Search found 762 matches

Wednesday, 13th May 2015, 21:34

Forum: Game Design Discussion

Topic: No, but seriously, remove Ballistomycetes

Replies: 45

Views: 23543

Re: No, but seriously, remove Ballistomycetes

I've generally found giant spores to be "hit them with a stone or other ranged attack to take no damage". Also if the giant spore did hit you there often wouldn't be enough nearby monsters to make the effect meaningful if it didn't insta-kill you. Monster OOD is an effect which has the sim...

Wednesday, 13th May 2015, 02:43

Forum: Game Design Discussion

Topic: Felid Innate Proposal: God Wandering

Replies: 25

Views: 12234

Re: Felid Innate Proposal: God Wandering

I don't think this is a good idea: A) It is very difficult to incentivize switching gods, even if you don't deduct piety players create builds around their gods and there would be costs to switching (For example a FeFE would not want to switch to Dith) B) If it is possible to incentivize switching g...

Tuesday, 12th May 2015, 02:39

Forum: Crazy Yiuf's Corner

Topic: FR: Speed 11+ branch

Replies: 25

Views: 4869

Re: FR: Speed 11+ branch

Isn't Spider basically this?

I guess it has emperor scorpions and entropy weavers etc. but most of the threats in Spider are fast.

Monday, 11th May 2015, 05:56

Forum: Game Design Discussion

Topic: "struggles to resist" sounds as if a turn was just wasted

Replies: 10

Views: 2656

Re: "struggles to resist" sounds as if a turn was just waste

On a more serious note, me and another player didn't know if (46%) means (46% to fail) or (46% to succeed). There's enough message clutter in Crawl that adding those two words would be harmless. You already have the word "failure" right there in the spell and god screens. Agree with this....

Friday, 8th May 2015, 01:53

Forum: Dungeon Crawling Advice

Topic: Guide to Safe Crawling

Replies: 74

Views: 55083

Re: Guide to Safe Crawling

The solution to luring being really good is to make all monsters speed 11 >_> <_<

Thursday, 7th May 2015, 05:24

Forum: Game Design Discussion

Topic: Felid Reform

Replies: 71

Views: 15764

Re: Felid Reform

Grudge wrote:Even if extra lives stay, Felids still need some changes.
What problem are you trying to solve? Why do Felids "still need some changes"?

It's hard to give feedback on a solution when you don't know the problem :P

Wednesday, 6th May 2015, 20:10

Forum: Game Design Discussion

Topic: Felid Reform

Replies: 71

Views: 15764

Re: Felid Reform

I would oppose a patch to remove extra lives/otherwise move Fe towards Sp. The major design features of Fe are: > Extra Lives > Extreme equipment restrictions > Fast speed > Low hp Of those, the last two are explored in other species - notably Sp. Fast speed is kind of degenerate and I think too man...

Monday, 4th May 2015, 10:55

Forum: Dungeon Crawling Advice

Topic: Force Barbs movement warning every time?

Replies: 11

Views: 3343

Re: Force Barbs movement warning every time?

Barbs UI are kind of hard to deal with. Sometimes barbs are dangerous enough to cause stupid deaths, but other times the player wants to move despite triggering the effect. Originally there was /no prompt at all/, which caused several player deaths. My original idea for the prompt was the above &quo...

Sunday, 26th April 2015, 18:26

Forum: Crazy Yiuf's Corner

Topic: Crawl Abridged

Replies: 26

Views: 6656

Re: Crawl Abridged

just now a new trunk branch has been set up where the four Lair subbranches are cut down to four levels (from five). This was just pushed to master, btw. What do you mean by pushed to master? "It's in Crawl proper now" basically. If you start a new game on CPO, it will have 4 level Lair r...

Sunday, 26th April 2015, 17:46

Forum: Crazy Yiuf's Corner

Topic: Crawl Abridged

Replies: 26

Views: 6656

Re: Crawl Abridged

dpeg wrote:just now a new trunk branch has been set up where the four Lair subbranches are cut down to four levels (from five).
This was just pushed to master, btw.

Thursday, 23rd April 2015, 02:24

Forum: Crazy Yiuf's Corner

Topic: My glorious return!

