Search found 128 matches

Tuesday, 2nd July 2019, 14:02

Forum: Game Design Discussion

Topic: Remove the id game (new reason)

Replies: 58

Views: 40737

Re: Remove the id game (new reason)

ID scrolls could always be ticked down significantly in spawn rate and be left for IDing equipment and jewellery (mainly amulets and artifacts?), with potions and scrolls auto-ID'd. It would be nice to have a bit more options in the earlygame where you get into a bad situation and your options are &...

Monday, 27th May 2019, 04:23

Forum: Crazy Yiuf's Corner

Topic: Survey: What do you think of the depth of hell now?

Replies: 10

Views: 3896

Re: Survey: What do you think of the depth of hell now?

While I understand the reason behind current design, hell takes f o r e v e r, ontop of Pan already taking so long. The cost of resetting still isn't that significant, because you can just walk back in perfectly fine, it's not as though maps reset or anything. Pan already takes long enough, 29 floor...

Wednesday, 15th May 2019, 21:36

Forum: Crazy Yiuf's Corner

Topic: Species Idea: Anansi

Replies: 15

Views: 5000

Re: Species Idea: Anansi

Innate net ability with cooldown and EV bonus is compelling. Nets rock but you generally only find a couple, so it's a great starting concept. I think heavily slanting the species towards spellcaster with aptitudes isn't necessary, since it's innate traits already slant it towards that path with def...

Friday, 29th March 2019, 20:09

Forum: Game Design Discussion

Topic: engorged

Replies: 13

Views: 4643

Re: engorged

Yeah. Basically "this would technically make sense from a realism perspective, but adds nothing to the game except the tedium of avoiding it". It also somewhat nerfs gourmand, and the only point of gourmand is to make food less tedious. Realistic =/= fun.

Sunday, 10th March 2019, 13:39

Forum: Game Design Discussion

Topic: Option to display spells for books in shops

Replies: 9

Views: 2904

Re: Option to display spells for books in shops

Sorcerous wrote:That option already exists, it's the !-switch.

oh my god.

how are you supposed to know this stuff though

Saturday, 9th March 2019, 17:10

Forum: Game Design Discussion

Topic: Specie Proposal - Angel/Profane Servitor

Replies: 14

Views: 4344

Re: Specie Proposal - Angel/Profane Servitor

I think the species might be more balanced if your starting god choice was TSO/Zin/Ely/Godless, and either godless=profane servitor or you became a servitor upon choosing an evil/chaotic god, like a draconian changing body type and receiving a few altered aptitudes. (That way you could still pick ev...

Monday, 4th March 2019, 21:08

Forum: Game Design Discussion

Topic: Vampires suck/vampire rework thread

Replies: 28

Views: 9138

Re: Vampires suck/vampire rework thread

Ideally the buff wouldn't last long enough in any of those cases for stairs to be a relevant problem. You generally want to rest after a battle (if it was on kill or via ability on a living target) and corpses don't last long. Of course, feeding on corpses for a buff makes kiku an interesting option...

Monday, 4th March 2019, 16:50

Forum: Game Design Discussion

Topic: Vampires suck/vampire rework thread

Replies: 28

Views: 9138

Re: Vampires suck/vampire rework thread

Could always just remove the fiddly food system (make blood bottles permafood and greatly simplify their nutrition so you don't care about being bloodless on purpose) and give them a totally DIFFERENT gimmick instead. Like, some kind of HP drain or buff on killing things, or a short-lasting buff if ...

Sunday, 10th February 2019, 15:30

Forum: Game Design Discussion

Topic: Unrandart amulets which disable ring slots

Replies: 22

Views: 5861

Re: Unrandart amulets which disable ring slots

Err... do you not realize that triple melee damage would be the most hilariously broken amulet ever? XD Anyway, we already have Amulet of Increased Damage, it's called Amulet of Harm. You take more in exchange because a damage increase is -incredibly- strong both offensively and defensively. Dead th...

Friday, 8th February 2019, 16:29

Forum: Game Design Discussion

Topic: Unrandart amulets which disable ring slots

Replies: 22

Views: 5861

Re: Unrandart amulets which disable ring slots

I really like the concept, and giving up both ring slots can be really crippling (consider you're giving up one or two RANDART rings sooner or later) but getting characters with 60~80 AC or EV (and still potentially good scores in the other defenses) sounds like... uh, a thing. Hmm. At 1.5x (and som...

