Search found 352 matches

Friday, 20th May 2016, 21:42

Forum: Game Design Discussion

Topic: Rework/Remove Labyrinths (or at least remove map rot)

Replies: 65

Views: 20660

Re: Rework/Remove Labyrinths (or at least remove map rot)

That's kind of the entire point of the Labyrinth, and portals in general.
It's a break from the regular dungeon with their own set of facets.

I've never found the Labyrinth tedious, it's always exciting. :p

Friday, 20th May 2016, 21:30

Forum: Crazy Yiuf's Corner

Topic: Everlasting rations

Replies: 10

Views: 3129

Re: Everlasting rations

That would be kinda neat!

Everlasting Gobstopper

Friday, 20th May 2016, 20:21

Forum: Dungeon Crawling Advice

Topic: Drained

Replies: 10

Views: 2714

Re: Drained

The last time this happened, someone was meleeing Sonja (with a draining dagger). Seriously, don't melee Sonja. I've had this happen to me now in 3 fairly recent games, which to me is often enough to wonder if the spawn weight on the draining brand on Sonja's weapon should be toned down some. You c...

Friday, 20th May 2016, 18:01

Forum: Crazy Yiuf's Corner

Topic: Unrand: Iskenderun's Staff.

Replies: 7

Views: 2162

Re: Unrand: Iskenderun's Staff.

This is crawl, it's a trebuchet.

Friday, 20th May 2016, 17:47

Forum: Game Design Discussion

Topic: Remove either orb run or digging

Replies: 150

Views: 46627

Re: Remove either orb run or digging

I personally enjoy the hell out of digging and would hate to see it go :/ That's ok, you can still play with digging by grabbing the source code and reverting the "remove digging" commit then compiling. You can also re-add other features you've enjoyed that were removed too. If this is to...

Friday, 20th May 2016, 17:41

Forum: Game Design Discussion

Topic: Should treeform prevent passwall?

Replies: 7

Views: 2101

Re: Should treeform prevent passwall?

Naw man, you're insinuating yourself into the rock via your roots, it's all gravy.

Friday, 20th May 2016, 03:47

Forum: Crazy Yiuf's Corner

Topic: on finite, unlimited resources (arrows)

Replies: 24

Views: 5906

Re: on finite, unlimited resources (arrows)

No fun allowed.

Friday, 20th May 2016, 03:47

Forum: Game Design Discussion

Topic: Make runed doors translucent

Replies: 51

Views: 15912

Re: Make runed doors translucent

Depends on your definition of cheating. Technically speaking though, yes, it would be. But that point becomes moot once you've played the game enough that you start recognizing vaults without having to resort to looking through those files, which I admit, never occurred to me to do until I read this...

Friday, 20th May 2016, 03:44

Forum: Game Design Discussion

Topic: Remove either orb run or digging

Replies: 150

Views: 46627

Re: Remove either orb run or digging

Just make wand of digging more rare then?

I personally enjoy the hell out of digging and would hate to see it go :/

Thursday, 19th May 2016, 22:44

Forum: Game Design Discussion

Topic: Make runed doors translucent

Replies: 51

Views: 15912

Re: Make runed doors translucent

How difficult would it be to just change the properties of a "Runed Door" to be a 1 way glass?
The player can see in, but the monsters can't see out.

Thursday, 19th May 2016, 22:38

Forum: Game Design Discussion

Topic: Remove either orb run or digging

Replies: 150

Views: 46627

Re: Remove either orb run or digging

Yeah i was thinking that a digging wand could target a wall and remove all walls in a 3x3 square around the target (meaning extra charges would need to be used to get long corridors and it would be useless for creating kill holes. ) Or a scroll could remove all walls adjacent to the player :) Of co...

Thursday, 19th May 2016, 20:07

Forum: Crazy Yiuf's Corner

Topic: Gods of random spells

Replies: 12

Views: 3537

Re: Gods of random spells

Never hurts to continue to brainstorm!

Thursday, 19th May 2016, 20:05

Forum: Game Design Discussion

Topic: Adjust Malmutate in Extended

Replies: 23

Views: 6765

Re: Adjust Malmutate in Extended

As much as I hate the *Fragile ego, I think I found a good use for it...

third alternative: rMut amulet is back with 100% protection, always has *Fragile, and acts as if you drank a potion of mutation if you remove it.

Thursday, 19th May 2016, 18:30

Forum: Crazy Yiuf's Corner

Topic: Unrand: Iskenderun's Staff.

Replies: 7

Views: 2162

Re: Unrand: Iskenderun's Staff.

Pfft, it was strapped to their back!

