Search found 447 matches

Saturday, 2nd July 2011, 18:02

Forum: Game Design Discussion

Topic: Early game balance

Replies: 32

Views: 6674

Re: Early game balance

Bim wrote:are there any plans to put in a lesser bow/crossbow in at an earlier stage?
Some kobolds have crossbows.

Sunday, 12th June 2011, 18:14

Forum: Game Design Discussion

Topic: Nerf the no-brainer spells

Replies: 26

Views: 6261

Re: Nerf the no-brainer spells

I noticed some talk about abjuration It was already split into two spells a while ago in the demons branch A level 3 single-target "Abjuration" and a level 7 "Mass Abjuration" that affects everything in LOS (as per current abjuration) Sadly, not much seems to be happening with th...

Wednesday, 25th May 2011, 21:40

Forum: Contributions

Topic: BUG REPORT: Blork the Orc's suspenders not visible (tiles)

Replies: 6

Views: 3075

Re: BUG REPORT: Blork the Orc's suspenders not visible (til

I think the meaning in the description is that his rainbow suspenders are hideous and make him look more hideous, not that he's using them improperly.

Wednesday, 25th May 2011, 07:12

Forum: Game Design Discussion

Topic: Tornado

Replies: 51

Views: 10756

Re: Tornado

Well then that downside needs to be more noticeable, too.
(but the point was that just making that less powerful won't fix the worst case, or even the typical case)

Wednesday, 25th May 2011, 02:57

Forum: Game Design Discussion

Topic: Tornado

Replies: 51

Views: 10756

Re: Tornado

To my understanding, it's already fairly weak in those situations; the primary overpowered use case is in open areas with lots of monsters around (notable instance: ziggurats)

Monday, 16th May 2011, 21:43

Forum: Game Design Discussion

Topic: New Unique Demon

Replies: 19

Views: 4202

Re: New Unique Demon

We're sliding off-topic, but silence aura is shown fine in tiles. Continuing the slide, I think Galefury meant the halos that surround holy monsters; I did, at least. Yeah the more i think about this guy the more i think he should only show up in Pan/Hell But not as a "Boss" more like a M...

Monday, 16th May 2011, 19:00

Forum: Game Design Discussion

Topic: New Unique Demon

Replies: 19

Views: 4202

Re: New Unique Demon

oh right I completely forgot about Elf.
and yes, halos color floor tiles yellow in console, which isn't so great when the floor was yellow originally (Snake, at least)

Monday, 16th May 2011, 17:34

Forum: Game Design Discussion

Topic: New Unique Demon

Replies: 19

Views: 4202

Re: New Unique Demon

If I recall correctly (and it hasn't changed), Boris/Mennas can spawn in Dungeon/Vaults/Crypt/Tomb/Blade/Snake/Shoals/Swamp -- not really endgame, most of the time. Spawning in hellpan (somewhat like Ignacio or the Serpent of Hell) might be nifty. I'm okay with a unique that's particularly menacing ...

Sunday, 15th May 2011, 18:41

Forum: Technical Support

Topic: Green numbers on skills page?

Replies: 4

Views: 1563

Re: Green numbers on skills page?

Rather, it's how much you add to calculate your effective aptitude for crosstraining.
(so your m&f and polearms are effectively +3)
aptitudes work on a log scale such that adding 4 doubles how well you train (and subtracting 4 halves it).
(so +3 is twice as good as -1)

Saturday, 14th May 2011, 04:44

Forum: Game Design Discussion

Topic: Potion Identification

Replies: 3

Views: 1649

Re: Potion Identification

It would be easy to game this system. Want to identify a potion? Poison self, drain some mp, drain some hp, etc. Potion effects are dangerous enough to make the potion identification minigame interesting (relative to other identification minigames) even with guaranteed identification on usage; there...

Thursday, 12th May 2011, 18:58

Forum: Game Design Discussion

Topic: Felids

Replies: 60

Views: 15650

Re: Felids

minimap is tiles-specific
constantly checking the X map would be an interface burden for console players

Wednesday, 11th May 2011, 05:54

Forum: Game Design Discussion

Topic: Make non-Fiend 1s more dangerous

Replies: 15

Views: 3375

Re: Make non-Fiend 1s more dangerous

There's a "demons" branch on gitorious, wherein demon tiers got shuffled around a bunch; the nonthreatening 1s are now 2s in there.

