Search found 616 matches

Wednesday, 17th April 2019, 23:18

Forum: Dungeon Crawling Advice

Topic: Dumb AM ranger question 3 - Stats

Replies: 6

Views: 2256

Re: Dumb AM ranger question 3 - Stats

STR is good for reducing penalties from wearing heavy armour for stealth, spell casting, evasion, accuracy... and it increases damage, oh and ability with shields too. INT is good for spell accuracy and power, and chance of failure to cast. It's not worth much unless you also have STR to wear decent...

Wednesday, 17th April 2019, 00:38

Forum: Game Design Discussion

Topic: New Branches?

Replies: 18

Views: 5592

Re: New Branches?

WoW was like a job you hated. Crawl is like an addiction which is hard to kick.

Wednesday, 17th April 2019, 00:13

Forum: Dungeon Crawling Advice

Topic: Dumb AM ranger question 1

Replies: 14

Views: 4401

Re: Dumb AM ranger question 1

Yes, get into heavier armour and don't worry that you can't cast spells for awhile. Even though AM starts with more int, I think it's still easier to start pumping STR and play it more like a fighter. The very first few levels, use the spells, but when you find scale, chain or plate then make the sw...

Monday, 15th April 2019, 18:25

Forum: Game Design Discussion

Topic: Remove ice cave freezing clouds

Replies: 9

Views: 3728

Re: Remove ice cave freezing clouds

This isn't a new suggestion

Sunday, 14th April 2019, 06:57

Forum: Dungeon Crawling Advice

Topic: Some pointers to a new player

Replies: 8

Views: 3347

Re: Some pointers to a new player

1. Use a shield 2. Fighting Armour Shields Dodging (prioritize in that order, take what is cheapest, less dodging if dex is very low) 3. Keep the +2 reflect medium shield unless you find a branded large shield. Shield skill past 15 is a lower priority than other stuff. 4. Only train evocables to 6-9...

Saturday, 13th April 2019, 14:10

Forum: Game Design Discussion

Topic: Cool, good, swamp rework

Replies: 19

Views: 6527

Re: Cool, good, swamp rework

I don't think the swamps are some big problem mess that needs tons of changes and all these monsters ripped out. The layout used to be awful, but was already tightened not all that long ago. Anything can always use tweaks. Changing the water to mud to "differentiate" it from shoals seems m...

Friday, 12th April 2019, 16:05

Forum: Game Design Discussion

Topic: Simple solution to inventory problem with throwables

Replies: 21

Views: 6879

Re: Simple solution to inventory problem with throwables

In my proposal, I did address the zero skill issue, there was a cost to using untrained ranged weapons (and thrown become packs that are wielded as weapons): the time it takes to swap weapons (and that being adjusted per weapon.) Here are scenarios: You come around the corner and monster starts at ...

Thursday, 11th April 2019, 15:21

Forum: Game Design Discussion

Topic: Simple solution to inventory problem with throwables

Replies: 21

Views: 6879

Re: Simple solution to inventory problem with throwables

In my proposal, I did address the zero skill issue, there was a cost to using untrained ranged weapons (and thrown become packs that are wielded as weapons): the time it takes to swap weapons (and that being adjusted per weapon.) Here are scenarios: You come around the corner and monster starts at r...

Thursday, 11th April 2019, 14:55

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 49233

Re: Shafts - Too common now?

I often think it's fun being shafted, even though it is dangerous. I still get to choose how to react upon landing. Are they deadly? Sometimes yes, other times not as much. But here is what I don't like: * I wouldn't like being shafted coming down stairs, or because some other monster stepped on som...

Wednesday, 10th April 2019, 15:15

Forum: Game Design Discussion

Topic: Simple solution to inventory problem with throwables

Replies: 21

Views: 6879

Re: Simple solution to inventory problem with throwables

To avoid repeated meaningless offers, I will list the problems of throwing items. Inventory management: There are 22 types of throwables. This makes it difficult to manage inventory. Micro-management: You have to go around picking up ammo like money. This action increases the probability of exposin...

Wednesday, 10th April 2019, 09:19

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 49233

Re: Shafts - Too common now?

Monster threat scales with dungeon depth. Why shouldn't trap threat do the same? All the traps except Zot traps work by putting you closer to monsters. Zot trap frequency scales with dungeon depth. So trap threat scales with dungeon depth just as much as monster depth does. Of course, in practice, ...

