Search found 41 matches

Tuesday, 18th December 2018, 17:50

Forum: Crazy Yiuf's Corner

Topic: When should 0.23 be released?

Replies: 1

Views: 602

When should 0.23 be released?

Hi, I think the subject question is pretty self explanatory: we've had 0.22 for a while so I'd expect 0.23 to be around the corner (Dec or Jan). Is that so? Any more exact date?

Wednesday, 17th October 2018, 14:04

Forum: Game Design Discussion

Topic: Give backrounds consumables on start

Replies: 39

Views: 4272

Re: Give backrounds consumables on start

The rationale is simple: early game randomly killing you has no point. It's meaningless and should be eliminated. Meaningful randomness is fine. One simple way to make things meaningful is to have randomness, while simultaneously giving limited "outs" for the outlier and/or unfair situati...

Saturday, 13th October 2018, 17:24

Forum: Crazy Yiuf's Corner

Topic: improvement for TAB and 'o'

Replies: 10

Views: 1475

Re: improvement for TAB and 'o'

I'd like it if there were two autoattack buttons: One that only works when between 70%-100% HP, and the other which works when between 30%-70% HP I like the way it works to cast spell ( z ap): lower case to cast a spell and upper case to "force" a spell cast. The same could apply to tab, ...

Friday, 12th October 2018, 08:46

Forum: Crazy Yiuf's Corner

Topic: Does anyone enjoy the "you fall through 3 floors" thing?

Replies: 31

Views: 4823

Re: Does anyone enjoy the "you fall through 3 floors" thing?

What's the point of this game mechanic where you can randomly fall through 3 floors? It mostly happens in the early game, where there's a huge spike in difficulty level between several floors. Also, that's the time when you still don't have the tools you would otherwise have to get out of an unexpe...

Friday, 12th October 2018, 08:35

Forum: Crazy Yiuf's Corner

Topic: Top 5 monsters that should get removed

Replies: 12

Views: 2539

Re: Top 5 monsters that should get removed

Maurice Annoying to deal with and suffers from the same "drop everything on another floor" problem that item destruction used to have, plus you can intentionally have him steal certain items to get an advantage (steal wand of poly to turn your mushrooms into oklobs, steal rings of fire/ic...

Friday, 12th October 2018, 08:31

Forum: Game Design Discussion

Topic: Don't drop items in lava/water

Replies: 12

Views: 1852

Re: Don't drop items in lava/water

You know how if you kill a monster under Gozag, and it's over lava, its gold gets dropped on the nearest floor square instead of into the lava? Do that but for all items and all characters. It's obnoxious to move merfolk, spriggan riders, etc. into shallow/no water before killing them. It is an iss...

Wednesday, 10th October 2018, 13:28

Forum: Game Design Discussion

Topic: Can we improve Ctrl-a?

Replies: 7

Views: 1309

Re: Can we improve Ctrl-a?

However, unconditionally re-activating auto pickup on taking the stairs should address the problem. If the invisible monster followed the player up the stairs they'll find out soon enough when they get attacked. But that removes one of the thrills. Even early on you have mage orcs that can cast spe...

Wednesday, 10th October 2018, 13:12

Forum: Game Design Discussion

Topic: Bug in Labyrinth? a stash with translucent stone walls

Replies: 20

Views: 3573

Re: Bug in Labyrinth? a stash with translucent stone walls

If power creep *is* a worry, stop generating these kinds of situations, find a way of signposting "there is no way to obtain these items" to the player, or have the items destroyed after a short time so players don't spend time & resources fruitlessly. I think the description of the s...

Wednesday, 10th October 2018, 11:55

Forum: Crazy Yiuf's Corner

Topic: Goldify all non-tactical consumables

Replies: 9

Views: 1515

Re: Goldify all non-tactical consumables

into their own category. Then, we could let people use them in another menu. From the (a)bility menu, or whatever. Practically speaking, it's optimal to drop all of these things once you identify them, because none of them are REALLY relevant except in a strategic sense. I always just hold on to th...

Wednesday, 10th October 2018, 11:42

Forum: Dungeon Crawling Advice

Topic: How good is amulet of the acrobat?

Replies: 8

Views: 1673

Re: How good is amulet of the acrobat?

I think it all depends on how often you are moving. I find it good on anyone that uses range attacks primarily: they tend to do a lot of running away (to replenish MP, or for kiting). I guess assassin types would be like that too. Currently I'm plaing a fire mage, and I'd rank this amulet worse than...

