rd March 2018, 05:49

Forum: Game Design Discussion

Topic: Species Proposal - Faerie Dragon

Replies: 189

Views: 24061

Re: Species Proposal - Faerie Dragon

I know it'd be introducing another gimmick, but I wonder if it might be most effective just to give them a mutation that'd let them ignore a single hit every now and then. Say, once every 100 turns or so. Provides that important "won't die because I stepped around a corner and was face-to-face...

Tuesday, 20th February 2018, 17:26

Forum: Game Design Discussion

Topic: Proposal: Make Subl. of Blood zero mana cost

Replies: 1

Views: 859

Re: Proposal: Make Subl. of Blood zero mana cost

All spells cost the same number of MP as their spell level. Why should Sublimation of Blood be an exception? It would add complexity for nothing but a dubious flavor change. Just cast it earlier if 2MP is a problem.

Friday, 16th February 2018, 20:11

Forum: Game Design Discussion

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

Replies: 31

Views: 3653

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

I like this idea. It also means we can remove the delayed activation conditions. Regen/regenmp/gourmand can all start working immediately and spirit shield doesn't need to drain MP.

Thursday, 16th November 2017, 15:50

Forum: Game Design Discussion

Topic: Remove shafts

Replies: 82

Views: 6908

Re: Remove shafts

If shafts are removed, then D1 jackal packs should also be removed. They're even more dangerous to certain characters.

Friday, 20th October 2017, 11:21

Forum: Game Design Discussion

Topic: cap melee noise by monster hp

Replies: 15

Views: 1502

Re: cap melee noise by monster hp

Rast wrote:Short Blades could make zero noise.

Unless that just further incentivizes constant weapon swaps.

Short Blades could make zero noise only when used for stabbing. You already have to swap weapons for stabbing so it wouldn't make things worse.

Tuesday, 3rd October 2017, 00:40

Forum: Game Design Discussion

Topic: Remove Catoblepas

Replies: 20

Views: 2210

Re: Remove Catoblepas

Just make all monsters immune to Catoblepas petrification. There's no longer any incentive to keep them alive, and they're still interesting in confined spaces.

Tuesday, 26th September 2017, 13:29

Forum: Game Design Discussion

Topic: remove mummies and vampires (or let them starve)

Replies: 62

Views: 14218

Re: remove mummies and vampires (or let them starve)

a lot of careful thought goes into things like exactly how many milliseconds there are between when the player pushes the jump button, and when Mario actually jumps As far as I know, in every official Mario game it's "a few as the hardware will allow". It doesn't take much thought to unde...

Monday, 11th September 2017, 14:38

Forum: Game Design Discussion

Topic: remove mummies and vampires (or let them starve)

Replies: 62

Views: 14218

Re: remove mummies and vampires (or let them starve)

duvessa wrote:Gozag doesn't have piety decay lol)

Feature request: Implement Gozag piety decay. Every n turns, Gozag taxes one of your gold pieces. Failure to pay counts as abandonment. Increase gold drop rate to compensate.

Friday, 4th August 2017, 18:44

Forum: Game Design Discussion

Topic: Combine !Agility, !Might and !Brilliance.

Replies: 9

Views: 1438

Re: Combine !Agility, !Might and !Brilliance.

1. Goldify spellbooks
2. Remove spell memorization, cast from spellbooks instead
3. !Brilliance sets all spell failure rates to 0%, no power bonus

Saturday, 24th June 2017, 15:46

Forum: Game Design Discussion

Topic: Gozag and collection of gold

Replies: 2

Views: 638

Re: Gozag and collection of gold

To preserve the amusement, make gold piles actively chase the player. They can merge if they end up on the same square to avoid having potentially thousands of piles chasing the player all at once.

Tuesday, 9th May 2017, 02:30

Forum: Game Design Discussion

Topic: Make low level characters stealthier in the Abyss

Replies: 14

Views: 1717

Re: Make low level characters stealthier in the Abyss

Rast wrote:A better way is to increase the number of Abyss levels and make the early ones a lot less deadly.

Abyss:1 is already too easy for fast and stealthy characters. Making it easier goes against the anti-grinding philosophy unless there are additional changes to prevent Abyss farming.

Saturday, 8th April 2017, 05:59

Forum: Game Design Discussion

Topic: New Experimental: Cyno Species

Replies: 65

Views: 12548

Re: New Experimental: Cyno Species

high spell skills are never a good idea until extended; all the worthwhile spells are level 6 and lower. I disagree. Spellforged Servitor is the most MP efficient method of spellcasting and you can easily get it castable by Zot. A servitor with LCS can solo Orbs of Fire, and if you've been using Ir...

