Search found 73 matches

Wednesday, 24th February 2016, 13:25

Forum: Game Design Discussion

Topic: Data: Most- and Least-used Spells

Replies: 23

Views: 3251

Re: Data: Most- and Least-used Spells

I have a pretty sweet summoning change done in my DCSS-CA fork. There is no cap on how many you can summon. Summoned creatures slowly drain mana, and when there isn't enough, they disappear. Initial cost of any summon is 1 MP, but their MP drain over time is based on the creature's HD and how many y...

Wednesday, 24th February 2016, 05:31

Forum: Game Design Discussion

Topic: New DCSS fork

Replies: 31

Views: 4950

Re: New DCSS fork

Hmm... that eliminates the whole need and value of the remove curse scrolls I was trying to enhance, and makes it a lot like other mechanics that already exist in the game. I'm trying for something unique, painful enough to warrant careful strategizing and consideration. But I don't want something w...

Tuesday, 23rd February 2016, 23:40

Forum: Crazy Yiuf's Corner

Topic: stair dancing

Replies: 19

Views: 2379

Re: stair dancing

This has probably been discussed before, but why not just let the monsters follow you up the stairs? Yes that changes a lot and in many ways makes the game quite a bit harder. But no more stair dancing! Problem solved. Yeah there's probably a glaring flaw in this I've missed. I'm sure someone will t...

Tuesday, 23rd February 2016, 21:30

Forum: Game Design Discussion

Topic: New DCSS fork

Replies: 31

Views: 4950

Re: New DCSS fork

My intention was that the attribute negation would only be in effect until the curse was removed, which should be easy enough late game (maybe too easy). I think it would be quite cool for some of the early non-threatening monsters to suddenly become a bigger threat later, because of a simple mechan...

Tuesday, 23rd February 2016, 20:42

Forum: Game Design Discussion

Topic: New DCSS fork

Replies: 31

Views: 4950

Re: New DCSS fork

That is an interesting point about just avoiding having any equipment when engaging a mummy. Hmm... so in the context of the curses being harder to remove than before, the curses only applying to wielded items, and the curses reversing the enchantments on cursed items, if you just unequipped everyth...

Tuesday, 23rd February 2016, 20:36

Forum: Game Design Discussion

Topic: New DCSS fork

Replies: 31

Views: 4950

Re: New DCSS fork

I would say that a more interesting solution to the mummy curse problem would be to make the curses more scary than to just remove them and make mummies basically the same as a big kobold zombie that is vulnerable to fire. There are several things that could be done. One of the issues is that remove...

Tuesday, 23rd February 2016, 20:16

Forum: Game Design Discussion

Topic: New DCSS fork

Replies: 31

Views: 4950

Re: New DCSS fork

On a somewhat related note (to the previous cursing discussion): the curse / remove curse, and identification mini games pretty much go away halfway through the game (if not sooner), making their presence just a minor, but meaningless nuisance for the rest of the game. It feels like it would be a go...

Tuesday, 23rd February 2016, 20:01

Forum: Game Design Discussion

Topic: New DCSS fork

Replies: 31

Views: 4950

Re: New DCSS fork

It is true that it is fairly easy to avoid mummys. The major early game encounter with mummies though is in a ossuary, where they are guarding the treasure. At a minimum you will need to attract their attention and get them away from the treasure. I don't see wanting to avoid killing them being a ba...

Tuesday, 23rd February 2016, 18:52

Forum: Game Design Discussion

Topic: New DCSS fork

Replies: 31

Views: 4950

Re: New DCSS fork

Yes I deliberately brought mummy curses back partially for that reason. Curses are terrible for Dj, but they do have an ability that lets them spend 1 permanent MP to eliminate any number of curses. This makes even playing as an Ash Dj an interesting challenge. So for early Dj's at least, it's a goo...

Tuesday, 23rd February 2016, 18:07

Forum: Game Design Discussion

Topic: New DCSS fork

Replies: 31

Views: 4950

Re: New DCSS fork

I like the the idea of unarmed fire branding. As far as the corona effect, that would make it easier to hit them, which goes against the idea that they have higher than normal natural evasion, because they are basically incarnated flame. Or maybe their natural improved evasion is just countered by h...

Tuesday, 23rd February 2016, 15:13

Forum: Game Design Discussion

Topic: New DCSS fork

Replies: 31

Views: 4950

Re: New DCSS fork

Interesting. I'll look into why it didn't give you the release option. Yeah I just started one where I am a FE and spamming Inner Flame. Wow is that fun watching a group of orcs and orc priests splatter all over. I took their Spellcasting to 0, since that certainly isn't needed for the Dj to be inte...

