Search found 22 matches

Wednesday, 4th May 2016, 18:27

Forum: Game Design Discussion

Topic: Recovering from Very Heavy Draining

Replies: 32

Views: 4313

Re: Recovering from Very Heavy Draining

Doesn't the Demonspawn powered by death mutation give numbers next to the regen Status indicator (Maybe it's another mutation, I can't remember), like this? Regen 1 Regen 2 etc? Or maybe it was Regen (1) and so forth. It's counting deaths, so you know how regenerative you are at the moment, but some...

Saturday, 30th April 2016, 03:30

Forum: Game Design Discussion

Topic: Recovering from Very Heavy Draining

Replies: 32

Views: 4313

Re: Recovering from Very Heavy Draining

Oops, sorry, Twilight13 was me. I thought I typed in my normal login, but something got messed up?

Friday, 29th April 2016, 23:40

Forum: Game Design Discussion

Topic: Recovering from Very Heavy Draining

Replies: 32

Views: 4313

Re: Recovering from Very Heavy Draining

I think the issue here is similar to the issue with contamination, that is, that the status light indicator basically conveys the information so vaguely it's difficult to differentiate when it's actually going to be an issue or not, outside of having a player pull up their skill screen every time a...

Tuesday, 12th April 2016, 23:06

Forum: Game Design Discussion

Topic: Recovering from Very Heavy Draining

Replies: 32

Views: 4313

Re: Recovering from Very Heavy Draining

OK, did a little testing in Wizard mode, setting up a Deep Dwarf Fighter of level 12, with the same skill levels I listed above, then spawning in Sonja with a dagger of draining and letting her hit me until all my skills hit 0. Didn't take very long; I counted the number of times drained (45, I thin...

Tuesday, 12th April 2016, 22:48

Forum: Game Design Discussion

Topic: Recovering from Very Heavy Draining

Replies: 32

Views: 4313

Re: Recovering from Very Heavy Draining

I think part of the problem here is that in order to be as drained as you were it requires an extraordinary effort of will and a near fatalistic determination. To take that much draining damage without dieing means you were tough enough to survive, poorly trained/ equipped enough not to prevail in ...

Tuesday, 12th April 2016, 22:04

Forum: Game Design Discussion

Topic: Recovering from Very Heavy Draining

Replies: 32

Views: 4313

Re: Recovering from Very Heavy Draining

For a while, being drained past a certain point did bonus damage instead of draining you further, making it likely to actually kill you directly. I'm not sure it was a good idea to remove that feature, tho I'd prefer if it drained you and also started dealing extra damage based on how drained you a...

Tuesday, 12th April 2016, 21:58

Forum: Game Design Discussion

Topic: Recovering from Very Heavy Draining

Replies: 32

Views: 4313

Re: Recovering from Very Heavy Draining

The question isn't what the OP should or could have done to avoid heavy draining, or how rare this level of draining is. The issue is this: if extremely heavy draining (i.e. all skills to zero, like the OP) is basically just a protracted death sentence, that's unfun and should be changed. This is m...

Tuesday, 12th April 2016, 20:35

Forum: Game Design Discussion

Topic: Recovering from Very Heavy Draining

Replies: 32

Views: 4313

Recovering from Very Heavy Draining

Just lost a moderately promising Deep Dwarf Fighter of Elyvilon due to heavy draining. Short version is I was level 12, ran into Sonja who had a dagger of draining on Lair:3, and since she moves so fast, was getting hit and drained lots of times. I killed her off without taking a lot of damage (Thou...

Monday, 11th July 2011, 07:08

Forum: Game Design Discussion

Topic: Skills that "top out" early.

Replies: 17

Views: 1675

Skills that "top out" early.

I wanted to open up a discussion on skills being worth raising all the way through level 27. Some skills arguably are almost always worth continuing to increase, whether they're at level 5, or 25, such as Fighting. There are others, which are worthwhile, but see diminishing returns as they get near ...

Friday, 13th May 2011, 05:08

Forum: Technical Support

Topic: Increasingly severe degrees of failure due to computer error

Replies: 6

Views: 681

Re: Increasingly severe degrees of failure due to computer e

Possibly a silly question, but have you removed the # character at the beginning of the tiles setting line you're changing, such as the fullscreen setting?

The # character makes the whole line a comment, and thus ignored, so no changes will take effect until you remove that #.

Saturday, 19th March 2011, 02:52

Forum: Crazy Yiuf's Corner

Topic: Facepalm moment

Replies: 11

Views: 1345

Re: Facepalm moment

Ah, yes, I forgot I it had been remapped in the latest trunk version. I have tab mapped to auto-explore, personally.