Sunday, 2nd April 2017, 14:32

Forum: Game Design Discussion

Topic: Deep Dwarf vampiricism should heal MP not HP

Replies: 20

Views: 3518

Re: Deep Dwarf vampiricism should heal MP not HP

I won a 3-rune DDNe^Gozag (recent trunk), with 3754 uses of Vampiric Draining. I farmed enemies for HP in the early game, and while clearing Crypt. Everywhere else I was powerful enough to make it not worth the effort. I've also won a 15-rune SpEn^Gozag (trunk, post wand reform), and I think extende...

Friday, 31st March 2017, 13:44

Forum: Game Design Discussion

Topic: Rework Halfling

Replies: 23

Views: 3726

Re: Rework Halfling

Instead of rMut 3, how about receiving all mutations as Wretched Star-style temporary mutations?

Sunday, 26th March 2017, 01:45

Forum: Game Design Discussion

Topic: Don't make ogre a fat human

Replies: 101

Views: 18335

Re: Don't make ogre a fat human

Siegurt wrote:My first choice would be "Oni"

It doesn't much help because oni are frequently depicted using clubs too.

Friday, 24th March 2017, 19:49

Forum: Game Design Discussion

Topic: Deep Dwarf vampiricism should heal MP not HP

Replies: 20

Views: 3518

Deep Dwarf vampiricism should heal MP not HP

I've been playing DDNes lately, and HP being a consumable encourages tedious play. Every natural enemy is a HP source and you don't want to waste them. If it's slow and has fast regen like a worm, you definitely don't want to kill it, because you can stash it somewhere for future draining. You can e...

Thursday, 23rd March 2017, 01:41

Forum: Game Design Discussion

Topic: Have shops show how many matching items are in inventory

Replies: 7

Views: 1029

Re: Have shops show how many matching items are in inventory

Gozag is the best god because it's an opt-out from the tedious chunk-butchering game. The fact that's it's a powerful choice is just a happy side effect.

Thursday, 23rd March 2017, 01:39

Forum: Game Design Discussion

Topic: Remove scroll of amnesia

Replies: 12

Views: 1699

Re: Remove scroll of amnesia

DCSS is supposed to limit spoiler dependence, and this would mean you'd have to plan your whole build from level 1. Amnesia scrolls are common enough that it's rare you'll be stuck with spells you don't want, but you still need to think about it a little. This seems good already, but if you're going...

Saturday, 18th March 2017, 19:15

Forum: Game Design Discussion

Topic: Replace permafood with a single generic food item

Replies: 30

Views: 7111

Re: Replace permafood with a single generic food item

let there be a % chance that killing an edible enemy adds food to your supply If this means the end of chunk decay I'm all for it. The current system means optimal play requires tracking exactly how much nutrition you have and deciding whether you're going to kill each edible enemy immediately or k...

Wednesday, 15th March 2017, 06:36

Forum: Crazy Yiuf's Corner

Topic: The Inventory Thread

Replies: 44

Views: 10069

Re: The Inventory Thread

Mix cancellation and curing. There is some difference between the potions, but imho not enough to justify the existence of two different items. Cancellation is also very seldom used, and its distinctive ability to lower contamination is too weak for a rare potion, while it would be good for curing ...

Tuesday, 7th March 2017, 14:56

Forum: Game Design Discussion

Topic: Remove summons from Wz/Cj/IE/AE starting books

Replies: 26

Views: 5147

Re: Remove summons from Wz/Cj/IE/AE starting books

TonberryJam wrote:Removing Battlesphere makes Dart useless sometime at or after lair, now forcing excessive use of FM for range attacks b/c Mystic Blast is best used at close range.


Magic Dart remains useful the whole game as a cheap and quiet luring spell.

Wednesday, 1st March 2017, 17:46

Forum: Game Design Discussion

Topic: Let undead cast dragon form

Replies: 3

Views: 746

Re: Let undead cast dragon form

Agreed, and instead of fire breath they should have negative energy breath like player ghost draconians.

Sunday, 26th February 2017, 00:33

Forum: Game Design Discussion

Topic: Let Demonspawn and Undead worship the good gods

Replies: 11

Views: 1910

Re: Let Demonspawn and Undead worship the good gods

TSO and Zin are popular gods for extended. Torment is a major threat in extended. Worshipping them *and* having torment resistance is possibly overpowered.

Tuesday, 21st February 2017, 22:46

Forum: Game Design Discussion

Topic: Remove Necromutation timer

Replies: 4

Views: 690

Remove Necromutation timer

Once you get Necromutation you want it active most of the time. You always want to extend it before it expires but this rarely has any tactical impact. It serves mostly to annoy the player having to recast it so many times. The holy vulnerability and lack of potion access is is motive enough for end...