Replies: 27

Views: 8839

Re: My glorious return!

Oh hey, this is something fun you should know: Has anyone else noticed ice beasts doing less damage than normal in the latest trunk? Seriously, they can hardly hurt high-AC enemies anymore. Summon Ice Beast is now near-useless as an anti-hydra and anti-bee weapon now, and it's easily outperformed by...

Wednesday, 15th April 2015, 00:40

Forum: Game Design Discussion

Topic: Mummies can be confused by Tarantellas

Replies: 21

Views: 6486

Re: Mummies can be confused by Tarantellas

well I was around when spider's nest was designed so let me fill you in. the design of the branch was always "things that poison you, sometimes in slightly different ways." but the dev team ran into a problem here, which is that poison resistance allows you to resist poison. but they real...

Friday, 10th April 2015, 12:44

Forum: Game Design Discussion

Topic: Charms change (once again)

Replies: 78

Views: 23441

Re: Charms change (once again)

Perhaps we just have to bite it and accept that charms don't belong on spells. Seconding this. I've said before that I like most Charms effects but they do not belong on spells. Most decent perma-buff proposals change Charms to be so different they're only spells in name. Charms that actually "...

Monday, 6th April 2015, 18:09

Forum: Crazy Yiuf's Corner

Topic: Monster with shafting spell?

Replies: 11

Views: 2617

Re: Monster with shafting spell?

I have considered this as a replacement for shaft traps. (I think this was originally minmay/duvessa's idea).

(Except possibly without the MR check, just the idea of "monster with a ranged, line of fire shafting spell").

Saturday, 4th April 2015, 02:15

Forum: Crazy Yiuf's Corner

Topic: "Share your best shops" thread

Replies: 15

Views: 3607

"Share your best shops" thread

Potion shop I just found on Orc:4: a + 650 gold a potion of experience (unknown) b + 130 gold a potion of resistance (unknown) c + 52 gold a potion of might d - 65 gold a potion of restore abilities e - 32 gold a potion of mutation (unknown) f + 104 gold 2 potions of might g + 52 gold a potion of ag...

Wednesday, 1st April 2015, 18:57

Forum: Game Design Discussion

Topic: Remove or nerf Nergalle's DDoor

Replies: 21

Views: 5935

Re: Remove or nerf Nergalle's DDoor

Rast wrote:
PleasingFungus wrote:Also, increased the existing 1-3 turn death's door cooldown to 10-29 turns. (Should be 10-27 turns? uncertain.)

if that's an excessively brutal nerf, other knobs can be tweaked.


Is that for players casting DD too?

No

Tuesday, 31st March 2015, 04:04

Forum: Game Design Discussion

Topic: More Lair branch types needed

Replies: 28

Views: 6794

Re: More Lair branch types needed

Current 0.17 plan is to drop these branches to 4 levels each, which should help the tedium some.

Tuesday, 31st March 2015, 04:01

Forum: Crazy Yiuf's Corner

Topic: Cigotuvi's Embrace + Kiku's corpse delivery

Replies: 18

Views: 3970

Re: Cigotuvi's Embrace + Kiku's corpse delivery

My "solution" for this was suggesting removing the AC + EV score boost for 0.17. The category was already dominated by Gr.

Sunday, 29th March 2015, 17:30

Forum: Game Design Discussion

Topic: Allow user to set target value for skill training

Replies: 8

Views: 2695

Re: Allow user to set target value for skill training

I've thought about this issue before and here is my prefered solution: The player cannot normally access the skill screen. Instead, every time the player gains a certain number of skill points, they are given the option to "purchase" skills with skill points. (Similar to how the player is ...

Friday, 27th March 2015, 18:10

Forum: Crazy Yiuf's Corner

Topic: Hypothetical Removals

Replies: 52

Views: 11625

Re: Hypothetical Removals

This makes me feel bad for the devs. Imagine people standing around your sculpture and going, "which parts wouldn't be missed if they were lopped off?" For criticism to be constructive it should be specific, and arise out of repeated frustration shared by many. I wish people were more OK ...