Wednesday, 11th May 2011, 02:26

Forum: Game Design Discussion

Topic: Make scrolls of random uselessness to scrolls of randomness

Replies: 13

Views: 2925

Re: Make scrolls of random uselessness to scrolls of randomn

Magic mapping is not a tactical effect.

Tuesday, 10th May 2011, 22:46

Forum: Game Design Discussion

Topic: Casting spells from books using evocations

Replies: 18

Views: 4057

Re: Casting spells from books using evocations

please don't special-case spell requirements or usage. thank you.

Tuesday, 10th May 2011, 04:42

Forum: Game Design Discussion

Topic: New scroll: stash

Replies: 35

Views: 8070

Re: New scroll: stash

Instant reliable lifesaving at no cost (other than skill investment, mp to cast, hunger, etc.) would be ridiculously imbalanced.
It used to exist, too. (now it doesn't)

Monday, 9th May 2011, 21:52

Forum: Game Design Discussion

Topic: God of deals. Hire a gang !

Replies: 4

Views: 1298

Re: God of deals. Hire a gang !

That's for selling items to shops; if I understand correctly, this is much more like Nemelex Xobeh sacrifices.

Friday, 6th May 2011, 00:13

Forum: Game Design Discussion

Topic: Player Ghosts - What's the incentive?

Replies: 23

Views: 8168

Re: Player Ghosts - What's the incentive?

coolio wrote:Since 'cheating' player ghosts away is so trivial, there should be an option to switch them off completely.

Would have to be overridden or compiled out for online play, or at least tournament play, such as not to make it optimal to disable for competitive reasons.

Monday, 2nd May 2011, 05:23

Forum: Game Design Discussion

Topic: wands and evocation

Replies: 16

Views: 4451

Re: wands and evocation

Be sure to keep upgrades strictly better, such as not to potentially make low power desirable.
Bolt of fire, for instance, is often far more useful than fireball, and as such should not upgrade to it.

Monday, 2nd May 2011, 01:31

Forum: Game Design Discussion

Topic: Player Ghosts - What's the incentive?

Replies: 23

Views: 8168

Re: Player Ghosts - What's the incentive?

that's for both cao and cdo

Friday, 29th April 2011, 21:51

Forum: Game Design Discussion

Topic: Ok guys... this isn't funny anymore

Replies: 9

Views: 2502

Re: Ok guys... this isn't funny anymore

easy and fun

is there a game design concern here

Friday, 29th April 2011, 17:29

Forum: Game Design Discussion

Topic: This doesn't seem right...

Replies: 11

Views: 2395

Re: This doesn't seem right...

rPois is of rather low utility in Lair . In my experience, hydrae and death yaks are more of an annoyance than a threat - they're normal speed monsters only distinguished by their attack strength, which makes them no harder to escape than ogres...and you were escaping ogres on D:4. It's black mamba...

Thursday, 28th April 2011, 17:29

Forum: Game Design Discussion

Topic: Open levels are too common

Replies: 17

Views: 3524

Re: Open levels are too common

minmay isn't complaining about difficulty

minmay is complaining about how open levels' high frequency makes too many levels too similar because they all feel the same.

Thursday, 28th April 2011, 17:03

Forum: Game Design Discussion

Topic: Schoolless spells

Replies: 1

Views: 851

Re: Schoolless spells

not sure what each of those spells is supposed to do, but half of them sound like hexes, and the rest charms

Thursday, 28th April 2011, 07:31

Forum: Game Design Discussion

Topic: How to Remove Victory Dancing

Replies: 40

Views: 9578

Re: How to Remove Victory Dancing

It'd still easy enough to milk it for a long while, and then there's necromutation.
Not to mention how it'd probably end up being both tedious and optimal (bad design in my opinion).

Thursday, 28th April 2011, 05:07

Forum: Game Design Discussion

Topic: the Weapon Reform

Replies: 54

Views: 15646

Re: the Weapon Reform

Pretty sure the intention was to entirely remove from generation (acq. and vaults included, but probably not wizmode) but not remove the item itself, (such as to preserve save compatibility?)