Tuesday, 23rd February 2016, 11:34

Forum: Game Design Discussion

Topic: Inventory expansion feature for the dcss-ca fork

Replies: 45

Views: 9681

Re: Inventory expansion feature for the dcss-ca fork

Ok I have a working version of an inventory expansion feature. You are welcome to pull the latest version of DCSS:CA and try it out. Here's what I ended up doing: The inventory has been divided into two groups: consumables (potions, scrolls, and food), and everything else. The 'i' command shows the ...

Tuesday, 23rd February 2016, 07:50

Forum: Game Design Discussion

Topic: New DCSS fork

Replies: 31

Views: 4950

Re: New DCSS fork

Yeah the Dj are definitely ridiculously OP. I will probably need to take away the fire healing and cut the spellcasting down to even begin to bring them back to a reasonable level. You might have noticed, my strategy here is to start with exaggerated differentiation between species, often resulting ...

Monday, 22nd February 2016, 18:01

Forum: Game Design Discussion

Topic: Inventory expansion feature for the dcss-ca fork

Replies: 45

Views: 9681

Re: Inventory expansion feature for the dcss-ca fork

The evoking of polearms is definitely a strange edge case. That could still function though even if v evoked the last thing, just by using the V the first time. I find myself needing to evoke wands and other evokables far more often than polearms. Even when I do have a polearm, tab usually does the ...

Monday, 22nd February 2016, 16:55

Forum: Game Design Discussion

Topic: Inventory expansion feature for the dcss-ca fork

Replies: 45

Views: 9681

Re: Inventory expansion feature for the dcss-ca fork

I've already started on an implementation. There's just one more thing I'm trying to figure out before I get too deep. Is there really a need for throwing arbitrary items, or wielding strange things (like pizza)? As far as wielding a wand to more easily evoke it, I have a thought about that. In my e...

Monday, 22nd February 2016, 13:33

Forum: Game Design Discussion

Topic: Inventory expansion feature for the dcss-ca fork

Replies: 45

Views: 9681

Inventory expansion feature for the dcss-ca fork

This idea has probably been discussed and rejected many times, so I apologize if I'm repeating anything here. Probably the most tedious thing for me right now when playing this game is constantly having to figure out what to drop so I can pick up another item. What I'm forced to drop would usually b...

Monday, 22nd February 2016, 04:22

Forum: Game Design Discussion

Topic: New DCSS fork

Replies: 31

Views: 4950

Re: New DCSS fork

chequers: what is CPO? I'm guessing a crawl hosting site?

Monday, 22nd February 2016, 03:50

Forum: Game Design Discussion

Topic: New DCSS fork

Replies: 31

Views: 4950

Re: New DCSS fork

Shard1679: you mentioned that the mummies were even worse. Would you clarify? I really enjoy playing mummies, and although I haven't won with one yet, I have found the changes to make it a lot more enjoyable for me at least in the early and mid game. I haven't felt that they were too overpowered yet...

Monday, 22nd February 2016, 03:39

Forum: Game Design Discussion

Topic: New DCSS fork

Replies: 31

Views: 4950

Re: New DCSS fork

Oh thanks. I had forgotten about those things. I haven't done much with the Lava Orcs yet but intend to attempt to make them a distinct and fun to play species. I'm sure getting rid of them was based on a good reason, and maybe there isn't even much of a chance that I will overcome that reason, but ...

Sunday, 21st February 2016, 18:01

Forum: Bulletin Board

Topic: New DCSS fork

Replies: 2

Views: 2001

Re: New DCSS fork

Sorry about the double post. I figured probably some people would be watching one place and not the other, and it seemed suitable for both places. But maybe I misunderstand how things are suppose to work here.

Sunday, 21st February 2016, 17:59

Forum: Game Design Discussion

Topic: New DCSS fork

Replies: 31

Views: 4950

Re: New DCSS fork

No doubt there is much that is broken. I have no illusions about replacing the amazing work and vast hours already put into DCSS with my tiny effort. I just think it might be fun to play around with some alternative ways of doing things. Maybe one of the changes might eventually become refined enoug...

Sunday, 21st February 2016, 15:16

Forum: Game Design Discussion

Topic: New DCSS fork

Replies: 31

Views: 4950

New DCSS fork

I have been working on a fork of DCSS for many months now to play around with some fun ideas I had that wouldn't necessarily fit within the philosophies of the main DCSS project. I made it for myself, just for fun. But I have been having so much fun with the changes I have made, that I realized some...

Sunday, 21st February 2016, 15:15

Forum: Bulletin Board

Topic: New DCSS fork

Replies: 2

Views: 2001

New DCSS fork

I have been working on a fork of DCSS for many months now to play around with some fun ideas I had that wouldn't necessarily fit within the philosophies of the main DCSS project. I made it for myself, just for fun. But I have been having so much fun with the changes I have made, that I realized some...
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