Tuesday, 9th April 2019, 18:48

Forum: Game Design Discussion

Topic: Eleven Hauls too early?

Replies: 10

Views: 3201

Re: Eleven Hauls too early?

I would. Methic Cloud is super strong in Orc. If there's something strong you can always run away and come back later. (so long as you have enough hp not to be 1-shot.) It's pretty dangerous to run away and come back in orc that has sorcerers. I've had many a promising character die to paralysis fr...

Tuesday, 9th April 2019, 18:35

Forum: Dungeon Crawling Advice

Topic: Stat Strategy ("stategy" as the Pros call it)

Replies: 25

Views: 7940

Re: Stat Strategy ("stategy" as the Pros call it)

How the fuck you get those stat in a game without zig raiding or chei? (ok a DE can reach 40+ int without too much hassle, or a Dg another stat...) As I said, Gozag or Oka. Mostly Gozag. If you save your gold until you've checked all the usual spots where shops happen, and don't pay for consumables...

Tuesday, 9th April 2019, 05:38

Forum: Game Design Discussion

Topic: Stairs should be more interesting in rune branches

Replies: 13

Views: 3754

Re: Stairs should be more interesting in rune branches

I wonder how it would play out if there simply were no stairs and the entire set of dungeons/branches was just one giant continuous interconnected map.

Monday, 8th April 2019, 23:54

Forum: Dungeon Crawling Advice

Topic: Stat Strategy ("stategy" as the Pros call it)

Replies: 25

Views: 7940

Re: Stat Strategy ("stategy" as the Pros call it)

I mainly pump strength. Just about any character needs some defense from armour, and melee or ranged ability helps enormously. You're pretty much guaranteed to find some weapon worth using. You aren't guaranteed to find what you want to build a good spell caster. If you never find good spells or spe...

Monday, 8th April 2019, 23:24

Forum: Dungeon Crawling Advice

Topic: gnolls are the best wizards

Replies: 20

Views: 7025

Re: gnolls are the best wizards

I do rest up to full HP/MP after every fight. I thought everyone did. It seems the prudent thing to do. If you don't do that, what do you do? Only rest up to 80% or something? Not rest at all? BTW, I also struggle for food when playing spriggan due to the inability to eat chunks. Besides the first ...

Sunday, 7th April 2019, 16:25

Forum: Dungeon Crawling Advice

Topic: gnolls are the best wizards

Replies: 20

Views: 7025

Re: gnolls are the best wizards

I wouldn't recommend Gozag for a GnWz. I starved to death, even though I mostly stuck to hungerless spells. There's only so many times you can summon a food shop before the price becomes prohibitive. I'm surprised you starved. I know that with Gozag food is somewhat of a consideration, but it's bee...

Friday, 5th April 2019, 05:49

Forum: Game Design Discussion

Topic: silver/steel missiles

Replies: 13

Views: 3947

Re: silver/steel missiles

how about no ammo: sling & pouch of bullets (why would you find bullets on the ground with no sling, or a sling without bullets? just link them together) bow & quiver of arrows (why would you find arrows on the ground with no bow, or a bow without arrows? just link them together) hand xbow &...

Friday, 5th April 2019, 03:11

Forum: Game Design Discussion

Topic: Rework buff spells into god abilities

Replies: 18

Views: 4808

Re: Rework buff spells into god abilities

So obviously the current state of buffs in crawl is bad and should get revised, but I think it's worth pointing out that the remainder of crawl's spell system isn't compelling either. Once you take out buffs you're left with 6 varieties of direct damage, allies, hexes, and some miscellaneous emerge...

Tuesday, 2nd April 2019, 15:25

Forum: Dungeon Crawling Advice

Topic: gnolls are the best wizards

Replies: 20

Views: 7025

Re: gnolls are the best wizards

Yeah, they're really good with ranged attacks, especially with oka. As for slowing down in the end game, I don't think that's so. Skills at 27 eat up so many points, and instead having them at 16 across the board makes them incredible tank mages. I'm trying to figure out what's the best god for the...

