Search found 106 matches

Wednesday, 6th March 2019, 20:55

Forum: Game Design Discussion

Topic: Vampire rework proposal

Replies: 14

Views: 5072

Re: Vampire rework proposal

It took me a while to come around to removing them, but I think that's the move that makes the most sense at this point. I think balancing things around nutrition is a mistake no matter what, yet thirst, stalking, and compulsion to drink blood is absolutely core to the vampire's theme. Something lik...

Monday, 4th March 2019, 14:45

Forum: Game Design Discussion

Topic: Vampires suck/vampire rework thread

Replies: 28

Views: 9134

Re: Vampires suck/vampire rework thread

Magic, or one of the many gods that end up causing confusion / distraction / etc. Actually, the more I think on it... vampires should probably just be removed. The problem is that their fundamental mechanic is tied to food, yet that's something that's been pushed more and more into the background of...

Thursday, 28th February 2019, 13:43

Forum: Game Design Discussion

Topic: Vampires suck/vampire rework thread

Replies: 28

Views: 9134

Re: Vampires suck/vampire rework thread

The ability to get food by magic should absolutely be removed, too. Obviously I already suggested corpses not be drainable, so perhaps Vp wouldn't be able to drink from live summons, either.

Wednesday, 27th February 2019, 19:11

Forum: Game Design Discussion

Topic: Vampires suck/vampire rework thread

Replies: 28

Views: 9134

Re: Vampires suck/vampire rework thread

Reliance on stabs would be annoying and would create one of the most playstyle-constraining species in crawl, even more so than felid. Absence that it's barely different from chunk reliance however. Needing to stab something once every thousand turns isn't remotely close to "being a felid."

Wednesday, 27th February 2019, 18:09

Forum: Game Design Discussion

Topic: Vampires suck/vampire rework thread

Replies: 28

Views: 9134

Re: Vampires suck/vampire rework thread

Took me a minute to find this thread, because the search function forbids "vampire" as "too common." Thematically, vampires drinking blood shouldn't have implications for their alive-ness, or for their specific properties. It's enough that they drink blood and are undead. Of cour...

Tuesday, 20th September 2016, 18:33

Forum: Game Design Discussion

Topic: Don't give XP for easy and harmless monsters

Replies: 48

Views: 12059

Re: Don't give XP for easy and harmless monsters

Would this make Abyss scumming (more of) a thing?

Thursday, 18th February 2016, 21:32

Forum: Game Design Discussion

Topic: Why doesn't Armour skill help Stealth?

Replies: 5

Views: 1958

Re: Why doesn't Armour skill help Stealth?

So anyway, why not?

(for either)

Wednesday, 17th February 2016, 17:13

Forum: Game Design Discussion

Topic: An option to allow the player to see chance-to-hit.

Replies: 35

Views: 8757

Re: An option to allow the player to see chance-to-hit.

I've always thought it would be helpful to show the player more info. Not showing it seems to be a roguelike tradition, whereas many other RPG-style game would show it.

Wednesday, 10th February 2016, 17:04

Forum: Game Design Discussion

Topic: Amulet of reflection too strong on certain characters?

Replies: 26

Views: 7145

Re: Amulet of reflection too strong on certain characters?

Please don't remove it. It makes Shoals less frustrating, especially for melee characters that don't have swimming/flight.

Wednesday, 3rd February 2016, 20:26

Forum: Game Design Discussion

Topic: New god on experimental branch: Ukayaw

Replies: 48

Views: 17058

Re: New god on experimental branch: Ukayaw

I tried Fo with Ukayaw too, but I thought it was probably a bug that I could move around the battlefield, not a special feature.

Monday, 1st February 2016, 16:07

Forum: Game Design Discussion

Topic: New god on experimental branch: Ukayaw

Replies: 48

Views: 17058

Re: New god on experimental branch: Ukayaw

I had a similar idea for a god that gained piety quickly through combat but decayed quickly while out of combat, so I think this is a great idea. The dancing theme is neat as well.

