Search found 332 matches

Saturday, 26th February 2011, 12:08

Forum: Dungeon Crawling Advice

Topic: DrMo of Ash sucks!

Replies: 8

Views: 2000

Re: DrMo of Ash sucks!

dang it, meant to hit quote :P

It says it is. However, I don't use up much piety (perhaps I don't scry enough), but Transfer was about ****** to *****., I think. It has been useful to me for getting a Draconian's Armour up to par.

Saturday, 26th February 2011, 11:36

Forum: Dungeon Crawling Advice

Topic: DrMo of Ash sucks!

Replies: 8

Views: 2000

Re: DrMo of Ash sucks!

So far, I haven't been able to play Ashenzari well unless I had a character with an edged weapon (and preferably a ring and an amulet), as this gives 2 levels of boundedness and 4x piety gain. Piety gain just isn't fast enough unbounded unless you are constantly exploring new areas, and getting boun...

Friday, 25th February 2011, 23:08

Forum: Game Design Discussion

Topic: Racial/Fighting HP

Replies: 92

Views: 23682

Re: Racial/Fighting HP

27 Fighting currently gives 145 HP across the board, while racial gains vary from 66 HP (Felid), 121 (Human), 163 (Troll). Adding 145 to all of them gives 211, 266, and 308, respectively. Humans 45% of this potential HP from just leveling up, Trolls 53%, and Felids 31%, meaning that Trolls could inv...

Friday, 25th February 2011, 18:15

Forum: Game Design Discussion

Topic: Racial/Fighting HP

Replies: 92

Views: 23682

Re: Racial/Fighting HP

The main advantage of KoboldLord's proposal is that it's transparent. And simpler, which reflects the coarser skill apts we now. I know nothing of coding, but FWIW, it seems like it might be easier to have a single HP progression for all species, and then slap on mutations as needed, especially whe...

Friday, 25th February 2011, 16:38

Forum: Game Design Discussion

Topic: Poisoner's handbook change proposal

Replies: 5

Views: 1590

Re: Poisoner's handbook change proposal

As a spell taken by itself, I like Spider Form much more than MephSpam. It's thematic, relatively powerful, and allows for a variety of tactics (instead of "if not rPois, Spam, Spam, Spam, Eggs, and Spam") However, Poison goes into Conjurations at higher levels, and taking away an intermed...

Friday, 25th February 2011, 03:43

Forum: Game Design Discussion

Topic: Mutations

Replies: 3

Views: 1285

Mutations

In evolution, the mutations that are passed on aren't usually strictly good or bad; instead they allow a different function, which is worse in some circumstances and better in others, so that mutants tend to occupy a different niche than the original animal. The famous example here is the differenti...

Friday, 25th February 2011, 00:32

Forum: Game Design Discussion

Topic: Racial/Fighting HP

Replies: 92

Views: 23682

Re: Racial/Fighting HP

Table is finished and locked (lemme know if you want it unlocked again). I still like KoboldLord's idea, though.

Wednesday, 23rd February 2011, 17:33

Forum: Game Design Discussion

Topic: Racial/Fighting HP

Replies: 92

Views: 23682

Re: Racial/Fighting HP

Editing the spreadsheet works now. If only I could find the edit button on the forum :P

Wednesday, 23rd February 2011, 16:46

Forum: Game Design Discussion

Topic: Racial/Fighting HP

Replies: 92

Views: 23682

Re: Racial/Fighting HP

Alright, here's the beginning of the spreadsheet for Galehar. I like KoboldLord's idea, though.

Wednesday, 23rd February 2011, 14:26

Forum: Game Design Discussion

Topic: Racial/Fighting HP

Replies: 92

Views: 23682

Racial/Fighting HP

Should the HP gained from Fighting reflect racial HP gains? There was some discussion of this earlier Ogre Healthcare , but I don't think that was the main point of the OP. However, there tends to be class-based HP gain (a caster-type doesn't gain as much Fightingas a physical-type, just because a c...

Tuesday, 22nd February 2011, 22:15

Forum: Game Design Discussion

Topic: Ogre Warper proposal: give 'em rocks!

Replies: 18

Views: 3453

Re: Ogre Warper proposal: give 'em rocks!

Being able to more accurately smite large rocks from the get go would be pretty powerful against a lot of early game enemies, especially for pesky orc priests (Orc go SPLAT!! HA HA HA HAA!!). Whether it's overpowered or not, I don't know, but I think it's close. {edit} Dang this ADD nonsense, it cau...