Friday, 18th March 2011, 03:55

Forum: Crazy Yiuf's Corner

Topic: Facepalm moment

Replies: 11

Views: 1345

Re: Facepalm moment

Can i make a macro for killing bats. Yes. You need to macro a key to autofight, which will take a step towards the nearest hostile creature every time you press it, or attack the creature if it's already adjacent. Turns fighting bats into a 3 second "tap-tap-tap-tap-tap-tap-tap-tap-GOT 'IM!&qu...

Monday, 7th March 2011, 01:44

Forum: Game Design Discussion

Topic: Keyboard mapping

Replies: 6

Views: 521

Re: Keyboard mapping

Does anyone else just map spellcasting to macros? I have my first four spells (a-d) set to F1-F4. Those also have a period at the end for selecting the target, so casting magic missile, or throw flame, etc, is simply a matter of pressing F1 to automatically target and cast the spell at the nearest t...

Monday, 28th February 2011, 08:23

Forum: Game Design Discussion

Topic: Radical Ogre Proposal

Replies: 91

Views: 11928

Re: Radical Ogre Proposal

It's not even about Ogres potentially being contrary to expectations based on other mythologies, etc. The problem is that Ogres are contrary to the internal expectations of Crawl. When you play Crawl, Ogres are one of the very first monsters you can encounter that is extremely dangerous, often able ...

Sunday, 27th February 2011, 21:50

Forum: Game Design Discussion

Topic: Dodging aptitudes

Replies: 28

Views: 2108

Re: Dodging aptitudes

Why do so many people think centaurs suck? They're perfectly good casters and fighters, excellent archers, and get very good speed and HP. I haven't really played many centaurs, but are you sure about them being good fighters and casters? Just from looking at the aptitudes: Arm: -3 Ddg: -3 Shd: -3 ...

Sunday, 27th February 2011, 21:15

Forum: Game Design Discussion

Topic: Autoexploring while Berserk

Replies: 16

Views: 1624

Re: Autoexploring while Berserk

I'm annoyed that it's often a good idea to berserk and then flee to the nearest staircase. It'd be fun if all monsters turned into sirens when you berserked. Flavour-wise, this is truly a brilliant idea! Would probably need some balancing, though. This could definitely really change how berserking ...

Tuesday, 11th January 2011, 06:50

Forum: Game Design Discussion

Topic: What in Crawl isn't fun?

Replies: 245

Views: 34290

Re: What in Crawl isn't fun?

You know, what drives me nutters are potions of decay (that's the one that causes rotting, right?) I had a early character with unID'd potions, got in trouble, gambled on finding a potion of healing, and got rot instead. I survived the fight because I then got might or something, but I rotted down ...

Tuesday, 4th January 2011, 05:14

Forum: Game Design Discussion

Topic: Selling Stuff

Replies: 61

Views: 7527

Re: Selling Stuff

Sorry, can someone post a link or explanation of troves? I'm not sure what's being talked about. A treasure trove. It's a portal that doesn't time out, but when you try to enter, it asks for items (At least in trunk. 0.7 might ask for money) before you can enter. The items are, at least in theory, ...

Tuesday, 4th January 2011, 05:02

Forum: Dungeon Crawling Advice

Topic: Which Staff

Replies: 18

Views: 2417

Re: Which Staff

galehar wrote:
Twilight wrote:
minmay wrote:Also, two or three levels of fire/cold vulnerability is actually the same as one level, so being rC--- is no worse than rC-.


Is that actually true? If so, that seems like an oversight that should be corrected.


I just checked the source. It's true.


But is it an oversight? Or is that intentional?

Monday, 3rd January 2011, 23:18

Forum: Dungeon Crawling Advice

Topic: Which Staff

Replies: 18

Views: 2417

Re: Which Staff

minmay wrote:Also, two or three levels of fire/cold vulnerability is actually the same as one level, so being rC--- is no worse than rC-.


Is that actually true? If so, that seems like an oversight that should be corrected.

Saturday, 1st January 2011, 03:59

Forum: Crazy Yiuf's Corner

Topic: ASCII vs. Tiles

Replies: 33

Views: 8670

Re: ASCII vs. Tiles

I've almost always played rogue-likes with ASCII (Since most didn't have anything else), but definitely prefer the DCSS tiles. Other than looking nice, they also convey information at a glance that you wouldn't be able to see without cumbersome manual checking in ASCII (Like monster health, etc). Ho...

Friday, 17th December 2010, 03:10

Forum: YASD! YAVP! and characters in progress too

Topic: Labyrinths, starvation, and intelligence deterioration...

Replies: 6

Views: 1668

Labyrinths, starvation, and intelligence deterioration...

A relatively simple story. My intrepid Mountain Dwarf Fighter of Yredelemnul had been able to handle just about everything the dungeon had thrown at him, when he encountered a Labyrinth entrance. Plenty of food on hand, he entered. Multiple thousands of turns later, he still couldn't find the exit, ...

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