Friday, 29th January 2016, 20:04

Forum: Game Design Discussion

Topic: Add Mini-Stun to M&F

Replies: 3

Views: 1358

Re: Add Mini-Stun to M&F

Argument Against: If you combine it with finesse [which would make a Whip or Demon Whip have a delay of 0.3] or to a lesser extent haste; you could end up effectively completely stalling the target. I would think you'd want to tie the chance/duration of the stun to the speed of the weapon, so that ...

Friday, 29th January 2016, 20:01

Forum: Game Design Discussion

Topic: Add Mini-Stun to M&F

Replies: 3

Views: 1358

Re: Add Mini-Stun to M&F

In case people want to review this topic, it's been discussed before, although not exclusively:

viewtopic.php?f=8&t=8491
viewtopic.php?f=8&t=5812

Thursday, 28th January 2016, 19:19

Forum: Game Design Discussion

Topic: Luring (was: DCSS has a power creep problem)

Replies: 196

Views: 59829

Re: Luring (was: DCSS has a power creep problem)

@Grisamentum, i dont think the devs are trying to create a AI that would defeat luring, they are not even trying to come up with monsters that can do it, mainly because that doesnt solve the problem(the player can always outsmart AI behaviors, exploiting it),(we already have "anti-luring"...

Thursday, 28th January 2016, 18:36

Forum: Game Design Discussion

Topic: Luring (was: DCSS has a power creep problem)

Replies: 196

Views: 59829

Re: Luring (was: DCSS has a power creep problem)

Seems like the answer is in the question. I'm the game master, so I'm controlling all the monsters. I can do things like send monsters to guard the stairs up, or cut him off on a hallway. If I/the monsters know the player is going to enter a room (because they're "awake" or "warned&qu...

Thursday, 28th January 2016, 17:45

Forum: Game Design Discussion

Topic: Why no Mu^Zin?

Replies: 19

Views: 5062

Re: Why no Mu^Zin?

As of now, does a Ds mutating on levelup count as intentionally mutating yourself and/or can Zin block it? Or are Ds mutations special-cased? Ds mutations are not blocked by rMut ( as it is in 0.17 or in the fixedarts that it remains on). The levels that you gain them at are generated at character ...

Tuesday, 26th January 2016, 21:01

Forum: Game Design Discussion

Topic: Lacertilians, playable on CBRO

Replies: 26

Views: 8598

Re: Lacertilians, playable on CBRO

@grisamentum: Are you the person who posted a YAVP to r/dcss and commented similarly about tail slap? I was going to suggest that they report it, but looks like you got in first. It's almost certainly a bug. Didn't see this question until now; sorry. But no, that wasn't me. I'll check if someone is...

Tuesday, 26th January 2016, 18:10

Forum: Game Design Discussion

Topic: Why no Mu^Zin?

Replies: 19

Views: 5062

Re: Why no Mu^Zin?

- make them suffer effects of Recite not necessary: Zin accepts mutant followers, and their anti-chaos recitations don't hurt them. Enforced hypocrisy :P Sanctuary's holy word already happens - disallow cannibalism for ghouls already happens: a ghoul of zin gets penance for butchering (desecrating!...

Tuesday, 26th January 2016, 17:50

Forum: Game Design Discussion

Topic: Why no Mu^Zin?

Replies: 19

Views: 5062

Re: Why no Mu^Zin?

HardboiledGargoyle wrote:monster vampires don't leave corpses when killed, but they're officially humans-turned-vampire, so I guess zin could give penance for bottling humans?


I thought Zin just hated blood-drinking as a separate ban from cannibalism.