Wednesday, 10th October 2018, 11:31

Forum: Game Design Discussion

Topic: Nets vs player are too powerful and random

Replies: 7

Views: 1405

Re: Nets vs player are too powerful and random

Suddenly being very close to a dangerous monster is always a big threat in the first few levels of the dungeon, and gnolls with nets are not the worst. Orc priests, centaurs, Sigmund, Natasha can generate in D2 as well and kill you if you happen to find yourself in a bad position. I do not think th...

Wednesday, 13th June 2018, 19:49

Forum: Game Design Discussion

Topic: Inner Flame

Replies: 35

Views: 5757

Re: Inner Flame

My 2c: if there's the need to remove spells because the devs need to put something else, then fine. Otherwise I think Inner Fire is a nice spell. Yes, it's quirky, but that's the beauty of it: you don't have to learn to use it, but if you do it can be a nice addition. Even if you find it's too quirk...

Wednesday, 6th June 2018, 10:31

Forum: Crazy Yiuf's Corner

Topic: what's changing in 0.22?

Replies: 10

Views: 2104

what's changing in 0.22?

Hello,
anyone has any idea what the main changes will be in 0.22? When are the devs planning to release it?

Thank you

Thursday, 31st May 2018, 21:21

Forum: Game Design Discussion

Topic: Vehumet's early gifts are really weak

Replies: 22

Views: 2694

Re: Vehumet's early gifts are really weak

searing ray is pretty baller though. But yea.. vehumets gifts are pretty much always useless because they lag behind the difficulty curve until way later in the run. Book starts will ignore all the low lvl gifts and non book starts will have a terrible time until they get fireball or something. The...

Wednesday, 30th May 2018, 20:40

Forum: Game Design Discussion

Topic: Proposal: Gnoll should be "simple" race

Replies: 18

Views: 3264

Re: Proposal: Gnoll should be

So the current definition of "basic" isnt "powerful" but rather "doesn't have any complications which make it an unusual race to play" In terms of its *typicalness* gnolls are not basic, but, particularly in regards to the early game they have a lot of simplicity, you ...

Wednesday, 30th May 2018, 09:41

Forum: Game Design Discussion

Topic: Proposal: Gnoll should be "simple" race

Replies: 18

Views: 3264

Re: Proposal: Gnoll should be "simple" race

Pekkekke wrote:I probably agree with your main point more than I disagree with it, but I'm not sure winning one game with gnoll counts as mastery.

Fine. What's a good word for "I don't die before Lair and get consistently to Swamp/Pit"? Anyway this seems OT, and more of a lawyery point.

Tuesday, 29th May 2018, 23:29

Forum: Contributions

Topic: Confusing manual/help pages

Replies: 7

Views: 2159

Re: Confusing manual/help pages

I was talking about putting the accuracy bar in the spell's description (Aka the 'help pages') With the other bars (like power, range, hunger and noise) I was also not suggesting a change to the interface or mechanics. Oh, I see (I thought you meant in the spell list: "z?"). Your idea wou...

Tuesday, 29th May 2018, 22:06

Forum: Game Design Discussion

Topic: Species Proposal – Troglodyte

Replies: 42

Views: 5847

Re: Species Proposal – Troglodyte

That would mostly just be interface screw. Think about why Mislead was removed. As I said it would change matters a lot for spellcasters or hunters, especially if the shorter LOS (the normal one) is very short (say 3-4): lots of spells have a longer LOS than that, so from afar you can just shoot at...

Tuesday, 29th May 2018, 21:47

Forum: Game Design Discussion

Topic: Proposal: god of defense

Replies: 4

Views: 1118

Re: Proposal: god of defense

Game design discussion is really intended for the discussion of complete proposals, rather than "trying to sketch out an idea and come up with a fully formed proposal" Alright. I thought the wiki was for fully formed proposals and this was not-fully formed ones where we are looking for fe...

Tuesday, 29th May 2018, 21:20

Forum: Crazy Yiuf's Corner

Topic: Why everything wants you dead?

Replies: 20

Views: 2855

Re: Why everything wants you dead?

I mean, it is logical for stuff like demons and orcs to have an intense desire to kill you. But why you are getting attacked by Angels, Elves, Draconians, Nagas, Dwarves, and even nomal, sane beings like Dowan and Duvessa? Like, everyone - animals, humans, constructs, weird abominations, they are w...