Monday, 1st April 2019, 22:03

Forum: Dungeon Crawling Advice

Topic: gnolls are the best wizards

Replies: 20

Views: 7025

Re: gnolls are the best wizards

I'd take a gnoll hunter with a hand crossbow, or a gnoll necromancer over wizard, but yeah - you're right. Gnolls are extremely strong, especially in the hands of people that know how to take full advantage of all their skills. I don't understand the recommendations very well either. Another one tha...

Monday, 1st April 2019, 04:36

Forum: Dungeon Crawling Advice

Topic: Advice for melee extended

Replies: 11

Views: 4383

Re: Advice for melee extended

:cry: Thank you all for your great suggestions. The character was truly a force to reckon with mostly chopped things up with triple sword in Hell and shoot at things with Zephyr. Happily cleared Gehenna without too much hassle until... Unitl I went to tartarus (had the right resist and thought it wo...

Monday, 1st April 2019, 04:22

Forum: Dungeon Crawling Advice

Topic: endgame weapon choice for CeGl^Gozag

Replies: 4

Views: 2425

Re: endgame weapon choice for CeGl^Gozag

I had a quick look at your character, and no obvious choice hit me easily except that I saw you have 14 in swords, and 14 in polearms and you're wielding a +12 greatsword with fragile, and it's at least providing you with rPois too since you're also getting rElec from your barding. You also have 10 ...

Saturday, 30th March 2019, 16:44

Forum: Game Design Discussion

Topic: engorged

Replies: 13

Views: 4652

Re: engorged

Yeah. Basically "this would technically make sense from a realism perspective, but adds nothing to the game except the tedium of avoiding it". It also somewhat nerfs gourmand, and the only point of gourmand is to make food less tedious. Realistic =/= fun. Really true. When I try a new RPG...

Saturday, 30th March 2019, 01:52

Forum: Dungeon Crawling Advice

Topic: Ideas for Demigod - extended game

Replies: 12

Views: 4450

Re: Ideas for Demigod - extended game

Wow, damn - totally missed that! I wonder when I picked it up.. it must have been towards the end of the game because I know I was looking for it for a good part of the game.

Thursday, 28th March 2019, 03:24

Forum: Dungeon Crawling Advice

Topic: Ideas for Demigod - extended game

Replies: 12

Views: 4450

Re: Ideas for Demigod - extended game

Thanks for all the ideas. In my first attempt, I cleared all the non extended areas to level 27, with good gear. My defenses were solid, but even with ample intelligence, there just wasn't enough XP to get beyond about level 6 spells. I never found necromutation, even after opening a trove. Not bein...

Tuesday, 26th March 2019, 23:08

Forum: Dungeon Crawling Advice

Topic: Ideas for Demigod - extended game

Replies: 12

Views: 4450

Ideas for Demigod - extended game

I've been cruising through the !next command from sequell in irc, doing mostly 15 rune games and it's been okay so far with a little speed bump and some bad luck on early starts as DeEn, but I got past that at last finally. Sequell decided to give me a Demigod Warper next. I know I could do < 15 run...

Tuesday, 26th March 2019, 14:49

Forum: Game Design Discussion

Topic: Prevent self-targeting with ranged weapons?

Replies: 7

Views: 2236

Re: Prevent self-targeting with ranged weapons?

Or switch the key needed to self target so you never do it by accident. The only other case I can think of where it might benefit a player off the top of my head might be demonspawn mutations, powered by pain... I generally hate the idea of limiting players with artificial constraints to protect the...

Tuesday, 26th March 2019, 14:26

Forum: Dungeon Crawling Advice

Topic: Where Do I Go? (New-ish Player)

Replies: 19

Views: 5081

Re: Where Do I Go? (New-ish Player)

Some good advice above, Siegurt nailed a lot. I'll just add that when playing a melee character, if you use a launcher (hand xbow, sling, or whatever) even if it isn't trained, or trained very much as a secondary weapon in your arsenal, and use it each and every time you spot an enemy at range who d...

Monday, 25th March 2019, 20:54

Forum: Dungeon Crawling Advice

Topic: CeHu of TSO not sure how to proceed.

Replies: 19

Views: 5089

Re: CeHu of TSO not sure how to proceed.

Lol.. no no, you want Zin for the abyss, TSO for hells/pan/tomb. To each their own, then? My first 15-runer felt like a casual stroll under Zin. Turned Panlords to salt left and right, mystical force got the "lol no" treatment, and it was hilarious to imagine a zealous preacher riding aro...

