Search found 332 matches

Wednesday, 23rd March 2011, 16:28

Forum: Game Design Discussion

Topic: New Spell: Ice Wall

Replies: 12

Views: 1699

Re: New Spell: Ice Wall

Ice/Transmutation 8-9 OR Ice/Conjuration/Transmutation 7-8 Makes 1-5 temporary blocks of ice, which are invulnerable or high HP for 1-2 turns after casting, then reduced (continuously or instantly?) to corpse mushroom HP. If they are not attacked, then duration is dependent on power, as is the numbe...

Wednesday, 23rd March 2011, 15:32

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 16197

Re: Anything changing with circular LoS vs. diagonal movemen

@danr
Well, false realism, but also real aesthetic. It does look much nicer than Square LOS. In fact, it was one of the things I first noticed and liked when I begin playing Crawl. Circular LOS does have value, but I think Square LOS just has more.

Wednesday, 23rd March 2011, 13:45

Forum: Suggestions & Criticism

Topic: Edit Post Time Limit

Replies: 12

Views: 2423

Re: Edit Post Time Limit

This would be especially relevant in the context of ongoing or collected ideas, like Things that should be more transparent or guides. In these cases, an ability to edit the OP and allow selected other to do so as well would be particularly helpful. [/daydreaming]

Wednesday, 23rd March 2011, 13:23

Forum: YASD! YAVP! and characters in progress too

Topic: YASD - terrible gut-wrenching experience

Replies: 10

Views: 1204

Re: YASD - terrible gut-wrenching experience

On the one hand, that's hilarious. On the other, that really sucks, I feel for ya.

Tuesday, 22nd March 2011, 23:52

Forum: Game Design Discussion

Topic: New Spell: Ice Wall

Replies: 12

Views: 1699

Re: New Spell: Ice Wall

Yeah, it would be like Tomb. So, if it was implemented, then an ice block should have very low durability, but not zero durability (which would defeat the purpose). Perhaps, a block should be invulnerable for one turn of hitting, and then have corpse-mushroom durability. But that would be special-ca...

Tuesday, 22nd March 2011, 22:02

Forum: Game Design Discussion

Topic: New Spell: Ice Wall

Replies: 12

Views: 1699

New Spell: Ice Wall

Conjures a temporary, destructible wall of ice. Level 8 or 9 spell. Creates 1, 3, or 5 blocks of ice for (Ice skill < 18), (18<Ice skill<), and (Ice Skill=27), respectively. HP and duration of ice blocks should also depend on Ice skill, but I'm not too sure of numbers. This should pretty naturally s...

Tuesday, 22nd March 2011, 21:39

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 16197

Re: Anything changing with circular LoS vs. diagonal movemen

Sure you can, you just have to (speaks in the voice of a purple dinosaur); "Use your imagination!" (Spreads hands to make the Barney rainbow)

Tuesday, 22nd March 2011, 20:34

Forum: Game Design Discussion

Topic: Shock and lightning bolt (targeting, messages, other stuff)

Replies: 5

Views: 929

Re: Shock and lightning bolt (targeting, messages, other stu

The really long range, which would extend past your LOS, indicates extra bounciness. I'm not sure if the lightning continues past LOS.

Tuesday, 22nd March 2011, 15:13

Forum: Dungeon Crawling Advice

Topic: (Very) Basic Naga Guide

Replies: 13

Views: 3635

(Very) Basic Naga Guide

Cons: ⋅ Slow movement - This is the primary drawback of nagas: you can't easily run away. Those stairs are a lot farther away for you than they are with other species. However, it is very important to note that while moving is slow, all other actions, like spellcasting, are at normal speed...

Tuesday, 22nd March 2011, 12:11

Forum: Game Design Discussion

Topic: Character overview and Resists

Replies: 17

Views: 1859

Re: Character overview and Resists

For rP, I don't like the idea of moving it to 3 pips. Poisonous threats are early in the game, you need the resistance soon, and sometimes you don't find it. Of course, I agree that it shouldn't provide immunity. It's been discussed on the wiki to make rP give only 90% resistance, and I think it's ...