& it's already done in 0.9
If you can still normally get katanas in 0.9, then yes, it's buggy

Thursday, 28th April 2011, 00:07

Forum: Game Design Discussion

Topic: the Weapon Reform

Replies: 54

Views: 15646

Re: the Weapon Reform

Isn't katana removal not in the 0.8 branch?

Tuesday, 26th April 2011, 21:10

Forum: Dungeon Crawling Advice

Topic: Bug or Feature? Questions too small to need their own thread

Replies: 19

Views: 5142

Re: Bug or Feature? Questions too small to need their own th

Also, lots and lots of things that don't leave skeletons can be animated.

Also also, necrophages do leave skeletons.

Wednesday, 20th April 2011, 04:04

Forum: Game Design Discussion

Topic: Removing the Charms Skill

Replies: 39

Views: 9781

Re: Removing the Charms Skill

Tukima's Dance is a hex. Haste used to be level 8 from a comment in the source: // lowered to 6 from 8, since it's easily available from various items // and Swiftness is level 2 (and gives a similar effect). It's also // not that much better than Invisibility. - bwr (this comment is kind of ridicul...

Tuesday, 19th April 2011, 06:32

Forum: Game Design Discussion

Topic: Bows in 0.9?

Replies: 2

Views: 1319

Re: Bows in 0.9?

That's the speed at which you can bash things with your bow. If I recall correctly, bowbashing got a healthy nerf.

Monday, 18th April 2011, 08:32

Forum: Game Design Discussion

Topic: Staves as starting weapon for monks

Replies: 54

Views: 12692

Re: Staves as starting weapon for monks

The rod of striking is a bit less awful, now (1d8 and misses instead of 1d5 and misses, if I recall correctly), but yes.

Sunday, 17th April 2011, 21:10

Forum: Game Design Discussion

Topic: New Ashenzari

Replies: 139

Views: 36435

Re: New Ashenzari

My transmuters don't always change form before combat, which I guess is why I haven't complained already. For instance, putting a form up up just to kill popcorn, or handle any otherwise trivial situation, is kind of silly.

Sunday, 17th April 2011, 18:49

Forum: Game Design Discussion

Topic: New Ashenzari

Replies: 139

Views: 36435

Re: New Ashenzari

having to cast (and recast) a spell just to go into combat sounds awfully annoying, and melding a weapon to get the binding strikes me as hacky/inelegant, but whatever. Is it any good in practice?

Saturday, 16th April 2011, 00:28

Forum: Game Design Discussion

Topic: the Weapon Reform

Replies: 54

Views: 15646

Re: the Weapon Reform

On katanas, I've never encountered the trope but I'm not sad to see them go.

On double/triple swords, these names are excellent.

On afternoonstars, I think noonstar would be better, for sake of brevity.

Wednesday, 13th April 2011, 00:40

Forum: Game Design Discussion

Topic: the Weapon Reform

Replies: 54

Views: 15646

Re: the Weapon Reform

Eronarn's reform is taking place?

Saturday, 9th April 2011, 23:27

Forum: Game Design Discussion

Topic: New Transmuter spells?

Replies: 34

Views: 8583

Re: New Transmuter spells?

Kiku provides a bit of torment shaving, not immunity.

Friday, 8th April 2011, 07:47

Forum: Game Design Discussion

Topic: Ogre- second head

Replies: 9

Views: 2602

Re: Ogre- second head

felids aren't restoring saves after death

evaporate isn't throwing potions

not that I like either of them, or think it's cool to be vague or omit reasons, but whatever

Friday, 8th April 2011, 04:35

Forum: Game Design Discussion

Topic: Ogre- second head

Replies: 9

Views: 2602

Re: Ogre- second head

1) Both dual-wielding are already on that list of things that won't ever be done but people still suggest all the time for some reason.
Read the list; stop suggesting.

2) Erolcha only has one head.

3) what's this about ogre aspects

Monday, 4th April 2011, 03:39

Forum: Game Design Discussion

Topic: Miscast test results.

Replies: 4

Views: 1457

Re: Miscast test results.

