Search found 129 matches

Tuesday, 6th May 2014, 09:35

Forum: Game Design Discussion

Topic: Shambling mangrove

Replies: 1

Views: 1602

Shambling mangrove

I am currently playing a CeGL of Fedhas in 0.14 and the shambling mangrove are hostile, even though they are plants. Is this intentional, or is it a bug? (Thorn lotuses are friendly and I haven't met thorn hunters in that game yet)

Thursday, 1st May 2014, 15:29

Forum: Game Design Discussion

Topic: New sources of conservation

Replies: 8

Views: 2378

Re: New sources of conservation

I've long felt that resists should resist item destruction as well, but one small correction - conservation is 90% effective, so each pip of resist would be 30%. I know, which is why I wrote that each pip should provide 33% of the effect of the amulet of conservation. I wrote it badly though, sorry...

Thursday, 1st May 2014, 15:20

Forum: Game Design Discussion

Topic: New sources of conservation

Replies: 8

Views: 2378

New sources of conservation

Let me first say that I hate item destruction with all my heart and wish for its death every time a yaktaur's crossbow bolt of fire destroys my last scroll of blinking. Nevertheless, since it seems that the mechanic is not going away any time soon and in fact even places that were mercifully free of...

Thursday, 1st May 2014, 08:12

Forum: Game Design Discussion

Topic: God Proposal: Gareki the Thief

Replies: 8

Views: 2209

Re: God Proposal: Gareki the Thief

Random example - Elyvilon's lifesaving. If you're above 130 piety with Elyvilon and lifesaving is active, you cannot die (instead you lose a chunk of piety). So if I steal this and use it, what's happening - am I praying to Elyvilon to save my life, or to Gareki? Would it be using my piety with Ely...

Wednesday, 30th April 2014, 12:03

Forum: Game Design Discussion

Topic: God Proposal: Gareki the Thief

Replies: 8

Views: 2209

Re: God Proposal: Gareki the Thief

It's an interesting idea, but I think there's a problem with open-ended abilities like what's being proposed here. Basically, you'd have to go through every god's abilities to see if there is some kind of abusable interaction, and worse every time a new god is added to the game you'd have to worry ...

Wednesday, 30th April 2014, 11:32

Forum: Game Design Discussion

Topic: God Proposal: Gareki the Thief

Replies: 8

Views: 2209

Re: God Proposal: Gareki the Thief

I think tampering with other god's altars and wrath is planned to become Lucy's thing. I have read this as well, but so far, no direct proposal has been submitted and furthermore, I think that the way Lugonu works right now is almost perfect. Gareki is supposed to be a "build your own god"...

Wednesday, 30th April 2014, 06:24

Forum: Game Design Discussion

Topic: God Proposal: Gareki the Thief

Replies: 8

Views: 2209

God Proposal: Gareki the Thief

Disclamer: While this is a serious proposal, I am aware of the fact that implementing it would require a lot of balancing and interface hassle. Thus, the devs should feel free to move it to CYC if they so desire. I still think that it could provoke a fun discussion. Gareki (portemanteau of Gareth fr...

Tuesday, 29th April 2014, 10:02

Forum: Game Design Discussion

Topic: God: Iaar, the Devourer

Replies: 13

Views: 3289

Re: God: Iaar, the Devourer

T is already taken, though H is still free. "The Hollow" could totally be a title, though (i.e. [faminegod] the Hollow, or perhaps an invocations title). The definite article "The" doesn't matter for names. For example technically Trog and The Shining One have names that start w...

Sunday, 27th April 2014, 20:04

Forum: Game Design Discussion

Topic: Make Wall of Brambles disappear when the thorn hunter dies

Replies: 2

Views: 1243

Make Wall of Brambles disappear when the thorn hunter dies

As the title says. It is very anoying to have to press 5 several times to make the individual squares of brambles disappear. They should all vanish at the same time, preferably when the thorn hunter that summoned them dies.

Friday, 25th April 2014, 10:12

Forum: Game Design Discussion

Topic: Proposal: make Animate Skeleton depend on size

Replies: 22

Views: 5541

Re: Proposal: make Animate Skeleton depend on size

The notion that Animate skeleton is overpowered or that it needs such a hamfisted nerf is uncomprehensible to me. The spell is already quite useless, unless one is a Kiku worshipper, in many late game branches where nothing leaves a corpse. Furthermore, what is with this hostility that some people h...