Saturday, 21st March 2015, 23:05

Forum: Game Design Discussion

Topic: Make the Invisibility spell cancellable

Replies: 12

Views: 3261

Re: Make the Invisibility spell cancellable

I'd argue that the problem is that there's so little cost for resting off contam after every cast - otherwise, it would be an actual limitation, rather than just an annoyance. I have considered changing contam to wear off on an XP timetable, like god wrath or draining. This of course has the genera...

Thursday, 19th March 2015, 05:50

Forum: Game Design Discussion

Topic: New Species: Mariposa

Replies: 4

Views: 1636

Re: New Species: Mariposa

"Overcomplicated" Find /one/ theme for your suggestion, and then build the species to be the /simplest/ possible implementation of that theme. If you want adaption I'd say Ds and Dr fill that niche pretty well. Both those species are also less complicated than this one (well Ds is arguably...

Thursday, 19th March 2015, 05:36

Forum: Dungeon Crawling Advice

Topic: Unreachable area (spoilers)?

Replies: 6

Views: 2086

Re: Unreachable area (spoilers)?

This is an "intentional" feature of that entry vault, freezing_bzr.

"Intentional" because it's definitely questionable design and I might change it to shallow water.

Saturday, 14th March 2015, 02:26

Forum: Game Design Discussion

Topic: A New Angelic Branch

Replies: 39

Views: 13000

Re: A New Angelic Branch

The big problem with this is that "Holy" enemies are defined in such a way as to make them poorly designed right from the get go. "Holy" damage basically punishes certain character types (undead/demonic/evil god worshipping) just for existing, with no possible countermeasures. Si...

Thursday, 18th December 2014, 22:41

Forum: Game Design Discussion

Topic: Proposal: Poison chunks and rPois

Replies: 21

Views: 5134

Re: Proposal: Poison chunks and rPois

B) Changing the Poison chunk type to a monster flag (I think Ignite Poison, for example, needs this) um, not being able to tell which monsters will be affected by ignite poison kind of sounds like the worst thing ever Ok, so having the monster flag prints a blurb on the description like M_SHADOW an...

Thursday, 18th December 2014, 03:41

Forum: Game Design Discussion

Topic: Proposal: Poison chunks and rPois

Replies: 21

Views: 5134

Re: Proposal: Poison chunks and rPois

If somebody made a patch A) Turning Poison chunks into Clean Chunks B) Changing the Poison chunk type to a monster flag (I think Ignite Poison, for example, needs this) then I would probably push it.

Monday, 8th December 2014, 18:12

Forum: Crazy Yiuf's Corner

Topic: When a vampire is full/alive, remove its holy vulnerability

Replies: 19

Views: 4598

Re: When a vampire is full/alive, remove its holy vulnerabil

I saw an offhand reference in an old thread I was looking at for some reason, and according to that, vp got some MP restoration when they vampire-bit enemy elves. 1.) Was this ever true? 2.) Please tell me it is no longer true. This commit removed draining elf corpses giving vampires MP I don't kno...

Tuesday, 25th November 2014, 12:18

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 3133171

Re: Best/Worst Artifacts

The +7 dagger of Deffence by Offence {Pois rPois rF rC rElec} Not only is the name contradictory, the double misspelling really got under my skin. Seriously, which dev doesn't know how to spell "Defense" and "Offense"? Picked up from a shop as an un-id'd "ivory dagger"...

Sunday, 23rd November 2014, 17:12

Forum: Game Design Discussion

Topic: Spell Proposal: Countermutation

Replies: 28

Views: 7914

Re: Spell Proposal: Countermutation

Aule, this idea is bad and you are ignoring various people stating it is bad and explaining why it is bad. Attempts to sap all sources of said fun in the name of protecting against purely hypothetical "abuses" is not necessarily optimal, either. An exploit isn't really "hypothetical&q...

Saturday, 22nd November 2014, 20:15

Forum: Crazy Yiuf's Corner

Topic: Poll: How did you start playing DCSS?

Replies: 25

Views: 7025

Re: Poll: How did you start playing DCSS?