Thursday, 19th May 2016, 15:03

Forum: Game Design Discussion

Topic: New Unrand: Sigmunds Baby Blanket

Replies: 18

Views: 5376

Re: New Unrand: Sigmunds Baby Blanket

Get rid of *Fragile and I'm down.

Thursday, 19th May 2016, 15:03

Forum: Game Design Discussion

Topic: Qazlal Tweaks

Replies: 34

Views: 9486

Re: Qazlal Tweaks

Oh I'm still interested in the proposal, I'm just sitting in the think tank :p

Wednesday, 18th May 2016, 16:15

Forum: Dungeon Crawling Advice

Topic: Pakellas + Guardian Spirit?

Replies: 12

Views: 2923

Re: Pakellas + Guardian Spirit?

No fun allowed.

Wednesday, 18th May 2016, 15:34

Forum: Game Design Discussion

Topic: Adjust Malmutate in Extended

Replies: 23

Views: 6765

Re: Adjust Malmutate in Extended

Removing rMut was a necessary I disagree with this statement. Anything that can affect your play as much as malmutate should have a way to mitigate it. I won't get on my soap-box about it, but I disagree. As for your proposal, I like it. Cacodemons should be T1, considering what part of the game th...

Wednesday, 18th May 2016, 05:53

Forum: Dungeon Crawling Advice

Topic: Need help with a new run

Replies: 16

Views: 4664

Re: Need help with a new run

For both Snake and Shoals, make sure you have rPoison!

Btw, Pakellas gives those potions of magic to you when you've been at full mana for a little while and still killing things. I'm also a big fan of this god.

Tuesday, 17th May 2016, 22:38

Forum: Game Design Discussion

Topic: Qazlal Tweaks

Replies: 34

Views: 9486

Re: Qazlal Tweaks

Right, right. Makes sense. Lemme throw this out there then: It's been my experience that anything but a super-tank character who worships Qazlal ends up a super-dead character very quickly. Flimsy casters, even with high EV, have an extremely difficult time standing up against what seems like an unr...

Tuesday, 17th May 2016, 21:57

Forum: Game Design Discussion

Topic: Qazlal Tweaks

Replies: 34

Views: 9486

Re: Qazlal Tweaks

I see what you're saying :p Honestly, I'm in the camp of, If someone wants to play extremely tediously, let 'em. How they play their game is none of my concern so long as nothing is broken. What we could do to fix the potential tediousness of the ability, is to limit the range at (***...) and increa...

Tuesday, 17th May 2016, 20:25

Forum: Dungeon Crawling Advice

Topic: The new pro strategy: eat mutagenic meat in pan!

Replies: 29

Views: 8251

Re: The new pro strategy: eat mutagenic meat in pan!

You mutate yourself till you have a set of muts you're happy with, then put on the amulet so that the chance of them changing is a lot lower.

Tuesday, 17th May 2016, 20:18

Forum: Game Design Discussion

Topic: Qazlal Tweaks

Replies: 34

Views: 9486

Re: Qazlal Tweaks

I understand questioning things in the development stage, instead of the implementation stage, but I really thing that you're a little too worried about something that won't be a problem. There are a couple things that you may have overlooked: - It takes 2 turns to execute the blink most of the time...

Monday, 16th May 2016, 22:12

Forum: Game Design Discussion

Topic: Qazlal Tweaks

Replies: 34

Views: 9486

Re: Qazlal Tweaks

Oooooohh, I gotcha. That would be pretty neat! Would give you some semblance of control over your branded element. Would also give a taste of neat elemental brands on demand. (Would it stack with your ****** ability if your weapon is unbranded though? hrmm.......) Do you think it would detract from ...

Monday, 16th May 2016, 21:46

Forum: Game Design Discussion

Topic: Qazlal Tweaks

Replies: 34

Views: 9486

Re: Qazlal Tweaks

Force of nature is a great idea, way more interesting than just giving you allies, and unarmed branded combat under a god ability is something I've wanted to see for a long time. I like option 2 way better than option 1 though. Maybe I should nip it in the bud and just combine the two; allow "...

Monday, 16th May 2016, 20:50

Forum: Game Design Discussion

Topic: Qazlal Tweaks

Replies: 34

Views: 9486

Qazlal Tweaks

I had a god idea I was working on, with a very heavy elemental theme, but it became abundantly apparent that the conduct I think it requires will be considered far too tedious for most players. Instead, I'm taking duvessa's advice and formally proposing a couple Qazlal changes based on some of those...