Wednesday, 23rd December 2015, 15:15

Forum: Game Design Discussion

Topic: Lacertilians, playable on CBRO

Replies: 26

Views: 8598

Re: Lacertilians, playable on CBRO

Personally, I think the perma-faith is quite nice, whereas the god-swapping is not particularly useful. The best scenario I can think of being to start as a Be, then swap once you get a nice randart weapon gift and some good spellbooks in Lair/Orc. Well even if it is perhaps not optimal, godswappin...

Monday, 21st December 2015, 19:13

Forum: Game Design Discussion

Topic: Lacertilians, playable on CBRO

Replies: 26

Views: 8598

Re: Lacertilians, playable on CBRO

I played a couple games with them and they were fun. I'm a terrible player so I think this race will have broad appeal.

Friday, 4th December 2015, 16:45

Forum: Game Design Discussion

Topic: Vampires: minor feature request

Replies: 4

Views: 1537

Re: Vampires: minor feature request

kuniqs wrote:don't you have potions of blood for that?


um... yes. What I am asking is to drink potions of blood automatically. In the same way that regular species eat chunks automatically.

There is the added wrinkle of "setting the desired nutrition level" as I noted.

Friday, 4th December 2015, 16:19

Forum: Game Design Discussion

Topic: Vampires: minor feature request

Replies: 4

Views: 1537

Vampires: minor feature request

We now have auto-eating during autoexplore/resting, when hungry while carrying chunks. In the same vein (haha), could we have a way to set desired blood level for vampires and automatically drink potions of blood to maintain that level? The blood minigame is somewhat tedious at the moment.

Monday, 3rd August 2015, 17:40

Forum: Game Design Discussion

Topic: Snake Pit

Replies: 36

Views: 6570

Re: Snake Pit

bcadren wrote:I'd also like to add this to the discussion.


Yeah, the Vashnia band is absurdly dangerous. And until you find it, you have to assume every random Sharpshooter is the lead monster in the band.

Thursday, 23rd July 2015, 21:34

Forum: Game Design Discussion

Topic: zin food

Replies: 14

Views: 2716

Re: zin food

It's quite easy to use both as appropriate, of course (TSO seems better in Tomb, but as you say Zin is better in Abyss). Especially since you get to keep the HW weapon from TSO anyway.

Monday, 20th July 2015, 15:35

Forum: Game Design Discussion

Topic: zin food

Replies: 14

Views: 2716

Re: zin food

One option is to have Zin passively increase the amount of sustenance that eating food provides, à la Jesus feeding 5000 people with five loaves of bread. I mean, Zin is already one of the strongest gods in extended. I think it's ok that it was made less strong. Besides, the more reasonable interpr...

Friday, 19th June 2015, 21:25

Forum: Game Design Discussion

Topic: Let undead players leave ghosts

Replies: 76

Views: 15373

Re: Let undead players leave ghosts

Some sort of sanity check on player ghosts might be enough. That way you preserve the interesting parts, and lose the bad parts. Make sure the level of the ghost is appropriate with the level they died on. I'd also strip them of their weapon egos, and make them all go normal speed. Naga ghosts are ...

Wednesday, 13th May 2015, 21:45

Forum: Crazy Yiuf's Corner

Topic: New unrand: Shield of Polar Bear

Replies: 15

Views: 3900

Re: New unrand: Shield of Polar Bear

A +3 shield with {+3 AC, +Rage} made entirely from polar bear. It lets you go berserk at will, but once your health is dropped below 30% you will be forced to go into rage. Since this shield is technically a bear, on each succesful blocking there is a 1/3 chance that it will claw the attacker back ...

Tuesday, 21st April 2015, 20:40

Forum: Dungeon Crawling Advice

Topic: Oka and amulet of faith

Replies: 8

Views: 2341

Re: Oka and amulet of faith

sounds like typical oka

Monday, 6th April 2015, 15:45

Forum: Game Design Discussion

Topic: Remove -Tele from Randart Armor Generation

Replies: 17

Views: 5461

Re: Remove -Tele from Randart Armor Generation

To me Maxwell's is fine for melee characters; I've won games wearing it from Lair through ascent. The problem is that the vast majority of randart armor is nowhere near as good as Maxwell's.