Monday, 21st April 2014, 10:52

Forum: Dungeon Crawling Advice

Topic: Can you have both Swamp and Shoals?

Replies: 5

Views: 1658

Re: Can you have both Swamp and Shoals?

One of the entrances is a mimic and the game doesn't tell you which one, so both branches appear on the screen.

Sunday, 20th April 2014, 18:43

Forum: Dungeon Crawling Advice

Topic: Gods for a VS monk?

Replies: 21

Views: 4690

Re: Gods for a VS monk?

Update on a new(Old one died of poison) monk: Found a +3+7 Ring of Slaying and joined Oka. Is there a point in the game where I should branch out to weapons beyond unarmed? Just stick to Fighting/UC/Armour/Dodging and wear the best armour you strength can allow. The only other thing you should be s...

Sunday, 20th April 2014, 17:55

Forum: Dungeon Crawling Advice

Topic: Gods for a VS monk?

Replies: 21

Views: 4690

Re: Gods for a VS monk?

Okawaru if you want to have an easier time, Dithmenos if you want to be stealthy and Cheibriados if you are masochistic. Alternatively for extra pain, go to the bottom of Lair without a god and worship Jyiva.

Saturday, 15th March 2014, 00:28

Forum: Game Design Discussion

Topic: God Proposal: The Clockwork Prince

Replies: 15

Views: 4027

Re: God Proposal: The Clockwork Prince

bcadren wrote:On a less practical perspective, I don't know if Steampunk theme really fits in the high-fantasy setting of crawl.

It could be reflavored as an alchemical/golem kind of god.

Friday, 14th March 2014, 23:06

Forum: Crazy Yiuf's Corner

Topic: Quichelcoatl, the God of Feasts

Replies: 17

Views: 4430

Re: Quichelcoatl, the God of Feasts

This god needs more, much more than just an auxiliary bite attack. What about an the ability to devour enemies at low health, thus instakilling them. i seem to recall that TOME had something like that for the wyrmic class.

Friday, 14th March 2014, 19:57

Forum: Game Design Discussion

Topic: Amnesia and Spell Synergy

Replies: 8

Views: 2470

Re: Amnesia and Spell Synergy

One more thing: Right now, I never take the first few gifts that Vehumet gives, because the pace of gifts is much quicker than the increase in available spell levels. Since I can only forget them via scrolls of amnesia and they are precious and rare, I end up never taking them, fearing that they wil...

Friday, 14th March 2014, 12:24

Forum: Dungeon Crawling Advice

Topic: animate skeleton

Replies: 38

Views: 7719

Re: Amnesia and Spell Synergy

I thought animate skeleton was a butchering tool that you use to when you're wanting to butcher a corpse in one turn and get a weak minion as a bonus, whereas animate dead is the spell you use when your priority is actually raising the dead and making minions. I a way you are correct and that is on...

Friday, 14th March 2014, 10:40

Forum: Game Design Discussion

Topic: Amnesia and Spell Synergy

Replies: 8

Views: 2470

Amnesia and Spell Synergy

There were some proposals recently to make amnesia scrolls rarer. I think that it was in part motivated by the desire to make Sif Muna's ability more useful. Without commenting on the merit of this proposal, I would like to suggest that IF sources of amnesia become rarer, that a certain number of sp...

Wednesday, 12th March 2014, 22:42

Forum: Game Design Discussion

Topic: Rework brand spells

Replies: 44

Views: 13586

Re: Rework brand spells

Patashu wrote:Why stop at buffs? Why can't I pre-cast my attack spells and pay the MP cost for them outside of battle when I'm safe, too?

It already exists and is called Delayed Blast Fireball.

Wednesday, 12th March 2014, 21:37

Forum: Game Design Discussion

Topic: Rework brand spells

Replies: 44

Views: 13586

Re: Rework brand spells

And concerning excruciating wounds - you can modify the spell so that it makes noise whenever it is switched off as well.

Wednesday, 12th March 2014, 21:35

Forum: Game Design Discussion

Topic: Rework brand spells

Replies: 44

Views: 13586

Re: Rework brand spells

How about something like this: You firsts cast the brand spell outside of combat, with or without armour, as you wish. Whenever you strike with the weapon, two checks are performed: 1) A miscast check (this takes armour, wizardry and shields into account) is done. If it fails, the spell goes out and...