The results of this don't/won't mean anything since "you have an account on the Tavern and are willing to vote on this poll about Crawl" is an insanely biased sample. (Although this probably causes it to underrepresent offline tiles so)

Saturday, 22nd November 2014, 04:50

Forum: Game Design Discussion

Topic: Species Proposal: Ugly Thing (with prototype build)

Replies: 22

Views: 8397

Re: Species Proposal: Ugly Thing (with prototype build)

Since I didn't mention this here I'll just repeat something I said in IRC: I think the ideas behind this species would work better as an unrandart rather than a species. This is mostly based on the fact that giving a species several spell school skills for free is going to make all characters with t...

Friday, 21st November 2014, 02:56

Forum: Game Design Discussion

Topic: Octopodes and cloaks.

Replies: 38

Views: 11273

Re: Octopodes and cloaks.

The commit: Remove jump-attack The ability never worked particularly well in its original form. Its original intent was to combine attacking and translocation, but because it ended up being a low-level ability, the attack become only a tool to ensure the repositioning wasn't brokenly powerful rathe...

Wednesday, 12th November 2014, 06:12

Forum: Game Design Discussion

Topic: Idea for The Arena: allow the possibility of new characters?

Replies: 21

Views: 5570

Re: Idea for The Arena: allow the possibility of new charact

It seems like Wiz mode is basically what you want for testing new starts (or, you know, just playing those new starts). Also, combos better in the Arena would not necessarily be better in the main game. As a simple example, spriggan's fast speed is significantly less useful when you cannot run away....

Wednesday, 12th November 2014, 01:47

Forum: Game Design Discussion

Topic: Make Monk's faith bonus work with the hipster gods

Replies: 9

Views: 2976

Re: Make Monk's faith bonus work with the hipster gods

So, since the monk + Ru mechanic is already implemented all I'm really asking here is that we apply the same logic to every god i. e. Gozag and Xom... maybe my proposals aren't up to snuff yet but I'm sure I'll come up with something after a good night's sleep. I think a better change to Gozag woul...

Wednesday, 12th November 2014, 00:38

Forum: Game Design Discussion

Topic: Make Monk's faith bonus work with the hipster gods

Replies: 9

Views: 2976

Re: Make Monk's faith bonus work with the hipster gods

Ru does indeed already have the monk bonus in place.

I feel kind of neutral on the proposed changes.

Sunday, 9th November 2014, 23:28

Forum: YASD! YAVP! and characters in progress too

Topic: Scythe of Curses or keep trying to stab?

Replies: 4

Views: 1853

Re: Scythe of Curses or keep trying to stab?

Cantwell wrote:Also, does Ashenzari's clarity prevent berserkitis? I got the mutation very early on, and I don't think it's gone off a single time.
Yes, clarity stops berserkitis.

Sunday, 9th November 2014, 21:25

Forum: Game Design Discussion

Topic: Minor change: stats order

Replies: 2

Views: 1409

Re: Minor change: stats order

Implemented as of 0.16-a0-2021-gafa1673, Thanks!

Sunday, 9th November 2014, 19:05

Forum: Game Design Discussion

Topic: Warning for spells and Trog

Replies: 17

Views: 4020

Re: Warning for spells and Trog

My only concern for the "amnesia spells on joining a god" is a player could join a good god for the amnesia and then change to a different god. Something like A Tm joining Zin to wipe Beastly Appendage etc, and then immediately joining their actual choice of Dith or whatever. Or possibly a...

Sunday, 9th November 2014, 05:12

Forum: Game Design Discussion

Topic: Warning for spells and Trog

Replies: 17

Views: 4020

Re: Warning for spells and Trog

A better solution would probably be to just amnesia any forbidden spells (for Trog, all spells) upon joining a god.

Friday, 7th November 2014, 13:00

Forum: Game Design Discussion

Topic: Species Proposal: Ugly Thing (with prototype build)

Replies: 22

Views: 8397

Re: Species Proposal: Ugly Thing (with prototype build)

Hmm, this looks better than before, but I feel the colour mechanic is still a little unfocused? I'm not 100% sure what the intended gameplay is here - toggling between spells + choice of when to alter you colour seems reasonable, also possibly keeping track of several melee weapons? I'd like a clea...