Tuesday, 29th May 2018, 21:16

Forum: Game Design Discussion

Topic: Species Proposal – Troglodyte

Replies: 42

Views: 5847

Re: Species Proposal – Troglodyte

duvessa wrote:That would mostly just be interface screw. Think about why Mislead was removed.

I`ve never heard of "Mislead". Is there any place I could find more, or could someone explain it?

Tuesday, 29th May 2018, 21:15

Forum: Game Design Discussion

Topic: Species Proposal – Troglodyte

Replies: 42

Views: 5847

Re: Species Proposal – Troglodyte

I was ready to immediately write this off, but I actually find this really interesting upon reading further. Would enemies in the "extended" LOS detect the player? I think that's a major balancing point of this, and flavor-wise, having bad eyesight shouldn't make other things have bad eye...

Tuesday, 29th May 2018, 21:09

Forum: Contributions

Topic: Confusing manual/help pages

Replies: 7

Views: 2159

Re: Confusing manual/help pages

The description of a ring of slaying is: [...] I'm not sure how you would apply that to spells unless you deliberately misread it. Fair enough. I am sure when I was a newbie I checked and was left unsure. Perhaps my issue was that when it says "ranged weapon" I thoguht that it wasn't incl...

Tuesday, 29th May 2018, 13:37

Forum: Game Design Discussion

Topic: Proposal: god of defense

Replies: 4

Views: 1118

Proposal: god of defense

Hello, Trog is the god of war and attack (e.g. berserk) and I think it should be accompanied (married?) by a second god of war focused on defense. Perhaps it could be a rework of Okawaru to better distinguish them. Like Trog and Okawaru she would grant equipment, but like Trog only grants weapons th...

Tuesday, 29th May 2018, 13:17

Forum: Game Design Discussion

Topic: Species Proposal – Troglodyte

Replies: 42

Views: 5847

Re: Species Proposal – Troglodyte

There was an idea I was going to suggest for formicide or a new class (bat?) but if you'd like to use it on troglodytes I'd be more than happy: lower LOS a lot (say 4) but give a very long range (say 7 or 8) view that leaves enemies/terrain/treasure undefined (like antennae and gnoll's nose) but sti...

Tuesday, 29th May 2018, 12:55

Forum: Contributions

Topic: Confusing manual/help pages

Replies: 7

Views: 2159

Confusing manual/help pages

I am not sure if this is the best category to put this thread, but I'd suggest it would be useful to have a page on Tavern or the Development wiki where players -- and especially beginners -- can list aspects of the game that the manual/help pages (inside the game) left them confused or where ambigu...

Tuesday, 29th May 2018, 12:38

Forum: Game Design Discussion

Topic: Proposal: Gnoll should be "simple" race

Replies: 18

Views: 3264

Proposal: Gnoll should be "simple" race

Hello, currently Gnoll appears as an "intermediate" race. I suggest to move it to the "simple" column. I understand that not being able to focus your most important skills is a problem for better players, but that's already something complete newbies may take a while to take adva...

Thursday, 24th May 2018, 23:00

Forum: Game Design Discussion

Topic: Fix acrobat amulet swapping

Replies: 12

Views: 1896

Re: Fix acrobat amulet swapping

My "vote" would go for bigger penalties, like the amulet of faith, harm and guardian. The first two in particular require a certain comittment. Perhaps for rage it could exhaust you (like berserk does afterwards)? Anyway, it's up to the team. Just don't leave it as inconsistent as it is no...

Thursday, 24th May 2018, 20:25

Forum: Game Design Discussion

Topic: Proposals: Variable range of sight

Replies: 2

Views: 615

Re: Proposals: Variable range of sight

Fantastic: good to know!
Thank you.

Thursday, 24th May 2018, 20:25

Forum: Game Design Discussion

Topic: Suggestion: flail weapon flavour

Replies: 2

Views: 667

Re: Suggestion: flail weapon flavour

Fair enough, thanks for the reply.

Thursday, 24th May 2018, 19:07

Forum: Game Design Discussion

Topic: Change the spellpower display

Replies: 20

Views: 2759

Re: Change the spellpower display

Leaving aside that it's hard to know what spellpower actually does, many players wrongly assume that the pips are linear and that 7/10 pips = 70% max power Rather than changing the way it currently works, this specific issue could be make clear by using a different form of display, such as the &quo...