Thursday, 17th January 2019, 15:56

Forum: Game Design Discussion

Topic: Make trog and oka stop showering you with needles

Replies: 63

Views: 17992

Re: Make trog and oka stop showering you with needles

I -guess- I can think of games with targetting more like tealizard is saying, but there's a CRITICAL distinction in that those games have the player facing a specific direction, so you aim via the way you're facing. Crawl does not have such a feature so I don't know how it could possibly work in a p...

Tuesday, 1st January 2019, 16:00

Forum: Game Design Discussion

Topic: Some thoughts on Yara's

Replies: 5

Views: 2472

Re: Some thoughts on Yara's

A spell with an antimagic effect on the target actually sounds pretty compelling, whether it's a Yara's rework or a whole new spell.

Monday, 3rd December 2018, 20:17

Forum: Game Design Discussion

Topic: Bribe Branch shouldn't work on Orb run spawns

Replies: 4

Views: 1781

Re: Bribe Branch shouldn't work on Orb run spawns

I think once I heard someone suggest Tomb is easier in orb run because of bribed pan lords. I'm not sure if that's actually true, but it's kind of hilarious to imagine. That being said, is orb run not already trivial the overwhelming majority of the time anyway, regardless of your god choice? Oh no,...

Monday, 26th November 2018, 03:26

Forum: Game Design Discussion

Topic: Change manuals for gnolls

Replies: 34

Views: 10550

Re: Change manuals for gnolls

On reflection: I'm stupid. Changing the aptitude bonus wouldn't affect the speed at which the manual gets used, so it's pointless. So forget about option 2. Well, if you set the apt bonus to +124 you'd probably be able to drop the manual faster by virtue of maxing the skill... More seriously, manua...

Thursday, 22nd November 2018, 16:18

Forum: Game Design Discussion

Topic: Species Proposal: Yokkaso

Replies: 46

Views: 14237

Re: Species Proposal: Yokkaso

delarado wrote:Instead of chance based MP refund dependant on HP levels, how about giving them an amulet of guardian spirit to start the game?

So... a Vine Stalker.

Saturday, 10th November 2018, 17:47

Forum: Game Design Discussion

Topic: Remove Translocations

Replies: 58

Views: 15732

Re: Remove Translocations

Making apportation just apport all items in sight sounds pretty good. That saves a lot of turns for ranged users retrieving ammo especially, whilst only boosting the convenience portion of the spell; power wise, using it for something like snatching runes or getting stuff away from dangerous monster...

Wednesday, 7th November 2018, 21:43

Forum: Game Design Discussion

Topic: Remove Translocations

Replies: 58

Views: 15732

Re: Remove Translocations

Why? I'm not suggesting dispersing them all to the same school. Sure, Summon Forest wouldn't be that bad if it became Summoning/Earth, I guess P.Proj could be Hexes/Charms and Recall just becomes Summoning, but adding, say, C.Blink to a different spell school drastically powers up said other school...

Wednesday, 7th November 2018, 16:38

Forum: Game Design Discussion

Topic: Remove Translocations

Replies: 58

Views: 15732

Re: Remove Translocations

Hmm. On the other hand, maybe it really COULD be reworked to... not teleport others. Rename it slightly and make it phase the monster out of this dimension for a little while, then it reappears right where it was (or in the closest empty space). Same function; monster go byebye. Except without the r...

Wednesday, 7th November 2018, 16:10

Forum: Game Design Discussion

Topic: Remove Translocations

Replies: 58

Views: 15732

I'd rather move a monster away from me than get killed by it, so I'm not really sure what this argument is about. If you don't want to have to hunt the monster down again then just don't learn a spell whose entire purpose is making it go away. Are you suggesting Teleport Other should be reworked to ...

Wednesday, 7th November 2018, 05:48

Forum: Game Design Discussion

Topic: Remove Translocations

Replies: 58

Views: 15732

Re: Remove Translocations

If we're providing our opinions on transloc, there's totally some cool transloc spells but it'd be neat if Warper actually felt like an interesting start instead of "I picked this because I really wanted Blink/PoG for a movement gimped race/god". Teleport Other is really lame because it's ...

