Search found 6 matches
Tuesday, 28th January 2014, 14:15
Forum: Game Design Discussion
Topic: Things in Crawl that are confusing
Replies: 47
Views: 13137
Yes, I forgot to include that. It still fits I think.
Tuesday, 28th January 2014, 13:33
Forum: Game Design Discussion
Topic: Things in Crawl that are confusing
Replies: 47
Views: 13137
Re: Things in Crawl that are confusing
What if Spellcasting were renamed to "Spell Efficiency" or something along those lines? Then it would be clearer that the primary purpose is to reduce hunger and raise MP.
Wednesday, 22nd January 2014, 19:17
Forum: Game Design Discussion
Topic: FR: Spell memorization menu resorting
Replies: 3
Views: 1620
Re: FR: Spell memorization menu resorting
Yes, the memorization screen can get cluttered after you get a few books. Grouping by spellbook would be helpful as well.
Tuesday, 4th October 2011, 12:43
Forum: Game Design Discussion
Topic: Ghost flavor.
Replies: 6
Views: 1930
Re: Ghost flavor.
I've also thought this would be a good idea. Additionally, we could have some sort of plant for Fedhas ghosts.
Thursday, 22nd September 2011, 17:37
Forum: Game Design Discussion
Topic: Help the Hex School
Replies: 50
Views: 16482
Re: Help the Hex School
For hex/tloc, what about a spell that makes you switch places with an enemy (though that might be too scummable) or a spell that knocks an enemy a few spaces backwards? The DS game Shiren the Wanderer (actually quite a good roguelike) has both of these in the form of staves, and it works well.
Thursday, 15th September 2011, 19:23
Forum: Game Design Discussion
Topic: Improve the early game
Replies: 112
Views: 23822
Re: Improve the early game
Hi, delurking here. Perhaps you could spawn more monsters carrying potions and scrolls more often to make the ID game more interesting? You could have uniques with teleport and blink scrolls, ogres and orc casters with heal wounds or agility, etc. I don't think a monster drinking a potion IDs it rig...
- Search found 6 matches • Page 1 of 1