Wednesday, 12th March 2014, 10:04

Forum: Game Design Discussion

Topic: Rework brand spells

Replies: 44

Views: 13586

Rework brand spells

Considering the recent changes to Repel missiles and Deflect missiles that I wholeheartedly support, I think that some other spells could use a similar treatment in order to remove tedium. The suggestion is to make the brand spells (Fire aure, Warp Weapon, etc...) give the weapon a certain number of...

Tuesday, 11th March 2014, 14:51

Forum: Game Design Discussion

Topic: Does vaults 5 really have to be so evil?

Replies: 30

Views: 6956

Re: Does vaults 5 really have to be so evil?

I definitely think that more rune choices are better than less, especially given that arguably a full third of them (hells and Pan) require the stars being aligned to go for in a reasonable manner for the average player. More than a third, infact more than half: 9 out of 15 runes are in Hells and P...

Tuesday, 11th March 2014, 10:57

Forum: Game Design Discussion

Topic: Does vaults 5 really have to be so evil?

Replies: 30

Views: 6956

Re: Does vaults 5 really have to be so evil?

What would really be cool IMO is a new branch with a rune, if the devs feel stair-stealing in V5 should remain in the game. Simple proposal: Move the demonic rune to Elf 3 and make Elf harder. Alternatively, make Elf 3 have a portal to a special Pan level that contains the demonic rune and an exit.

Sunday, 9th March 2014, 14:13

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP! NaWz of Chei

Replies: 5

Views: 1368

Re: YAVP! NaWz of Chei

Sar wrote:
  Code:
Dex 27

  Code:
EV 10

I don't get it.

Well, I never put more than 5 in Dodging and was wearing a scale armour and large shield, so...
At the end, I was getting all the evasion I needed from a +5 ring and Phase Shift.

Sunday, 9th March 2014, 14:03

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP! NaWz of Chei

Replies: 5

Views: 1368

YAVP! NaWz of Chei

Dungeon Crawl Stone Soup version 0.14-a0-2820-gd1528c4 (tiles) character file. 1911612 Shesha the Petrodigitator (level 27, 169/247 HPs) Began as a Naga Wizard on Mar 8, 2014. Was the Champion of Cheibriados. Escaped with the Orb ... and 4 runes on Mar 9, 2014! The game lasted 07:27:03 (117897 turn...

Tuesday, 18th February 2014, 14:13

Forum: Game Design Discussion

Topic: How strong should Shadow Mimic be?

Replies: 12

Views: 4691

Re: How strong should Shadow Mimic be?

To compound the issue somewhat, since the attacks of the shadow mimic are always unbranded, characters using light weapons get very little from it, even if it hits. Is shadow mimic is to be useful to stabbers (i.e. short blade users) at all, then the brand damage should be applied, at least partially.

Saturday, 15th February 2014, 22:13

Forum: Game Design Discussion

Topic: Lava Orcs and Djinni as Divine Abilities

Replies: 35

Views: 11475

Re: Lava Orcs and Djinni as Divine Abilities

Based on the ideas and criticisms, I would like to review my original proposal: Igni, Keeper of the First Flame Igni is the god charged with maintaining the light, heat and magic in the world, a task which requires constant offerings of bodies and souls. Her followers and asked to sacrifices corpses...

Saturday, 15th February 2014, 16:40

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 100417

Re: Formicids (Was: Dwants)

While both FoHu of Zin/Trog and FoAK of Lugonu work quite alright, I think that their HP should be buffed to at least normal values. Furthermore, considering their penalties, the fact that they can use a shield and a two handed weapon doesn't make them too powerful and there is no need to impose add...

Friday, 14th February 2014, 08:23

Forum: Crazy Yiuf's Corner

Topic: Change amulets of faith...

Replies: 9

Views: 2441

Change amulets of faith...

to the amulet of spiritual flexibility that allow the worshipping of two or more gods at the same time. I want to worship Xom and Zin at the same time!

Thursday, 13th February 2014, 20:26

Forum: Game Design Discussion

Topic: Lava Orcs and Djinni as Divine Abilities

Replies: 35

Views: 11475

Re: Lava Orcs and Djinni as Divine Abilities

By the way, I understand that right now this god is much more suited to mages than to others. I possible remedy, if such were needed would be to add at four or five stars a power like. "Fire within": Igni makes the fires fueling your methabolism burn faster. This gives a speed boost for al...