Monday, 21st March 2011, 19:56

Forum: Dungeon Crawling Advice

Topic: I think we learned an important lesson today.

Replies: 2859

Views: 514955

Re: I think we learned an important lesson today.

When you are Flying continuously, Apportation may not be the best spell to use. Especially when you are in the Swamp. Especially when you about to get the rune.

Monday, 21st March 2011, 15:36

Forum: Game Design Discussion

Topic: Getting rid of Fighting.

Replies: 88

Views: 11141

Re: Getting rid of Fighting.

I believe galehar was pointing out that this is just how things are . If I said that the ocean current is just way too strong relative to your swimming skills, and that being generally strong doesn't count for much there, I think that is an equivalent statement. To overhaul the general stats/skills ...

Sunday, 20th March 2011, 20:55

Forum: Game Design Discussion

Topic: Wrath/Abjuration/XP

Replies: 1

Views: 383

Wrath/Abjuration/XP

Should wrath-summons either be Abjurable or give XP? This seems kind of out of place for a wrath effect to me. Are these things intentional effects?

Sunday, 20th March 2011, 20:35

Forum: Game Design Discussion

Topic: Tiles: Item grouping

Replies: 2

Views: 388

Re: Tiles: Item grouping

It just now occurred to me that this should probably be in Interface instead of Game Design . . .

Sunday, 20th March 2011, 16:44

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP- I got all the runes. All of them.

Replies: 13

Views: 1831

Re: YAVP- I got all the runes. All of them.

Great job on the 2nd win! That looks like it was a pretty sweet run.

(Slightly OT Question: Do you use Decks of Destruction? What are your feelings about them?)

Sunday, 20th March 2011, 11:29

Forum: Game Design Discussion

Topic: Stat balance.

Replies: 5

Views: 881

Re: Stat balance.

EVP= evasion penalty. For example: Leather armour AC : 3 Evasion modifier : -1, so in this case you would need 3 STR not to incur extra penalties.

Saturday, 19th March 2011, 14:33

Forum: Game Design Discussion

Topic: Abyss improvement

Replies: 27

Views: 3606

Re: Abyss improvement

how do you add a namespace to a page with the alphabetizing app (and still have it sort nicely)?

Friday, 18th March 2011, 15:25

Forum: Game Design Discussion

Topic: Tiles: Item grouping

Replies: 2

Views: 388

Tiles: Item grouping

Would it be possible to group items of the same base type together on the item screen, instead of grouping 'jewelry' and 'ammo and lauchers' and 'clothing' and 'weapons'? So needles are grouped within a row and not mixed with arrows and rings are not mixed with amulets? (This has been a continuing s...

Thursday, 17th March 2011, 23:35

Forum: Dungeon Crawling Advice

Topic: Immutable Laws of the Dungeon of Zot

Replies: 253

Views: 38525

Re: Immutable Laws of the Dungeon of Zot

If you get a character that is doing well, and that you are feeling proud of, it can only die in one of two ways. Either its death with be embarrassingly brief (you were confident again, weren't you?), or it will be a drawn-out affair, where you almost recover and regain tempo over and over, until f...

Thursday, 17th March 2011, 18:37

Forum: Game Design Discussion

Topic: Thoughts on Armour

Replies: 36

Views: 5336

Re: Thoughts on Armour

I don't think that people are opposed to 'animal skins' having EV -1. Currently those things are floor trash from D:1 and down. I think they are unconvinced that magical hides ('troll' through 'golden dragon') should have a spawn chance at early levels. However, part of the OP was that magic hides c...