Tuesday, 21st February 2017, 21:02

Forum: Game Design Discussion

Topic: Weapon-less Ieoh Jian Council (now implemented)

Replies: 81

Views: 16144

Re: Weapon-less Ieoh Jian Council (now implemented)

mattlistener wrote:9 solid tiles is impossible because you can't coexist with a wall. 8 never happens because if it could, it would break the game for players who just used their last teleport.

8 happens in Abyss, and it doesn't break the game because you can wait it out.

Tuesday, 31st January 2017, 22:34

Forum: Game Design Discussion

Topic: Remove Regeneration

Replies: 67

Views: 10046

Re: Remove Regeneration

Regen is a constant spam type spell because you always want to cast it when you're at less than maximum HP. The hunger cost is either insignificant or negative, and waiting for natural healing gives enemies more time to spawn or wander nearby. You also want to cast it before every combat because all...

Friday, 27th January 2017, 07:42

Forum: Game Design Discussion

Topic: FR: Make Abyss difficulty increase each visit

Replies: 22

Views: 3235

Re: FR: Make Abyss difficulty increase each visit

bel wrote:What was your character like when you started scumming Abyss?


XL:24 IIRC. Maybe it's possible at lower levels. I might try it.

Friday, 27th January 2017, 07:41

Forum: Game Design Discussion

Topic: Remove Regeneration

Replies: 67

Views: 10046

Re: Remove Regeneration

Regen is annoying to cast. Partial solution: make it last until it's done a full HP bar's worth of healing. Any attempted healing while already at full HP is wasted. This also adds a fun risk/reward mechanic, where you gain more benefit if you cast it at low HP, and there's a reason to spend a turn ...

Sunday, 8th January 2017, 19:03

Forum: Game Design Discussion

Topic: FR: Make Abyss difficulty increase each visit

Replies: 22

Views: 3235

Re: FR: Make Abyss difficulty increase each visit

I believe it's already set so you can never re-enter at a shallower level than where you've been? Unless it was added to trunk recently, no. And if it it did it wouldn't matter. The frequent exit spawns from carrying the rune are nice to have but if you're relying on them you're farming incorrectly...

Saturday, 7th January 2017, 22:09

Forum: Game Design Discussion

Topic: Adjust Malmutate in Extended

Replies: 23

Views: 3037

Re: Adjust Malmutate in Extended

What do you do about malmutate on OoFs? You can't just kill them super quickly like you can with Neqoxecs or Shining Eyes, you can't count on killing OoFs before they have the chance to mutate you. The end result, or at least this is how it feels to me, is that there isn't really any counterplay to...

Friday, 6th January 2017, 19:59

Forum: Game Design Discussion

Topic: FR: Make Abyss difficulty increase each visit

Replies: 22

Views: 3235

Re: FR: Make Abyss difficulty increase each visit

I disagree. Controlled Blink is impossible in Zot. It's definitely more difficult than Abyss:1 for a Spriggan.

Friday, 6th January 2017, 19:47

Forum: Game Design Discussion

Topic: FR: Make Abyss difficulty increase each visit

Replies: 22

Views: 3235

Re: FR: Make Abyss difficulty increase each visit

Remove Spriggans and all you do is make Felids the ideal Abyss farmers. It's only slightly more difficult for them.

Friday, 6th January 2017, 06:40

Forum: Game Design Discussion

Topic: Show how much "damage" Flay is currently applying

Replies: 9

Views: 1531

Re: Show how much "damage" Flay is currently applying

Make Flay remove HP from the left end of the HP bar.

Friday, 6th January 2017, 04:26

Forum: Game Design Discussion

Topic: FR: Make Abyss difficulty increase each visit

Replies: 22

Views: 3235

FR: Make Abyss difficulty increase each visit

A Spriggan with good Stealth and reliable Controlled Blink (easy for a Spriggan) can survive in Abyss:1 with very little risk. Blink away as soon as you see something that can harm you at range, and the chaotic terrain makes walking away very easy. Starvation is no problem if you avoid spellcasting ...

Saturday, 17th December 2016, 18:31

Forum: Technical Support

Topic: Mouse lag in debian testing

Replies: 11

Views: 2157

Re: Mouse lag in debian testing

I had the same problem on Debian unstable. I bisected it to commit 9e6f58dcabc7f47398c9806e4c80f93efbd0d4d2: "Fix resizing of the Tiles window". This reverts cleanly on trunk, and doing so fixes the problem with no obvious side effects.

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