Thursday, 26th March 2015, 15:10

Forum: Game Design Discussion

Topic: Make the Robe of Misfortune not unambiguously bad?

Replies: 25

Views: 6852

Re: Make the Robe of Misfortune not unambiguously bad?

Sandman25 wrote:I don't think it is a good idea to have an item which is better than level 8 dual school spell.


why not? plenty of evocables are

Thursday, 26th March 2015, 14:24

Forum: Game Design Discussion

Topic: Remove or nerf Nergalle's DDoor

Replies: 21

Views: 5920

Re: Remove or nerf Nergalle's DDoor

jejorda2 wrote:I wonder if maybe there could be a visual indicator (outside of xv) that death's door is active- maybe the glyph could change colors like some chaotic things do?


There isn't one in console? I'm pretty sure there is in tiles.

Wednesday, 25th March 2015, 21:43

Forum: Game Design Discussion

Topic: Move the entrance to Elven halls to depths 1-3

Replies: 30

Views: 6891

Re: Move the entrance to Elven halls to depths 1-3

I would say put Elven Halls somewhere on Slime 2-5. Just for kicks.

Wednesday, 25th March 2015, 21:38

Forum: Game Design Discussion

Topic: Unique proposal: Myrmecia, Champion of Formicids

Replies: 82

Views: 62305

Re: Unique proposal: Pyriformis, Champion of Formicids

As for the sex of Pyriformis/formicids in general, that could go either way. Sure, IRL ants are mostly female, but this is a game with magic cats. The real-world referent is still relevant. It's a "magic" felid to the extent it can do interesting game things, like cast magic spells and ga...

Wednesday, 18th March 2015, 16:35

Forum: Game Design Discussion

Topic: A New Angelic Branch

Replies: 39

Views: 12985

Re: A New Angelic Branch

True, a portal can guarantee layout that'll make effects work better. Well, so can the level layout more generally. Nergalle casting ddoor is really irritating, and I'd hate to see it as an area of effect. If no one in the sanctuary can attack, I don't see how it's of much benefit to the monster. I...

Wednesday, 18th March 2015, 15:58

Forum: Game Design Discussion

Topic: A New Angelic Branch

Replies: 39

Views: 12985

Re: A New Angelic Branch

I don't have a real opinion on a holy branch in general; there doesn't seem to be a real clear line on what branches "should" exist in Crawl. But on a few proposed effects: 3. summoning spectral versions of uniques you've killed 4. blessing an ally with "inner cleansing flame" s...

Wednesday, 18th March 2015, 15:34

Forum: Game Design Discussion

Topic: A New Angelic Branch

Replies: 39

Views: 12985

Re: A New Angelic Branch

@BobIsDead Sure. It would be good to try out with a holy portal, with a few holy, as well as many holy affiliated living beings; if angels are so annoying except in small doses, they can be rarely spawned as enemies, spawned as bosses, or occasionally summoned by a high priest. They'd take back sea...

Tuesday, 17th March 2015, 15:51

Forum: Game Design Discussion

Topic: Unique proposal: Myrmecia, Champion of Formicids

Replies: 82

Views: 62305

Re: Unique proposal: Pyriformis, Champion of Formicids

Sandman25 wrote:Maybe let it have a passive ability which makes player unable to use haste/teleport/swiftness/blink when the unique is in LoS?


LOS statis field sounds pretty nasty, but fun.

Saturday, 14th March 2015, 16:31

Forum: Game Design Discussion

Topic: A New Angelic Branch

Replies: 39

Views: 12985

Re: A New Angelic Branch

"Holy" is a pretty poor theme for monsters generally.

But I don't think the disadvantage for unholy characters is really that large. I did holy pan as a demonspawn and had no problems whatsoever killing seraph and other holy monsters.