Monday, 16th May 2016, 19:20

Forum: Game Design Discussion

Topic: Remove dig effect from wand of random effect

Replies: 39

Views: 8386

Re: Remove dig effect from wand of random effect

Does this actually happen often enough to really be a problem? Or are we essentially nuking a deer from orbit? I assumed wand of random effects didn't cast acid/iceblast because the devs forgot to update its list of spells :p I understand why HW was removed from its list, but if it's supposed to be ...

Monday, 16th May 2016, 19:10

Forum: Crazy Yiuf's Corner

Topic: deformed body -> flimsy frame

Replies: 17

Views: 5052

Re: deformed body -> flimsy frame

I would think people would be more intimidated and less likely to hit you if you were fighting naked...

Monday, 16th May 2016, 19:06

Forum: Dungeon Crawling Advice

Topic: The new pro strategy: eat mutagenic meat in pan!

Replies: 29

Views: 8251

Re: The new pro strategy: eat mutagenic meat in pan!

I actually ran into Cigotuvi's Fleshworks last night. How exactly do you successfully use tactics to avoid the nonsense in there? I would presume that you use the cMut you are guaranteed to be rewarded with in there. It's not like the place is filled with neqoxecs, at worst you'll get a few mutatio...

Monday, 16th May 2016, 18:50

Forum: Game Design Discussion

Topic: make an alchemist class or pakellas potion ability

Replies: 6

Views: 1807

Re: make an alchemist class or pakellas potion ability

I had forgotten this was even a thing! I now recall this being pretty entertaining :D Now, you could create and flesh out a new god idea... Likes: Quaffing potions, killing enemies while affected by potions, killing enemies with potions/gas clouds - (REALLY likes you killing mummies/thingsThatCantQu...

Monday, 16th May 2016, 18:17

Forum: Game Design Discussion

Topic: God Proposal #68391: Alibaba, god of thieves

Replies: 11

Views: 3113

Re: God Proposal #68391: Alibaba, god of thieves

Interesting idea, I like the concept! I'll skip a lot of my comments about things other people have mentioned, quazifuji summed up my thoughts pretty nicely. I will say that Pilfer is an awesome idea! My suggestions for your suggestion for a sneaky, stabby, thief - god: Likes: Stealing/Stabbing/Find...

Monday, 16th May 2016, 16:31

Forum: Game Design Discussion

Topic: Give AM and Hu more starting ammo

Replies: 17

Views: 3902

Re: Give AM and Hu more starting ammo

> AM and Hu more ammo to start > replace Gell's with Tukima's Dance Someone's been playing Circus Animals. ;) Hey, at least there's no eating... I actually never played AM in that fork, I just think Gell's is complete garbage. I personally think Gell's should work (or "pulse") over 2-3 tu...

Monday, 16th May 2016, 16:22

Forum: Game Design Discussion

Topic: Dropping items should be a one turn action

Replies: 27

Views: 5793

Re: Dropping items should be a one turn action

Ah okay, I never paid attention while dropping stuff that was equipped.
I just assumed you dropped it directly since it doesn't force you to un-equip first, good to know, thank you.
Crisis averted.

Monday, 16th May 2016, 16:20

Forum: Crazy Yiuf's Corner

Topic: FR: Improve Felid flavor on Zin recite

Replies: 12

Views: 2962

Re: FR: Improve Felid flavor on Zin recite

pumpyscump wrote:I have three cats, none of whom output furballs, actually!

One of them has very lightweight fur though, so at a touch or in a strong breeze, she sheds fur up, into the air, like a dandelion.


Check your spare boots. ;0

Monday, 16th May 2016, 16:17

Forum: Game Design Discussion

Topic: Proposal: Remove identification

Replies: 50

Views: 13461

Re: Proposal: Remove identification

I've mentioned before that I think one way to change things and keep everyone happy is to have the Temple have an NPC in it that will identify items for you. I like the ID minigame early on, taking a gamble on the enchanted armour/weapon is fun. Consuming !scroll or !potion on D:2 and getting acquir...

Monday, 16th May 2016, 15:34

Forum: Game Design Discussion

Topic: Dropping items should be a one turn action

Replies: 27

Views: 5793

Re: Dropping items should be a one turn action

Just out of curiosity, how long does it take to swap weapons?

If this change was made, would it be quicker to drop your current weapon and wield one from your inventory?
If so, obviously it has the downside of no longer being in your inventory, but there are occasions where every aut matters.

Friday, 13th May 2016, 13:12

Forum: Crazy Yiuf's Corner

Topic: deformed body -> flimsy frame

Replies: 17

Views: 5052

Re: deformed body -> flimsy frame

Armour is designed to be walked in, not slithered in?