Thursday, 13th February 2014, 20:06

Forum: Game Design Discussion

Topic: Lava Orcs and Djinni as Divine Abilities

Replies: 35

Views: 11475

Re: Lava Orcs and Djinni as Divine Abilities

I am not sure about making his abilities invocations-dependent though. I think Igni's divine ring of flames should scale with piety, and should be an "activate, deactivate" ability—i.e., it is like a form that doesn't ever time out. However, it takes a turn or two to extinguish after deac...

Thursday, 13th February 2014, 19:05

Forum: Game Design Discussion

Topic: Lava Orcs and Djinni as Divine Abilities

Replies: 35

Views: 11475

Re: Lava Orcs and Djinni as Divine Abilities

Hmm, that god proposal could work. It does kinda pigeonhole you into using fire, which might be slightly less than ideal for non-casters that can't find a fiery weapon or for races that are bad at fire, but then, we already have the good gods who are against everything necromantic. True, but neithe...

Thursday, 13th February 2014, 09:52

Forum: Game Design Discussion

Topic: Lava Orcs and Djinni as Divine Abilities

Replies: 35

Views: 11475

Re: Lava Orcs and Djinni as Divine Abilities

So, looking at this, I have the following god proposal: Igni, Keeper of the First Flame Igni is the god charged with maintaining the light, heat and magic in the world, a task which requires constant sacrifices of bodies and souls. Her followers and required to offer bodies to keep the eternal fire ...

Sunday, 9th February 2014, 18:03

Forum: Game Design Discussion

Topic: More info on armour penalty

Replies: 9

Views: 1939

Re: More info on armour penalty

The "your armour prevents you from hitting" messages are honestly a bit misleading if you ask me, because they create the impression that the armour penalty to melee matters, when the truth is quite the opposite. The aspects of the penalty that actually DO matter, EV and spellcasting succ...

Sunday, 9th February 2014, 16:42

Forum: Game Design Discussion

Topic: More info on armour penalty

Replies: 9

Views: 1939

Re: More info on armour penalty

Isn't that what the encumberance rating does? The encumberance rating tells you roughly how much strength you should have to use the armour, but not how much armor skill. I was trying to use a plate armour with 18 strength and 8 armour skill and was occasionally getting messages of the kind "Y...

Sunday, 9th February 2014, 11:44

Forum: Game Design Discussion

Topic: More info on armour penalty

Replies: 9

Views: 1939

More info on armour penalty

Right now, pressing @ indicates the current attack speed of the player (slow, average, quite fast, etc.). It would be helpfull if it would also say the current "Adjusted body armour penalty" in some way. For example: "You can barely move in this armour" for huge penalty "You...

Tuesday, 4th February 2014, 18:24

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: DsIE of Dithmengos

Replies: 3

Views: 1292

Re: CIP: DsIE of Dithmengos

Alright. So the plan is now to: 1) Pump staves to 12 and add a couple of extra points to Evocation. 2) Train dodging and fighting and beat things over the head with the staff of cold. 3) If something Ice and Necro resistant comes along, run away and use the fact that I'm "incredibly stealthy&qu...

Tuesday, 4th February 2014, 09:54

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: DsIE of Dithmengos

Replies: 3

Views: 1292

CIP: DsIE of Dithmengos

Dungeon Crawl Stone Soup version 0.14-a0-2034-gd6cb3fa (tiles) character file. Zimen the Frost Mage (Demonspawn Ice Elementalist) Turns: 40406, Time: 02:24:03 HP 98/98 AC 13 Str 8 XL: 15 Next: 60% MP 42/42 EV 13 Int 22 God: Dithmengos [******] Gold 1712 SH 0 Dex 13 Spells: 9 memorised, 10 levels le...

Thursday, 30th January 2014, 20:49

Forum: Game Design Discussion

Topic: Eregestes, God of Will and Self-Discipline

Replies: 10

Views: 2782

Re: Eregestes, God of Will and Self-Discipline

Maybe it's not widely known but god names must begin with one of the letters of the alphabet that have not already been used for a god name. So E is already taken.

What about The Shining One? That name overlaps with Trog, Sif Muna and Okawaru.