Monday, 25th March 2019, 18:08

Forum: Game Design Discussion

Topic: New Unrandart Proposal: the Fustibalus of Zhor

Replies: 4

Views: 1754

Re: New Unrandart Proposal: the Fustibalus of Zhor

I don't think many builds will want to swap to INCREASE LoS, which is usually considered bad rather than good. That said, I don't see the issue with weapon swaps. You can do this with jewelry too, but with weapons it comes with a downside that if it isn't an otherwise good weapon your physical atta...

Monday, 25th March 2019, 17:24

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 97

Views: 36577

Re: Experimental branch: Known Traps

If this whole thing is just to fix a problem with a few edge cases of players marking tiles, why not just limit the total number of tiles a player can mark to like 5 or something. That's what, 3 lines of code and maybe 2 minutes of work? If that isn't a good enough fix because someone could write an...

Monday, 25th March 2019, 16:44

Forum: Game Design Discussion

Topic: feature request: rings of earth and wind

Replies: 8

Views: 3049

Re: feature request: rings of earth and wind

The lightning one does nothing for 99% of the game, but you carry it around anyway as a swap (see also: rCorr ring). see also every other resistance ring Why would you carry around items for 100% of the game that only work for 1% of the game? Am I to understand that you almost never play with any r...

Saturday, 23rd March 2019, 21:58

Forum: Game Design Discussion

Topic: feature request: rings of earth and wind

Replies: 8

Views: 3049

Re: feature request: rings of earth and wind

It's not a bad idea. The trouble I have with enhancer rings is that they are usually mostly garbage compared to other rings because of their negative effects of -rF and -rC. So, if two new rings were added with similar negative attributes, it would dilute the quality of ring drops overall. I propose...

Saturday, 23rd March 2019, 06:49

Forum: Game Design Discussion

Topic: New unrandart: Alchemist's Stone

Replies: 29

Views: 10545

Re: New unrandart: Alchemist's Stone

Unrandart bucklers bug me. You don't get a million unrandart drops, and so by the time you might find a shield one, it's a pretty big sacrifice to not use a two hander or a medium or large shield and the XP requirements for medium aren't all that bad. Warlock's mirror is an example. I wish it were ...

Saturday, 23rd March 2019, 06:24

Forum: Game Design Discussion

Topic: Confusion is just a tax on curing

Replies: 11

Views: 3431

Re: Confusion is just a tax on curing

The cost is the time spent quaffing the potion, not just the potion. In the heat of a tough battle, time is precious. Also, there are tactical considerations such as, if I quaff now, will I just receive the status over and over (think of a pack of bees and poison). If you sit there quaffing cure sev...

Saturday, 23rd March 2019, 06:11

Forum: Dungeon Crawling Advice

Topic: CeHu of TSO not sure how to proceed.

Replies: 19

Views: 5089

Re: CeHu of TSO not sure how to proceed.

Lol.. no no, you want Zin for the abyss, TSO for hells/pan/tomb.

Saturday, 23rd March 2019, 05:24

Forum: Dungeon Crawling Advice

Topic: Does Slay +/- affect spells?

Replies: 1

Views: 1356

Re: Does Slay +/- affect spells?

No, intelligence affects spell accuracy and damage.

Saturday, 23rd March 2019, 05:14

Forum: Dungeon Crawling Advice

Topic: Where Do I Go? (New-ish Player)

Replies: 19

Views: 5081

Re: Where Do I Go? (New-ish Player)

After lair and orc, I would consider the following (in order of ease) - but with stipulations based on how my character was built: Spiders (get rPois and hopefully SInv) Swamp (you want rPois and some AC for hydras, flying or swimming is a bonus) Elf (many would argue it's too hard, but it is a grea...

Saturday, 23rd March 2019, 04:55

Forum: Dungeon Crawling Advice

Topic: CeHu of TSO not sure how to proceed.

Replies: 19

Views: 5089

Re: CeHu of TSO not sure how to proceed.

You don't really want Zin for Zig clearing. Ideal is Makhleb so you can sublimate for mana on non-tormenting levels in-between AOE nukes. For levels with torment, it's a different story, you want necromutate and a staff of energy to channel mana between spells or as you get a breather. Zigs can be r...