Tuesday, 22nd February 2011, 21:18

Forum: Dungeon Crawling Advice

Topic: I think we learned an important lesson today.

Replies: 2859

Views: 913077

Re: I think we learned an important lesson today.

minmay wrote:Tornado is an insanely powerful spell, able to kill the largest swarms of the toughest monsters in mere turns. It turns out this is a bad thing in Tomb:3.


Xom finds self-induced mummy-death hilarious.

Tuesday, 22nd February 2011, 18:46

Forum: Game Design Discussion

Topic: Radical Berserker proposal

Replies: 5

Views: 2477

Re: Radical Berserker proposal

It sounds a little overpowered. How will you differentiate this proposal from simply being a better fighter/gladiator? It seems like optimal play would be Oka (for Berzerk+Hero+Finesse) and then Nemelex or TSO, like a gladiator or fighter.

Monday, 21st February 2011, 21:38

Forum: Game Design Discussion

Topic: What in Crawl isn't fun?

Replies: 245

Views: 74267

Re: What in Crawl isn't fun?

It isn't fun that single puff of flame can burn through a DS Icemail (10 AC), Ozu's Armor (13 AC), Cond Shield (31 SH) with maxed skills in one go. :?

I'm not the only one (see:Duration-based spells)

Monday, 21st February 2011, 21:14

Forum: Game Design Discussion

Topic: Things that should be more transparent

Replies: 48

Views: 15943

Re: Things that should be more transparent

In the spirit of making a summarizing list, as Danr did for Tavern Ideas: ⋅ Speaking of ammo enchantment, I've always thought that it's pretty opaque that you need to wield ammo to do it, when it's not available as a default option under the (w) menu. ( Cybermg ) ⋅ It isn't clear...

Friday, 18th February 2011, 19:52

Forum: Game Design Discussion

Topic: Dragons, drakes, and draconians

Replies: 6

Views: 1593

Re: Dragons, drakes, and draconians

Point taken concerning inherently evil draconians. Dragons can give armours, drakes cannot. In general, I would like dragons to be more dangerous, since dragons have always seemed to me to be the pinnacle of mythological badassery, apart from the Gods, of course. See Midgard Serpent, Glaurung, Apep,...

Thursday, 17th February 2011, 18:21

Forum: Game Design Discussion

Topic: Safely Unwielding Distortion Brands

Replies: 6

Views: 2032

Re: Safely Unwielding Distortion Brands

This trick also allows you to evade Ash's cursed weapon stickiness.

Wednesday, 16th February 2011, 23:54

Forum: Game Design Discussion

Topic: Things that should be more transparent

Replies: 48

Views: 15943

Re: Things that should be more transparent

It isn't clear that magic staves are not enchantable, especially when every other weapon in the game is. A simple, cheesy, "Due to its magical nature, this item is immune to enchantment," in the description would probably do it.

Wednesday, 16th February 2011, 00:08

Forum: Contributions

Topic: Can't code but still want to contribute?

Replies: 31

Views: 45435

Re: Can't code but still want to contribute?

This may be a stupid question, but what things do you need in order to make a vault? Basic knowledge of Visual Basic? XYZ Vault Editor? Etc.? Is there somewhere this question is already answered that I overlooked? Is there a guide for making vaults, assuming you have the necessary knowledge and mate...

Tuesday, 15th February 2011, 23:14

Forum: Game Design Discussion

Topic: What in Crawl isn't fun?

Replies: 245

Views: 74267

Re: What in Crawl isn't fun?

That wandering mechanic is certainly part of why I park my stuff in the hands-free zones. The first couple of times came back to my stash, only to have it scattered all over the level in hands of popcorn monsters, that was just annoying. I had it ORGANIZED for pete's sake (also watching an orc guzzl...

Tuesday, 15th February 2011, 20:33

Forum: Game Design Discussion

Topic: Traps->Statues?

Replies: 4

Views: 1503

Re: Traps->Statues?

Alas, I am but an empty voice, with no programming skills whatever (I barely know html). :oops: So, at least for the moment, I can deliver nothing but ideas. If you would like those, I am happy to supply them . . .