Friday, 12th October 2018, 02:45

Forum: Game Design Discussion

Topic: BVC should be nerfed

Replies: 5

Views: 2625

Re: BVC should be nerfed

I always thought the "lock enemies in place" effect would be more appropriate on, say, Gell's Gravitas. Let's make Warper an actually cool starting class! (This would come with increasing gravitas' level, probably) And yes, the spell feels hilariously strong imo. The lockdown effect alone ...

Friday, 28th September 2018, 04:01

Forum: Game Design Discussion

Topic: Kobolds are just worse deep elves

Replies: 47

Views: 17419

Re: Kobolds are just worse deep elves

Demonspawn muts could use some tweaking (freeze is tier 3 but downright disappointing by the time the freeze comes online, for example) but that's worthy of it's own thread. Slow movement but nightstalker 3 sounds downright thrilling, imo. I had been thinking more like nightstalker 2 but I certainly...

Thursday, 27th September 2018, 18:39

Forum: Game Design Discussion

Topic: Kobolds are just worse deep elves

Replies: 47

Views: 17419

Re: Kobolds are just worse deep elves

Hmmm, point taken. However, I think kobolds are currently seen as extremely plain to the point removal regularly seems to come up, and it wouldn't be a bad idea to shift the species concept into that. They're already frail, poor at melee combat other than short blades (which are, well, short blades....

Thursday, 27th September 2018, 03:40

Forum: Game Design Discussion

Topic: Kobolds are just worse deep elves

Replies: 47

Views: 17419

Re: Kobolds are just worse deep elves

Kobolds are a minor conundrum. They get great physical aptitudes for sneaky stabbing, but really, you want hexes for that, which they are merely plain at. Furthermore, kobolds are greatly penalized at getting in melee range in general; -20% hp, terrible armor and shield apts, and the shield penalty ...

Friday, 21st September 2018, 21:03

Forum: Game Design Discussion

Topic: Species Proposal: Yokkaso

Replies: 46

Views: 14237

Re: Species Proposal: Yokkaso

Making it a %-based reduction should be viable, yeah? Like one-third cost reduction, minimum of 1 mp reduced and minimum cost of 1.

And yeah, with the spell bonuses and still having workable armor, I'd agree with weapon apts at -3 across the board.

Friday, 21st September 2018, 15:47

Forum: Game Design Discussion

Topic: Species Proposal: Yokkaso

Replies: 46

Views: 14237

Re: Species Proposal: Yokkaso

Just about all the caster races are badly gimped when it comes to HP and AC. Some have SH and resistance problems also. That's on top of the inherent problems with casting in armor. This here is the main reason I think part of the concept for this species is interesting. The two problems with caste...

Friday, 21st September 2018, 14:09

Forum: Game Design Discussion

Topic: Bring back Pakellas

Replies: 20

Views: 7098

Re: Bring back Pakellas

A'ight, I slept on the artifact recharge ability and thought of a way to implement that sounds vastly more interesting. I don't think you're usually supposed to double-post but it seems appropriate in this case? Here's my rehash of Rash's Pakellas. Also of note is that I thought there was multiple l...

Friday, 21st September 2018, 00:26

Forum: Game Design Discussion

Topic: Bring back Pakellas

Replies: 20

Views: 7098

Re: Bring back Pakellas

Re:My comment on passives to boost the elemental evocables paired with an ability that recharges them for piety and draining; it could look like... Passive Edition -Lamp of Fire's first stream is guaranteed to hit the targetted tile, perhaps some direct damage per stream? -Phial of Floods directly i...

Thursday, 20th September 2018, 23:54

Forum: Game Design Discussion

Topic: Bring back Pakellas

Replies: 20

Views: 7098

Re: Bring back Pakellas

I like some of the ideas (buffing the weaker wands) but a god whose only ability is that passive and Hasted Wands does sound a bit dull. I like immunity to blasting yourself with aoe wands but it's not exactly a selling point. I think there should be somewhat more of a focus on the non-wand evocable...

Sunday, 16th September 2018, 01:00

Forum: Game Design Discussion

Topic: Bring back Pakellas

Replies: 20

Views: 7098

Re: Bring back Pakellas

Pakellas returning would be neat, but he'd need... significant changes. Some of the wands being super strong was only a single issue. Another problem ontop of only being "god of using more wands" was that evocations was already good, and then all his abilities powered up via evocations, an...