Wednesday, 16th March 2011, 18:04

Forum: Game Design Discussion

Topic: Mummy curses

Replies: 1

Views: 573

Mummy curses

Perhaps all varieties of mummies could give yet another status, 'Cursed' that could work a bit like Wrath. You could have a list of effects like miscasts, item cursing, potion destroying, draining. Perhaps 1d(mummy-type) of Curse points, and values assigned to effects, so a single item curse would r...

Wednesday, 16th March 2011, 11:59

Forum: Game Design Discussion

Topic: Chei stat boost

Replies: 28

Views: 4096

Re: Chei stat boost

OT:Okie might tinker with randarts? YES! Whee! Goodbye random rain of mostly useless gifts!

Wednesday, 16th March 2011, 02:32

Forum: Game Design Discussion

Topic: Discuss the Stealth Skill

Replies: 13

Views: 1651

Re: Discuss the Stealth Skill

Doesn't Dodging increase EV? (Side note: ranged physical attacks seem oddly powerful and accurate against your character, even with good EV. Is this a change? Is Rmsl/Dmsl just assumed?) I would figure that Stealth would keep you from being noticed, and Dodging would keep you from getting hit when y...

Wednesday, 16th March 2011, 02:20

Forum: YASD! YAVP! and characters in progress too

Topic: CIP- NaCr

Replies: 6

Views: 835

Re: CIP- NaCr

-I'd get another mace/flail/whip so that you can use Freezing Aura to freeze the cold-blooded things (blink frogs, komodos, spiny frogs [who are still dangerous even though you have rP]) and slow them down, then switch and electrocute them. -Remember to use Fire Brand + axe or sharp thing for hydras...

Tuesday, 15th March 2011, 15:02

Forum: Game Design Discussion

Topic: Chei stat boost

Replies: 28

Views: 4096

Re: Chei stat boost

That seems like a simple fix (especially for draconians!), but wouldn't slowness and stats dependent on piety give Chei a huge power boost? You could wear artefacts instead of just enchanted armou. Wouldn't that, depending on RNG, more than make up for the resists you would lose in the early game? A...

Tuesday, 15th March 2011, 14:09

Forum: Game Design Discussion

Topic: New Race: Pixie

Replies: 13

Views: 2060

Re: New Race: Pixie

I don't think it is a good idea to be rude without a constructive purpose, especially on a forum. Being rude to someone tends to put them on the defensive or on the attack, and their critical or constructive thinking abilities usually take a nosedive. Right now, this is a pretty good forum that is m...

Tuesday, 15th March 2011, 13:09

Forum: Game Design Discussion

Topic: Chei stat boost

Replies: 28

Views: 4096

Re: Chei stat boost

Well, I've always kinda thought of Chei as this slow-moving sensei ("Quickness in stillness," or some such), so the stat boost always seemed in character to me. I believe the dev-wiki has had two major ideas concerning Pondering items: that Chei should gift 0 AC 0 EVP Ponderous items that ...

Tuesday, 15th March 2011, 11:59

Forum: Game Design Discussion

Topic: New Race: Pixie

Replies: 13

Views: 2060

Re: New Race: Pixie

It seems like that they are a bit of a one-trick pony. They can hex and translocate, with a bit of everything else on the side. One trick ponies aren't necessarily bad (ghouls), but this seems overpowered, such that optimal play will turn you into a warping Tukima user every time. If armour doesn't ...

Tuesday, 15th March 2011, 11:19

Forum: Game Design Discussion

Topic: New Race: Pixie

Replies: 13

Views: 2060

Re: New Race: Pixie

Hey now, Felid, no need for nastiness. It was just an idea, even if it wouldn't work.

Tuesday, 15th March 2011, 03:01

Forum: Game Design Discussion

Topic: Thoughts on Armour

Replies: 36

Views: 5336

Re: Thoughts on Armour

But robes are also allowable to 'bigguns', and weight less, and have a variety of tiles. There was talk a while ago to give basic animal hides an evasion modifier of -1, in order to start Armour skill.