Saturday, 25th January 2014, 09:37

Forum: Game Design Discussion

Topic: God: Goshiro the Blind

Replies: 19

Views: 5081

Re: God: Goshiro the Blind

Should Goshiro also gift "strategical" scrolls like enchant armour, enchant weapon and brand weapon, or just "tactical" ones like blink, vulnerability, holy word and so on?

Friday, 24th January 2014, 09:31

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 80725

Re: New God: Seth, the Shadow King

I am currently playing as a Demonspawn Assassin of Dithmengos and I got the "Ignite Blood" mutation. Dith doesn't seem to care that I am setting the dungeon on fire this way. Should this be changed?

Wednesday, 22nd January 2014, 13:42

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 80725

Re: New God: Seth, the Shadow King

I just won a 3 runes game with a Merfolk Gladiator worshipping Dithmengos. It was a lot of fun. The combination of Shadow Mimic and the Umbra made a relatively stealthy character without much investment (only 8) in stealth that could pack a lot of punch. 1) I would suggest just removing the g from t...

Saturday, 7th December 2013, 11:47

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: Draconian Monk searching for a better god

Replies: 3

Views: 977

CIP: Draconian Monk searching for a better god

My Draconian Monk is quite mutated and I haven't found any cure mutation potions yet. Should I switch gods from Okawaru to Jiyva? I think that I should be alright without most floor trash, but Okawaru's wrath is not to be undererstimated. Dungeon Crawl Stone Soup version 0.13.0 (tiles) character fil...

Tuesday, 23rd July 2013, 15:56

Forum: Dungeon Crawling Advice

Topic: What can a tengu do that a high elf can't?

Replies: 8

Views: 3112

Re: What can a tengu do that a high elf can't?

As regards the comparison to HE, Te are stronger in summons and necromancy aptitudes. So going this route for conjurations backup is quite feasible for Te. It's somewhat sad that Vehumet doesn't support summoning anymore. I think this change has nerfed Tengu somewhat and I am not sure if it was int...

Tuesday, 23rd July 2013, 14:46

Forum: Dungeon Crawling Advice

Topic: What can a tengu do that a high elf can't?

Replies: 8

Views: 3112

Re: What can a tengu do that a high elf can't?

rebthor wrote:They are better conjurers than HE but sturdier than DE.

They are not much better conjurers than HE because they are significantly worse at spellcasting (which needs to be at least somewhat high by the mid-game to alleviate food costs).

Tuesday, 23rd July 2013, 14:15

Forum: Dungeon Crawling Advice

Topic: What can a tengu do that a high elf can't?

Replies: 8

Views: 3112

What can a tengu do that a high elf can't?

I really want to like the tengu, but everytime I try to make a character I stumble on the following problems: 1) their abilities don't synergize well. They have good combat abilities and auxiliary attacks but very poor health, so building close combat specialists is dangerous. They have good conjura...

Tuesday, 16th July 2013, 18:02

Forum: Game Design Discussion

Topic: betterbuffs

Replies: 11

Views: 3504

Re: betterbuffs

Repel/deflect missiles: I'm hoping to remove it. The effect will be moved to potion of agility: you get rmsl for a few turns after quaffing. My poor deep elf mages will get completely destroyed by centaurs/yaktaurs! The side effect would be to make the already quite powerfull mephitic cloud complet...

Tuesday, 16th July 2013, 12:56

Forum: Game Design Discussion

Topic: Brainstorm: bringing the Stalker back!

Replies: 23

Views: 7503

Re: Brainstorm: bringing the Stalker back!

Hah, that's a pretty interesting idea. Still, stabbing is very powerful already, not sure it needs a reaching buff. I'm not interested un buffing stabbing per se, rather in creating an alternative background of spells that complements stabbing so that the current situation in which almost all stabb...

Monday, 15th July 2013, 23:30

Forum: Game Design Discussion

Topic: Proposal: Race That Removes School Opposition Penalties

Replies: 38

Views: 12230

Re: Proposal: Race That Removes School Opposition Penalties

Well, technically necromancy is also in the domain of the Gods (Kiku, Ydrem) and while I don't think everything needs to have an opposite, I merely said that one thing (necromancy) seems like one that would be appropriate to me ;) Point taken. What kind of effects would you place in such a school o...
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