Friday, 25th May 2018, 20:27

Forum: Game Design Discussion

Topic: Remove all harmful-only stuff

Replies: 8

Views: 3589

Re: Remove all harmful-only stuff

Curses can be removed while preserving Ashenzari, they'd just become an Ash-exclusive feature. Cursing and uncursing items would just have to use something other than Remove Curse scrolls, which would not exist.

Monday, 21st May 2018, 04:53

Forum: Dungeon Crawling Advice

Topic: Should I abandon Sif Muna? (GnFE)

Replies: 3

Views: 1698

Re: Should I abandon Sif Muna? (GnFE)

Sif has like a 1/5 chance of draining your MP to zero according to the wiki, which is very nasty for a casting-focused character. However, a gnoll could probably get away with equipping medium armor and a proper weapon since they have all skills trained. That being said, it's probably not worth swap...

Saturday, 19th May 2018, 00:29

Forum: YASD! YAVP! and characters in progress too

Topic: MuMo of Gozag, one zig down

Replies: 4

Views: 2226

Re: MuMo of Gozag, one zig down

Well, there's always the ziggurat figurine from the bottom of Tomb for another go at zigs if you haven't ascended yet! Sounds like you're pretty disappointed you didn't do more multizigging.

Friday, 11th May 2018, 19:54

Forum: Dungeon Crawling Advice

Topic: Gnolls and gods

Replies: 27

Views: 11172

Re: Gnolls and gods

Manuals still help. The EXP necessary to level Fighting will still be halved, the effect is not weaker due to having high apt. You'll be lugging it around for quite awhile, though.

Tuesday, 8th May 2018, 21:16

Forum: Dungeon Crawling Advice

Topic: A good place to earn experience

Replies: 9

Views: 3411

Re: A good place to earn experience

Sif's wrath has a significant chance to drain your MP to zero, which can be a big problem for a sif follower (who is likely mostly magic-focused) and Sif's wrath timer is particularly long. An endgame mage with every spell in their library should be fine to full clear the game as-is, so I wouldn't r...

Monday, 7th May 2018, 14:58

Forum: Game Design Discussion

Topic: Fix miscast protection

Replies: 4

Views: 1891

Re: Fix miscast protection

Yeah, this is only a problem for one specific spell. The solution is just making a reasonable spell adjustment, not changing a whole mechanic. Making Dragon's Call expire when using stairs makes sense. Even then, it's not like Sif is amazingly powerful to need a nerf, it's just leveraging your god p...

Thursday, 3rd May 2018, 12:22

Forum: Game Design Discussion

Topic: Abyssal Knights (was: Merchant, a Gozag zealot background)

Replies: 18

Views: 5855

Re: Merchant, a Gozag zealot background

Sure, and you can just plan on finding a Jiyva altar before Lair, too!

Wednesday, 2nd May 2018, 21:02

Forum: Crazy Yiuf's Corner

Topic: A Species That Doesn't Need Books

Replies: 16

Views: 5144

Re: A Species That Doesn't Need Books

I'd say combining the concepts along with Duvessa's. Learn spells when you level up, based on your skilling. You will not obtain all spells... apart from perhaps a 15 rune game. Like a Felid's lives, one would keep learning new spells past lv27 at appropriate EXP intervals that you could check with ...

Monday, 30th April 2018, 22:36

Forum: Game Design Discussion

Topic: Merchant, a Gozag zealot background

Replies: 9

Views: 3853

Re: Merchant, a Gozag zealot background

I think it's important to consider that most zealot backrounds were removed due to not being significantly different in any way from any backround that found an early altar. Is there any real reason to have a Gozag starting backround other than the convenience of a turn 0 altar? Xom Zealot is silly/...

Monday, 30th April 2018, 19:37

Forum: Game Design Discussion

Topic: rework Venom Mages

Replies: 34

Views: 11782

Re: rework Venom Mages

It's not that immunity is necessarily bad; it's that even being resistant confers complete immunity to nearly the entire VM spellbook. And there are a lot of dangerous resistant enemies before you even enter any rune branches. They need be good enough at melee to fight spiny frogs and black mambas i...