Friday, 7th November 2014, 12:46

Forum: Game Design Discussion

Topic: Species Proposal: Ugly Thing (with prototype build)

Replies: 22

Views: 8397

Re: Species Proposal: Ugly Thing (with prototype build)

I think this should do it, hopefully I didn't mess up :? It's based off the 0.15 version rather than the latest version as I was working off 0.15.2 if that info is relevant. https://www.dropbox.com/s/hb5jdl4i5d7752d/ugly_things_species.patch?dl=0 The patch is also more recent that the build, it has...

Friday, 7th November 2014, 02:57

Forum: Game Design Discussion

Topic: Species Proposal: Ugly Thing (with prototype build)

Replies: 22

Views: 8397

Re: Species Proposal: Ugly Thing (with prototype build)

Ohh, An update! Hmm, this looks better than before, but I feel the colour mechanic is still a little unfocused? I'm not 100% sure what the intended gameplay is here - toggling between spells + choice of when to alter you colour seems reasonable, also possibly keeping track of several melee weapons? ...

Friday, 31st October 2014, 23:09

Forum: Game Design Discussion

Topic: Walls in killer bee vaults

Replies: 17

Views: 4238

Re: Walls in killer bee vaults

Wait, you can get loot by digging in that vault full of bees? Why did no-one tell me of this? I'm assuming wheals is talking about hive_lemuel, which is just a big solid block of honeycomb walls without any bees around it. It's really obvious that you should dig. no it is not! it is just a piece of...

Friday, 31st October 2014, 12:41

Forum: Crazy Yiuf's Corner

Topic: Clusters of Illusions

Replies: 14

Views: 4031

Re: Clusters of Illusions

Those damn electric eels seem to show up earlier and earlier (and in larger numbers.) Not sure if this is the clustering illusion or real - since most other types of fish/water creatures were removed, does this mean that any monster that spawns in water is guaranteed to be an electric eel so there ...

Saturday, 25th October 2014, 23:36

Forum: Game Design Discussion

Topic: Dithmenos's "Shining Stars"

Replies: 1

Views: 1183

Re: Dithmenos's "Shining Stars"

You're playing an old version, in 0.15+ Dith worshippers of this rank are "glorious shadows".

Saturday, 25th October 2014, 22:20

Forum: Game Design Discussion

Topic: Slight change to dazzle status, for clarity

Replies: 21

Views: 5447

Re: Slight change to dazzle status, for clarity

duvessa wrote:How about just getting rid of sense invisible and replacing it with see invisible on the monsters that have it?
I liked this suggestion.

Friday, 24th October 2014, 03:43

Forum: Game Design Discussion

Topic: Species Proposal: Ugly Thing (with prototype build)

Replies: 22

Views: 8397

Re: Species Proposal: Ugly Thing (with prototype build)

I'm very happy you wrote a patch rather than just a proposal. It's great to have somebody work on the technical side of things rather than simply trying to write up a design and asking others to complete it. I probably would not be giving feedback if there hadn't been a technical implementation. How...

Friday, 24th October 2014, 00:33

Forum: Crazy Yiuf's Corner

Topic: Zot 5?

Replies: 18

Views: 4700

Re: Zot 5?

I remember hearing somewhere Henzell filled Zot with weird monsters because he never expected anybody to actually get there. (I could be misremembering though) This isn't really Zot-specific but a lot of weird monsters come about because their mechanics were designed first and their flavor was creat...

Tuesday, 26th August 2014, 22:21

Forum: The Dart Board

Topic: Tournament Clans for Crawl 0.14 (Closed)

Replies: 129

Views: 42764

Re: Tournament Clans for Crawl 0.14 (Closed)

Reaver, you organizing another one of these threads for 0.15? :) apparently it's a week away :) I'm sorry, I'm sort of taking a break from Crawl right now. (Classes starting and all) and I don't really have the time/will to create a 0.15 thread. If anybody wants to copy the original post and organi...

Wednesday, 13th August 2014, 05:27

Forum: Game Design Discussion

Topic: Proposal: Early Trample

Replies: 66

Views: 19053

Re: Proposal: Early Trample

Goat or boar, where do I go to petition an implementation? Well you're sort of already there. You could go to ##crawl-dev too. I'm also not opposed to an early trampler, but I'm not completely sure one is needed. Early game works excellently right now. I can't remember the last time a new monster w...
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