Tuesday, 15th February 2011, 15:45

Forum: Game Design Discussion

Topic: Transparent bolt bouncing

Replies: 13

Views: 2769

Re: Transparent bolt bouncing

I like it. Could you use different colors to differentiate different bounces? (So original beam = yellow, 1st bounce = green, 2nd bounce = blue) This is primarily because at first glance it wasn't apparent to me which point ended it. I imagine that with multiple bounces it could get pretty confusing...

Tuesday, 15th February 2011, 14:45

Forum: Game Design Discussion

Topic: Traps->Statues?

Replies: 4

Views: 1503

Traps->Statues?

Just ran into a statue that shot IOOD's. Great fun. Since traps are generally disliked, except for Zot traps, do you think it would be possible to replace some of the intended functionality of traps with statues? I think that there is a wealth of fun spells that could be given to statues, like Malig...

Tuesday, 15th February 2011, 13:51

Forum: Game Design Discussion

Topic: Things that should be more transparent

Replies: 48

Views: 15943

Re: Things that should be more transparent

(Sorry to interrupt the current discussion) Another thing I think should be more transparent is how much your stats are boosted from items and mutations. So instead of | Str: 22 |, it would be | Str: 17 +5 | or even | Str: 17 +4 (in some color picked to designate item-based stat gain) +1 (ditto for ...

Monday, 14th February 2011, 22:01

Forum: Game Design Discussion

Topic: God items

Replies: 10

Views: 2619

Re: God items

Mageykun: You don't really mean "become a god", people. Your character can't become a God and still play the game, since Gods don't have stats. Because anything with stats, no matter how high, can be killed-and Gods can't be killed*. If you're taking on the powers of a god in a physical pl...

Monday, 14th February 2011, 12:22

Forum: Game Design Discussion

Topic: God items

Replies: 10

Views: 2619

Re: God items

I suppose I was thinking that you would get an armor or weapon or jewelry "imbued with the power of 'foo god'", like Sif Muna's Thinking Cap or something, and in addition to be a good item, you could use it, once, to become that god. After the use, you still have a good item, but without t...

Saturday, 12th February 2011, 23:59

Forum: Game Design Discussion

Topic: God items

Replies: 10

Views: 2619

God items

God-items would be unrandart items that give you both a infinite-use effect, like a weapon or the disc of storms, and a one-time-only God-transformation; you take up that god's power's for a period of time, after which you lose the item (see miscellaneous items ). For example, should you run across ...

Tuesday, 8th February 2011, 17:58

Forum: Game Design Discussion

Topic: Early-game adjustments

Replies: 30

Views: 8518

Re: Early-game adjustments

I'm all for what Danr and minmay have said. Early differentiation in the player and variety in the dungeon would be great. Concerning early exp and skills, see Backgrounds as combinations of basic components, which is another idea I'd love to see go in.

Monday, 7th February 2011, 00:38

Forum: Game Design Discussion

Topic: Okawaru

Replies: 16

Views: 4820

Re: Okawaru

This buffs hybrids a bit, since you can gain +5 Armour and Shields for easier casting. But what I'm really curious to know, what's gonna happen to the what about the gifting? Perhaps some ability to make a limited number (3?) of artefacts from the players existing equipment? Allow scrolls of enchant...

Sunday, 6th February 2011, 13:04

Forum: Game Design Discussion

Topic: Okawaru

Replies: 16

Views: 4820

Okawaru

Just started playing the modified Okawaru. Great change so far. Thanks devs. (Oka now gives a temp combat skills boost and a temp weapon speed boost).

Friday, 4th February 2011, 21:00

Forum: Game Design Discussion

Topic: Dragons, drakes, and draconians

Replies: 6

Views: 1593

Re: Dragons, drakes, and draconians

Well, I guess I wasn't thinking of bone dragons as real dragons, they have seemed to be in a class by themselves, a bit like skeleton warriors aren't just unead versions of some monster. I don't think shadow draconians would be undoable, though they certainly couldn't have a draining or miasma breat...

Friday, 4th February 2011, 20:06

Forum: Game Design Discussion

Topic: Dragons, drakes, and draconians

Replies: 6

Views: 1593

Dragons, drakes, and draconians

Should each dragon have a mini-me drake, like shadow dragons have death drakes? I don't see a reason why it shouldn't be consistent, but I know I tend to overlook things all the time It just bothers me a little that steam 'dragons' and mottled 'dragons' share tiles with the drakes, and are considera...
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