Monday, 30th April 2018, 13:58

Forum: Game Design Discussion

Topic: rework Venom Mages

Replies: 34

Views: 11782

Re: rework Venom Mages

Poison Arrow is great if you can actually cast it earlygame, but that's kind of rare. Last I knew, Vehumet's spell gifts scaling with school don't scale from Poison, so he isn't likely to gift it, and it only normally appears in the Book of Annihilations. If you don't worship Sif you're highly likel...

Saturday, 28th April 2018, 01:19

Forum: Game Design Discussion

Topic: rework Venom Mages

Replies: 34

Views: 11782

Re: rework Venom Mages

how do you guys play this game if you expect the starting kit to take care of every threat for the whole game? It's more like, if I pick VM I'm praying to find a different attack spell just to be able to handle Lair. Most dangerous monsters in lair are immune to the entire starter book, other than ...

Friday, 27th April 2018, 16:25

Forum: Game Design Discussion

Topic: rework Venom Mages

Replies: 34

Views: 11782

Re: rework Venom Mages

VM is more of a warrior-mage start, since you're more or less required to get -some- melee ability. Draconians are pretty good since they have durability and a breath attack, but, that's only one race. Poisonous Vapours makes VM really strong, and zombies/skeletons are mostly pretty handle-able. Pre...

Tuesday, 24th April 2018, 16:25

Forum: Game Design Discussion

Topic: replace riposte with a SH bonus

Replies: 12

Views: 4624

Re: replace riposte with a SH bonus

A mage past the early portions of the game will likely have found a staff that's far more useful than wielding a sword for ripostes. Especially since mages generally try to keep monsters from touching them as much as possible, so there's fairly few chances for riposte to trigger. Holding a long swor...

Tuesday, 24th April 2018, 16:10

Forum: Dungeon Crawling Advice

Topic: pls help

Replies: 8

Views: 2900

Re: pls help

Doesn't he first need to step a tile north so the fog can actually put him out of LoS for all the ranged attackers? But yeah, after that, I'd definitely drink a curing and read tele.

Sunday, 22nd April 2018, 17:41

Forum: Crazy Yiuf's Corner

Topic: 5 skill levels with one kill

Replies: 5

Views: 2306

Re: 5 skill levels with one kill

Flashbacks of when Jester was briefly a joke backround that started with Nemelex (and cream pies), back when you sacrified items to Nemelex for gifts/piety/however it worked. I read of people sacrificing their bread ration on Turn 1, drawing a Card of Experience from the resulting deck gift, and gai...

Saturday, 21st April 2018, 15:17

Forum: Game Design Discussion

Topic: make DD healing cost 1 max HP

Replies: 13

Views: 4058

Re: make DD healing cost 1 max HP

Isn't this going to cost a gigantic amount of your max HP before you get reliable HP recovery online? Sure, at max level the cost might be handle-able, but I'm talking about when you're like, lv9 and have used the ability 35 times because you had the gall not to start as a Necromancer. (Example take...

Friday, 20th April 2018, 16:34

Forum: Game Design Discussion

Topic: replace riposte with a SH bonus

Replies: 12

Views: 4624

Re: replace riposte with a SH bonus

If you have a lot of EV, you are likely to dodge whatever attack you would otherwise be shielding. EV is even more effective, for that matter, because it isn't heavily penalized for number of dodges per turn. A shield is still nice, of course, because two rolls to avoid attacks is better than one. E...

Friday, 20th April 2018, 16:27

Forum: Game Design Discussion

Topic: Give Vampires the Ability to go Batform from level 1

Replies: 13

Views: 4088

Re: Give Vampires the Ability to go Batform from level 1

Vinestalker regen DID used to be at level 1. I suppose the thing there is that on d:1, where most monsters only do one, maybe two points of damage, the regen has a disproportionately strong effect. Lv4 doesn't generally kick in until late d:2 or into d:3, at which point things are already quite a lo...

Wednesday, 18th April 2018, 15:48

Forum: Dungeon Crawling Advice

Topic: Advice for stabbers

Replies: 9

Views: 3114

Re: Advice for stabbers

If you start as an Enchanter, I'd just go for the best armor you can wear without making your lv2~3 spells hard to cast. Unless you find great artifact gear, this is probably just Troll Leather Armor until lighter dragon armors come around, like Acid/Swamp/Quicksilver. It's nice to train hexes up a ...
Next

Return to advanced search

cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.