Thursday, 12th March 2015, 16:59

Forum: Game Design Discussion

Topic: End monster spawning

Replies: 132

Views: 39244

Re: End monster spawning

Sar wrote:there's little difference between pressing tab and pressing Y to get rid of the gecko


Oh, but there is my favorite: the monster went out of view, so you can't tab.

Friday, 27th February 2015, 14:32

Forum: Game Design Discussion

Topic: New randart negative properties

Replies: 69

Views: 18658

Re: New randart negative properties

* Spectral Weapons When hitting with this weapon, there is a chance to create puny, short-lasting spectral weapons of the weapons base type. Any enemy can swap places with the spectral weapons at will. Here the idea is not that these damage you substantially, but that they make it harder to flee, e...

Thursday, 26th February 2015, 16:02

Forum: Game Design Discussion

Topic: New randart negative properties

Replies: 69

Views: 18658

Re: New randart negative properties

Taunt seems too dangerous...I mean, I can think very few cases when I could use an item which can give me a mighted stone giant - or a speed up the movement of a fire one. I think the core idea in Taunt is problematic for any melee character. It often takes half a dozen useless swings before you fi...

Tuesday, 24th February 2015, 15:26

Forum: Crazy Yiuf's Corner

Topic: I don't love it when...

Replies: 726

Views: 359008

Re: I don't love it when...

89261 | Zig:14 | Reached skill level 25 in Shields
89338 | Zig:14 | Got a transparent executioner's axe


first one of the game, of course

Monday, 23rd February 2015, 15:21

Forum: Dungeon Crawling Advice

Topic: If I don't buy an unrandart in a baazar...

Replies: 8

Views: 2742

Re: If I don't buy an unrandart in a baazar...

Even if it weren't the case that it only loads once, the chance of you actually finding it again would be vanishingly small.. On the contrary, the chance would approach 100% if he were willing to just keep playing Pan levels and zigs, and if the game could generate fixedarts more than once. Conside...

Monday, 23rd February 2015, 15:07

Forum: Dungeon Crawling Advice

Topic: How much regeneration can you stack?

Replies: 17

Views: 5893

Re: How much regeneration can you stack?

Arrhythmia wrote:rings don't have regen now


Can a randart ring have regen? I know armour can, in trunk, anyway.

Monday, 23rd February 2015, 03:11

Forum: Game Design Discussion

Topic: Monster gimmick usage

Replies: 54

Views: 14224

Re: Monster gimmick usage

Sar wrote:I like orb spiders.


I also like orb spiders.

Monday, 23rd February 2015, 02:56

Forum: Game Design Discussion

Topic: Major Background Trimming

Replies: 90

Views: 23682

Re: Major Background Trimming

- removing these backgrounds wastes and nullifies previous developer time that was spent creating and developing the background in the first place This is completely irrelevant . I see what you're driving at with the link, but I believe this concept only applies if: A) You can agree that the backgr...

Friday, 20th February 2015, 16:09

Forum: Game Design Discussion

Topic: Monster gimmick usage

Replies: 54

Views: 14224

Re: Monster gimmick usage

Forest gimmicks on Spriggan Druids feels pretty stupid. Or maybe I just feel stupid for dying to it a few weeks ago. But really: a spell that's only on one monster (I don't think I've ever seen a Dryad) that only works in one branch and a few vaults, and even then only matters depending on where you...

Wednesday, 11th February 2015, 13:41

Forum: Game Design Discussion

Topic: Explosion from hell effects

Replies: 1

Views: 1409

Re: Explosion from hell effects

I noticed that Hell effects don't seem to alert monsters.


Yeah, they're used to them.

Monday, 9th February 2015, 22:23

Forum: Game Design Discussion

Topic: Interface improvement Proposal: See AC/EV when wearing

Replies: 17

Views: 4101

Re: Interface improvement Proposal: See AC/EV when wearing

What about rings then? It would be useful in comparing stat rings vs AC/EV rings.
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