Extension doesn't exist

Sunday, 3rd April 2011, 16:39

Forum: Game Design Discussion

Topic: Sif Muna suggestions.

Replies: 30

Views: 6711

Re: Sif Muna suggestions.

galehar wrote:But you complained that channeling needs XP. Training necro or evoc needs xp too. Spellcasting even more. Now is your problem with channeling or with the invocation skill?
what? that was my first post in the thread.

Sunday, 3rd April 2011, 06:09

Forum: Game Design Discussion

Topic: Sif Muna suggestions.

Replies: 30

Views: 6711

Re: Sif Muna suggestions.

Kiku's corpse drop relies on Necromancy, and the biggest effect is on the corpse quantity and quality

Nemelex also doesn't use invocations (Nemelex uses evocations)

On those notes, it would make sense for Sif's ability to use Spellcasting, but only if it had a good gameplay effect.

Friday, 1st April 2011, 18:03

Forum: Dungeon Crawling Advice

Topic: The Hive is actually pretty tough

Replies: 44

Views: 11724

Re: The Hive is actually pretty tough

hive's lack of difficulty is kind of unrelated to its monotony but it is indeed horribly monotonic acvar, what I meant by challenging for high level characters was that usually only extended-endgame characters even need to think about the free extra bonus food, and often not even then; if Hive doesn...

Friday, 1st April 2011, 03:37

Forum: Dungeon Crawling Advice

Topic: The Hive is actually pretty tough

Replies: 44

Views: 11724

Re: The Hive is actually pretty tough

My XL 10 MDFi one of the biggest problems with Hive's difficulty is that it's optimal to be of a much greater XL than 10 before entering, when bees, and Hive as a whole, are trivial. easy solution principle: either force entry at an early stage, up difficulty to make it meaningful at a later stage,...

Wednesday, 30th March 2011, 03:46

Forum: Game Design Discussion

Topic: Fulsome Distillation and Evaporate

Replies: 53

Views: 13890

Re: Potions of decay and vampire mosquitoes

waiting out poison/confusion/whatever is still annoying after it stops being dangerous, too.

Tuesday, 29th March 2011, 03:10

Forum: Game Design Discussion

Topic: Scroll of aquirment - Staff.

Replies: 12

Views: 3832

Re: Scroll of aquirment - Staff.

It's like how armour acquirement can give shields
rods are a type of staff that are different from enhancer staves
crawl should just be a little more clear so it's less confusing

Monday, 28th March 2011, 21:28

Forum: Game Design Discussion

Topic: Scroll of aquirment - Staff.

Replies: 12

Views: 3832

Re: Scroll of aquirment - Staff.

rods aren't about bashing; they're about evoking.

Monday, 28th March 2011, 19:58

Forum: Game Design Discussion

Topic: Scroll of aquirment - Staff.

Replies: 12

Views: 3832

Re: Scroll of aquirment - Staff.

It is just deceptive to have staves as a skill, and the ability to request a staff, and get a rod, which is actually a mace/flail. I am not saying get rid of the rods, but using the word "staff" for an item that does not fall into the staves skill does not make much sense. The rods can be...

Monday, 28th March 2011, 07:25

Forum: Game Design Discussion

Topic: Scroll of aquirment - Staff.

Replies: 12

Views: 3832

Re: Scroll of aquirment - Staff.

rodbashing respects the maces skill, but they are of base type OBJ_STAVES

Sunday, 27th March 2011, 07:54

Forum: Game Design Discussion

Topic: Lua scripted "bots"

Replies: 4

Views: 4720

Re: Lua scripted "bots"

extra lives also help a lot as a stupidity/badstuff failsafe; even if the bot dies, any summoned BiA will probably take out the killy threat
with better risk assessment/management, though, that would probably matter a lot less

Sunday, 27th March 2011, 06:23

Forum: Game Design Discussion

Topic: Lua scripted "bots"

Replies: 4

Views: 4720

Re: Lua scripted "bots"

Notes: phybot isn't purely a bot; phyphor occasionally helped it. the current bots are designed to play FeBe I'm assuming putting the trigger on d is so it will choose dexterity on levelup, so put it somewhere else if you would prefer a different stat I might make my own bot sometime, or at least an...
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