Wednesday, 11th May 2016, 22:51

Forum: Game Design Discussion

Topic: About Crawl source code, some questions for Crawl devs

Replies: 8

Views: 2209

Re: About Crawl source code, some questions for Crawl devs

I'm actually doing exactly that right now PleasingFungus.... :p

Wednesday, 11th May 2016, 22:50

Forum: Dungeon Crawling Advice

Topic: Felid Claws Stabbing Bonus...

Replies: 4

Views: 1137

Re: Felid Claws Stabbing Bonus...

What about Ds claw 3 mutation?

Wednesday, 11th May 2016, 08:14

Forum: Crazy Yiuf's Corner

Topic: I want nausea back

Replies: 26

Views: 4937

Re: I want nausea back

I've had *Fragile spawn on several randart weapons I wore-ID'd where my primary killdudes was evokable Rods. (Sure, "don't wear-ID" but remove curse is more plentiful than ID) So now I can't evoke if I want to keep the weapon AND I'm out hundreds of gold from buying it out of a shop. And s...

Tuesday, 10th May 2016, 23:33

Forum: Game Design Discussion

Topic: Amulets of Dismissal are more annoying than helpful

Replies: 36

Views: 9850

Re: Amulets of Dismissal are more annoying than helpful

I'm just going from the assumption that Dismissal isn't being dismissed

Tuesday, 10th May 2016, 22:33

Forum: Game Design Discussion

Topic: Amulets of Dismissal are more annoying than helpful

Replies: 36

Views: 9850

Re: Amulets of Dismissal are more annoying than helpful

I'd actually be a lot happier with it if Amulet of Dismissal was removed and *Dismiss was instead added as an armour ego.

Tuesday, 10th May 2016, 22:27

Forum: Crazy Yiuf's Corner

Topic: I want nausea back

Replies: 26

Views: 4937

Re: I want nausea back

bring back itemdest They already did, it's called *Fragile Any connection between itemdest and *Fragile is superficial at best. I disagree heartily. *Fragile is basically the same to me as scrolls burning due to sticky flame or potions bursting due to freezing. It's a game mechanic that is annoying...

Tuesday, 10th May 2016, 21:25

Forum: Crazy Yiuf's Corner

Topic: I want nausea back

Replies: 26

Views: 4937

Re: I want nausea back

Sar wrote:bring back itemdest

They already did, it's called *Fragile

Tuesday, 10th May 2016, 19:24

Forum: Dungeon Crawling Advice

Topic: The new pro strategy: eat mutagenic meat in pan!

Replies: 29

Views: 8251

Re: The new pro strategy: eat mutagenic meat in pan!

I actually ran into Cigotuvi's Fleshworks last night.

How exactly do you successfully use tactics to avoid the nonsense in there? Also, was the guaranteed rMut amulet removed from that lab too?

#bringbackrMut

Saturday, 7th May 2016, 13:32

Forum: Game Design Discussion

Topic: Amulets of Dismissal are more annoying than helpful

Replies: 36

Views: 9850

Re: Amulets of Dismissal are more annoying than helpful

I wouldn't call it "just good", I wouldn't even call it "good"
Personally I find the item annoying enough that I drop it upon ID, just like loudness or inaccuracy.

Saturday, 7th May 2016, 05:04

Forum: Dungeon Crawling Advice

Topic: Is 0.18 too hard or it's just me?

Replies: 22

Views: 5711

Re: Is 0.18 too hard or it's just me?

Then they should get good.

Saturday, 7th May 2016, 04:54

Forum: Dungeon Crawling Advice

Topic: Is 0.18 too hard or it's just me?

Replies: 22

Views: 5711

Re: Is 0.18 too hard or it's just me?

I second Dart Slugs being strong.
I actually think they're a good monster for early game though, as it very quickly teaches you the importance of positioning and how to deal with heavy hitting ranged threats.
They almost prepare you for things like Orc Priests (and later on tormentors).

Friday, 6th May 2016, 20:58

Forum: Crazy Yiuf's Corner

Topic: There was a release

Replies: 12

Views: 3891

Re: There was a release

Lasty wrote:Ranged reform hopefully will happen in 0.19.


All launchers now have the *Fragile ego.

Friday, 6th May 2016, 18:29

Forum: Game Design Discussion

Topic: Remove either orb run or digging

Replies: 150

Views: 46627

Re: Remove either orb run or digging

I'm another person who doesn't see a problem here. So you use a wand of digging to make shortcuts to the stairs on the very last part of the game. What's the issue? I mean, I dig my tunnels while orb running. It's never occurred to me that it was a problem, and I still don't see why it would be one.
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