Monday, 14th March 2011, 17:54

Forum: Game Design Discussion

Topic: Thoughts on Armour

Replies: 36

Views: 5336

Thoughts on Armour

⋅  Hides should be more common and available earlier, but more difficult to enchant . The hide armours are better than their mundane counterparts in nearly every respect: They provide more AC, less EV penalty, an additional resist or benefit, every race can wear them (except felids?),and ...

Monday, 14th March 2011, 13:52

Forum: YASD! YAVP! and characters in progress too

Topic: CIP - Let's try this again...

Replies: 13

Views: 2462

Re: CIP - Let's try this again...

Crawl is infested with demons of irony, on top of current of population of enforcers of Murphy's Law.

Saturday, 12th March 2011, 17:18

Forum: Game Design Discussion

Topic: Hexes and Magic Resistance

Replies: 33

Views: 3871

Re: Hexes and Magic Resistance

minmay wrote:What do we do with Teleport Other[...]?


Splinching.

Saturday, 12th March 2011, 16:25

Forum: Dungeon Crawling Advice

Topic: Spellcaster with armor

Replies: 10

Views: 6027

Re: Spellcaster with armor

Half base AC, but 9 AC naturally, and I think Armour Skill may affect this natural AC, too. Wearing just SwampDA (Skill 0, XL 27), the naga had 12 AC, 3 from the DA and 9 innate. At Skill 5, a naga gains 2 more AC, whereas a human gains only 1 AC. Naga vs Human AC (should this be in a different topi...

Friday, 11th March 2011, 20:14

Forum: Dungeon Crawling Advice

Topic: Spellcaster with armor

Replies: 10

Views: 6027

Re: Spellcaster with armor

OT: So nagas really are THE armoured caster then? I knew you could get AC crazy with the barding and natural AC, but I didn't know they had a shield bonus also. Is that bonus from the size system?

Friday, 11th March 2011, 02:40

Forum: Game Design Discussion

Topic: Sure Blade

Replies: 6

Views: 836

Sure Blade

I saw somewhere (on here, I think) that Sure Blade was going to be removed either from the Enchanter class book, or from the game entirely, primarily because it wasn't very good at its job, improving weapon usability, because it just increased the accuracy of the already very accurate short blades. ...

Thursday, 10th March 2011, 20:26

Forum: Game Design Discussion

Topic: Getting rid of Fighting.

Replies: 88

Views: 11141

Re: Getting rid of Fighting.

I think "Max(FightingHP - 2 * Spellcasting, 0)" means "FightingHP - 2 * Spellcasting OR zero, whichever is greater."

Thursday, 10th March 2011, 18:46

Forum: Game Design Discussion

Topic: Name of the Crusader background

Replies: 20

Views: 1922

Re: Name of the Crusader background

Lethal Infusion, Poison Weapon, Excruciating Wounds, and Distort Weapon are also Hex brands. These would need to change if you changed the brands. Concerning Ozocubu's armour, it doesn't work for anything with more than -1 EV penalty (except bardings), so a caster wearing ringmail or more would lose...

Thursday, 10th March 2011, 10:44

Forum: Game Design Discussion

Topic: Getting rid of Fighting.

Replies: 88

Views: 11141

Re: Getting rid of Fighting.

A possible modification of acvar's "no-HP-until-high-skill" might be to have successive hills and plateaus of HP gain. So, you'd gain some HP in few early levels, but then the gain would plateau, and you couldn't start gaining HP from skills again until a later level. For example,using arb...

Wednesday, 9th March 2011, 20:11

Forum: Game Design Discussion

Topic: Brainstorm Wiki

Replies: 10

Views: 1370

Re: Brainstorm Wiki

After looking at the Dev wiki and at the Manual, here's what I think (read "wishlist"): ⋅ Alphabetizing is not helpful in the upper categories, though it may be helpful at the lower levels. Links should be grouped by what ideas they are related to. Possibly 3 or 4 headings should...