Thursday, 24th May 2018, 19:02

Forum: Game Design Discussion

Topic: Change the spellpower display

Replies: 20

Views: 2759

Re: Change the spellpower display

Independenly from thsi feature request, I do agree that the meaning of "power" depends on the spell and is often not obvious (e.g. I only recently discovered that higher powered conjuration affects aim too). The best solution imho would be to include a mention in the spell description (e.g...

Thursday, 24th May 2018, 18:56

Forum: Game Design Discussion

Topic: Proposals: Variable range of sight

Replies: 2

Views: 615

Proposals: Variable range of sight

Currently AFAIK every species sees up to the same lengh. Changing this could allow new distinctions between races, and new jewlery/egos, as well as mutations (myopia?). For now the propoal would simply be to change the source code of the game so it is not a hard-coded number but a per-character numb...

Thursday, 24th May 2018, 18:40

Forum: Game Design Discussion

Topic: Unrand ideas: Branded gloves for UC

Replies: 9

Views: 1791

Re: Unrand ideas: Branded gloves for UC

What about gloves of confusion, basically the confusing touch spell, but permanent?

Thursday, 24th May 2018, 18:36

Forum: Game Design Discussion

Topic: Suggestion: flail weapon flavour

Replies: 2

Views: 667

Suggestion: flail weapon flavour

Hello, most type of weapons have some kind of unique attribute: long blades have riposte, polearms reach, etc. Howver flail weapons (like whip or mace-and-chain) have nothing. I'd suggest the following: a new ability "disarm" that, if successful, disarm the enemy if they have weapons (and ...

Thursday, 24th May 2018, 17:33

Forum: Game Design Discussion

Topic: Fix acrobat amulet swapping

Replies: 12

Views: 1896

Re: Fix acrobat amulet swapping

Wouldn't it make more sense to put a restriction on the amulet slot itself, compared to having a unique "don't be incentivized to boringly swap this" mechanic on most amulets? eg: amulets cannot be swapped with an enemy in view. Or, amulets take 2 auts to remove and put on. Sure, but I qu...

Thursday, 24th May 2018, 17:29

Forum: Game Design Discussion

Topic: Species Proposal - Faerie Dragon

Replies: 189

Views: 28449

Re: Species Proposal - Faerie Dragon

After encouraging as many friends and co-workers as I could to play Crawl (we filled 9(!) teams in the 0.21 tournament), I noticed that many of them expressed a desire to cast some spells after they got their fill of MiBe and similar, but for many reasons the playstyle of "killdudes with spell...

Thursday, 24th May 2018, 17:20

Forum: Game Design Discussion

Topic: Merge Minotaur and Hill Orc into Mountain Dwarf

Replies: 17

Views: 3028

Re: Merge Minotaur and Hill Orc into Mountain Dwarf

Perhaps an easy solution would be to keep HO as it is, but change Minataur into a radically different character, with more limitation and flavour, and therefore turn it into a medium-skill character (i.e. not for newbies). For example: 1- minotaur may not use armour but they'd compensate with making...

Thursday, 24th May 2018, 17:08

Forum: Game Design Discussion

Topic: Fix acrobat amulet swapping

Replies: 12

Views: 1896

Re: Fix acrobat amulet swapping

It would be nice if all amulets and not just those three were harder to swap. Perhaps: 1- Amulet of regenerations first don't regenerate and then slowly increase their rate. 2- Removing amulet of reflection causes confusion (because of the sudden disappeaing of the distortion energy around it?) 3- E...

Thursday, 24th May 2018, 17:01

Forum: Game Design Discussion

Topic: Suggestion: UI change to highlight who summoned whom

Replies: 5

Views: 1288

Suggestion: UI change to highlight who summoned whom

Hello, currently it is impossible to know when there are several summoners around and several summoned monsters who summoned whom. That makes choosing the best tactic hard: killing a summoner also "kills" its summoned monsters, but since the link is not clear a player may end up killing th...

Thursday, 24th May 2018, 16:52

Forum: Game Design Discussion

Topic: Suggestion: modifications to "fly"

Replies: 1

Views: 669

Suggestion: modifications to "fly"

The flying status (be that from an innate ability or equipment) should be slightly modified in the following way: 1- When flying the character or monster won't fall into shafts 2- When flying the character or monster won't activate mechanical traps (nets, blades, spikes, etc.) Optionally: 3- When fl...

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