Friday, 22nd March 2019, 19:07

Forum: Game Design Discussion

Topic: New unrandart: Alchemist's Stone

Replies: 29

Views: 10545

Re: New unrandart: Alchemist's Stone

Unrandart bucklers bug me. You don't get a million unrandart drops, and so by the time you might find a shield one, it's a pretty big sacrifice to not use a two hander or a medium or large shield and the XP requirements for medium aren't all that bad. Warlock's mirror is an example. I wish it were a...

Friday, 22nd March 2019, 19:03

Forum: Game Design Discussion

Topic: wights (small and petty)

Replies: 3

Views: 1809

Re: wights (small and petty)

I didn't have a problem with the old wights. I agree that they shouldn't display a shield if they aren't actually holding one.

Friday, 22nd March 2019, 18:16

Forum: Dungeon Crawling Advice

Topic: CeHu of TSO not sure how to proceed.

Replies: 19

Views: 5089

Re: CeHu of TSO not sure how to proceed.

Getting ignition + tornado going on that int in OCP + Ce aptitudes isn't going to happen without scumming, maybe ignition by tomb or so. In contrast passage of golubria is nearly castable already and should be memorized as a poor man's cblink. Swiftness is worth picking up. I'd actually recommend e...

Friday, 22nd March 2019, 12:52

Forum: Dungeon Crawling Advice

Topic: CeHu of TSO not sure how to proceed.

Replies: 19

Views: 5089

Re: CeHu of TSO not sure how to proceed.

It's doable though you might find it somewhat difficult with this setup. At a quick glance a few things: * get a source of rElec, maybe rPois although it's less important * you can drop the rCorr ring * train armour higher since you're in crystal plate and your AC could use a bump * use enchant armo...

Wednesday, 20th March 2019, 21:14

Forum: Game Design Discussion

Topic: Sublimation Of Blood Thoughts

Replies: 22

Views: 7133

Re: Sublimation Of Blood Thoughts

When used properly, sublimation of blood is one of the most powerful spells in the game. Sorry, but anyone saying that it is nothing more than a time saver and not usable in battle really doesn't know what they are talking about. The best cases to use it (and also potentially the strongest response ...

Wednesday, 20th March 2019, 20:00

Forum: Dungeon Crawling Advice

Topic: Factors in 3rd rune choice

Replies: 30

Views: 9354

Re: Factors in 3rd rune choice

You can, and should, stairdance acid blobs. With rCorr if you're getting more than -4 or -8 you're doing something weird. If you're planning on extended malmutate is very annoying, assuming you don't switch to Zin, Jivya, or have the ability to cast lich form (and aren't undead). I completely disag...

Wednesday, 20th March 2019, 19:23

Forum: Dungeon Crawling Advice

Topic: Factors in 3rd rune choice

Replies: 30

Views: 9354

Re: Factors in 3rd rune choice

Vault5 is the easiest. The most important item is a vampiric weapon. Either that, or a god with life on kill. Move to one of the four corners and fight with a corridor. Immolation scrolls are helpful. Use teleport to reset the fight, but generally you shouldn't have to if you quaff enough potions, w...

Thursday, 14th March 2019, 14:04

Forum: Dungeon Crawling Advice

Topic: What's the optimal way to use Animate Skeleton?

Replies: 6

Views: 2912

Re: What's the optimal way to use Animate Skeleton?

The optimal way is to raise a skeleton, put inner flame on it, then order it to retreat into an area you know enemies exist. When it reaches the destination, put it in guard mode then watch the fireworks and make the advancing monsters stand in flames while you finish the fight. But seriously, it's ...

Monday, 11th March 2019, 19:59

Forum: Game Design Discussion

Topic: Pain brand needs rework

Replies: 10

Views: 3140

Re: Pain brand needs rework

Pain brand is pretty worthless to me. It's hard to get unless you worship Kiku and are willing to not take the Necronomicon which is a pretty bad idea. It divides your effectiveness early on between STR and INT. Later on, when it could be good because you've had enough training to bring up both mele...

Monday, 11th March 2019, 04:37

Forum: Game Design Discussion

Topic: Is this supposed to be fun?

Replies: 46

Views: 17431

Re: Is this supposed to be fun?

I think the point of this monster is that it is supposed to hamper you tactically rather than being a direct threat. For example: you're trying to get away from an ogre and then an imp blinks in front of your escape route causing you to get sandwiched between a monster you can't easily kill and one...
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