Tuesday, 1st March 2011, 16:51

Forum: Game Design Discussion

Topic: Brainstorm Wiki

Replies: 10

Views: 1370

Re: Brainstorm Wiki

It is really confusing, but I don't think it has to be. A rubric for posting ideas, comments, and deleting old stuff on the wiki would help. The primary disadvantage of a forum is that a forum resides in the time-domain (newest stuff first), and is more difficult to tie down to a logical hierarchy. ...

Tuesday, 1st March 2011, 16:37

Forum: Game Design Discussion

Topic: Racial/Fighting HP

Replies: 92

Views: 11243

Re: Racial/Fighting HP

Until something is implemented and playtested, I'd say KISS. While I like the ideas for non-racial HP gains, especially danr's Str-based one, I think HP is pretty complex already, and changing that system into something else is going to be a piece of work. Focus on the fundamentals (Racial HP, Fight...

Tuesday, 1st March 2011, 01:37

Forum: Game Design Discussion

Topic: Brainstorm Wiki

Replies: 10

Views: 1370

Re: Brainstorm Wiki

Another question; how do you add a namespace on a page (like https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:misc:start) that has an alpha index, and get the namespace inside the index?

Monday, 28th February 2011, 21:49

Forum: Game Design Discussion

Topic: Brainstorm Wiki

Replies: 10

Views: 1370

Brainstorm Wiki

I was just over at the wiki, and I noticed that it was difficult to find (or not find) what I was looking for, Racial HP. I ended up doing a search and deciding that it wasn't there, but I'm still not sure that it isn't already there in another wiki post, or under another name. Forgive me if I am wr...

Monday, 28th February 2011, 21:13

Forum: Dungeon Crawling Advice

Topic: I think we learned an important lesson today.

Replies: 2859

Views: 514955

Re: I think we learned an important lesson today.

If you ever come down the stairs in Orc:4, find Nikola, and flee back up the stairs (because you are XL 12 and have no rElec) without dying, for Pete's sake, put an Exclusion on the stupid staircase. If you are slightly ADD and play a game over the course of a few days, you will completely forget wh...

Monday, 28th February 2011, 20:52

Forum: Game Design Discussion

Topic: Things that should be more transparent

Replies: 48

Views: 8915

Re: Things that should be more transparent

Once the weapons stats go in as above, can we get something similar for armour and shields? I know Tiber has already asked for some transparency above, but one thing specifically I think would be helpful would be the necessary Str to use the armour without penalty, even if in a relative stat ("...

Monday, 28th February 2011, 00:36

Forum: Game Design Discussion

Topic: Distortion IDing

Replies: 13

Views: 1399

Re: Distortion IDing

I just picked up a +2,0 hammer of distortion on D7 in trunk. Thankfully, I'm following Ash, otherwise I would have succumbed to the desire to know just what the runed part was about.

Sunday, 27th February 2011, 23:54

Forum: Game Design Discussion

Topic: High level charm spells

Replies: 5

Views: 946

Re: High level charm spells

In the Brainstorm wiki, Duration-based spells would use max MP temporarily. So if you had all the buffs possible running at once, you would have no MP for casting other spells. See Duration-based spells

Sunday, 27th February 2011, 13:48

Forum: Game Design Discussion

Topic: Option to autocast buff spells.

Replies: 50

Views: 7666

Re: Option to autocast buff spells.

I would love to see buffs/transformations move to this.

Saturday, 26th February 2011, 13:08

Forum: Game Design Discussion

Topic: Animal skins?

Replies: 3

Views: 550

Animal skins?

Is there a good reason animal skins exist? Robes are floor trash, and less heavy. I think either skin/hide armour should be expanded and made more common, or animal skins should be removed. If hide armour is made more common, it would need a nerf, since it is clearly better than normal armour (large...
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