Search found 97 matches

Thursday, 21st May 2015, 13:17

Forum: YASD! YAVP! and characters in progress too

Topic: CiP: OPFi of Gozag is a good combo

Replies: 11

Views: 4179

Re: CiP: OPFi of Gozag is a good combo

I've done the OpIE^Gozag for the jewellery stores and it worked out pretty well. Armour shops are not guaranteed to have anything you can use though, not even a +0 hat or buckler, so don't waste your gold on those.

Wednesday, 13th May 2015, 18:21

Forum: Crazy Yiuf's Corner

Topic: I love it when...

Replies: 1478

Views: 3161440

Re: I love it when...

Another plug for Tukima's dance! Donald the Adventurer comes into view. He is wielding a double sword of distortion. The double sword of distortion dances into the air! Your double sword of distortion hits Donald! Space warps horribly around Donald! Donald zaps a wand. Donald is healed somewhat. It ...

Tuesday, 3rd March 2015, 14:15

Forum: Game Design Discussion

Topic: Problem with "gourm

Replies: 52

Views: 13749

Re: Problem with "gourm

duvessa wrote:I guess you could solve the problem with amulet of the gourmand if taking it off set you to starving or something


https://crawl.develz.org/mantis/view.php?id=9374

Tuesday, 3rd February 2015, 14:00

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 3076033

Re: Best/Worst Artifacts

  Code:
the +10 plate armour of Plasticity {+Fly rElec rC+ rCorr Slay-5}


Found on lair 5. So close to being worth it on a HaFi.

Wednesday, 28th January 2015, 14:08

Forum: Game Design Discussion

Topic: Changes to make Crawl harder

Replies: 146

Views: 45256

Re: Changes to make Crawl harder

Reduce maximum weapon enchantment from scrolls
In earlier versions it was very rare to get a +9 anything in a 3 rune game (aside from Trog or artefacts). Now it happens in most of my games. I'd suggest limiting scroll enchantment to +5.

Wednesday, 21st January 2015, 18:30

Forum: Game Design Discussion

Topic: Bug? Feature? No warning from dith on LB causing fire

Replies: 26

Views: 7466

Re: Bug? Feature? No warning from dith on LB causing fire

I actually appreciate the god conducts. Dith's isn't onerous but early on it keeps you from using some wands and you have to find another way to deal with hydras. Once past lair it doesn't do much since you have other ways of dealing with things but until then the conduct can matter - and you still ...

Friday, 12th December 2014, 18:56

Forum: Game Design Discussion

Topic: Proposal: concentrating on buff spells

Replies: 48

Views: 13199

Re: Proposal: concentrating on buff spells

How about if you had only one charms slot. If you cast a charm it goes into the slot (replacing anything that's there) and will automatically get refreshed at the normal rate. Buffs can still expire in combat as usual. Buffs that would use this * Ozocubu's Armour * Stoneskin * Condensation Shield * ...

Tuesday, 18th November 2014, 19:48

Forum: Game Design Discussion

Topic: Proposal: Make rods missile weapons

Replies: 4

Views: 1700

Proposal: Make rods missile weapons

Now that rods of striking are no more there's no reason for rods to be melee weapons. It's a nice distinction from wands that you have to wield them so I suggest they act like a bow/blowgun/etc and give the appropriate prompt if you try to attack. That would be much better than having to inscribe th...

Monday, 3rd November 2014, 15:25

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: VpSu of Sif Muna - forgot Haste

Replies: 8

Views: 2102

Re: CiP: VpSu of Sif Muna

Once Sif gives you Mana Vipers learn it. Those things are great, especially in Orc/Elf.

Wednesday, 30th July 2014, 13:52

Forum: Game Design Discussion

Topic: Remove/reform the spell repel missiles

Replies: 26

Views: 6751

Re: Remove/reform the spell repel missiles

The way I have wind wall right now is it creates a 3 space cloud next to you in a given direction. The clouds remain in place: ~~~ ~ ~~ @ @~ @~ ~ For every cloud square a physical missile (bolt, needle, etc) goes though there's a decent chance that it stops right there. It doesn't effect magic beams...

Monday, 28th July 2014, 22:08

Forum: Game Design Discussion

Topic: Remove/reform the spell repel missiles

Replies: 26

Views: 6751

Remove/reform the spell repel missiles

Split off from the haste thread... crate wrote: where are the remove rmsl threads? rmsl is far, far, far more problematic from a design standpoint than haste is (and this isnt really disputable). I wrote the patch for the current version of rmsl to reduce the tedium of recasting it. I now think that...

Thursday, 12th June 2014, 12:45

Forum: Game Design Discussion

Topic: Making +acc more useful

Replies: 49

Views: 13272

Re: Making +acc more useful

A while ago I made a local patch to try and make acc more interesting and did a bunch of fsims. I tried making accuracy reduce the variance, tried it sometimes giving a critical hit, and one or two other effects that I could think of. Eventually I dropped it because it didn't end up doing anything m...

Friday, 6th June 2014, 19:39

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: DEFE - Best use of Chei stats

Replies: 7

Views: 1901

Re: CIP: DEFE - Best use of Chei stats

Now YAVP. The crystal ball of energy does play nicely with OCP although having a backup plan for MP suddenly dropping to 0 is key.

This is the first time I've used firestorm so much, although only a few times on Zot 5 since it's so loud.

Friday, 6th June 2014, 16:20

Forum: Game Design Discussion

Topic: Buff spells drain mp while active

Replies: 121

Views: 37843

Re: Buff spells drain mp while active

I have a patch in Mantis for a rMsl replacement - Wind Wall. It's a stationary effect so you have to cast it in combat but still gives the early AE decent defense against ranged attacks. I agree with Bart that an MP drain would be horrible for early casters - it could work for DMsl using 1-2 MP per ...

Friday, 6th June 2014, 12:53

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: DEFE - Best use of Chei stats

Replies: 7

Views: 1901

CIP: DEFE - Best use of Chei stats

Odd game so far, very few amulets and no blink spells, so I went Zig diving to find some. Finally found rCorr and blink but still no rMut. In the process though I found the OCP and figured this may be the only time to wear it. Dungeon Crawl Stone Soup version 0.15-a0-1243-g3bc8b16 (console) characte...

Thursday, 29th May 2014, 12:23

Forum: Game Design Discussion

Topic: New acid brand similar to reworked corrosion effect

Replies: 12

Views: 4286

Re: New acid brand similar to reworked corrosion effect

To keep people from switching just make the reduced AC only apply to acid branded attacks.

Monday, 5th May 2014, 16:11

Forum: Game Design Discussion

Topic: Distortion Weapon Change

Replies: 20

Views: 4624

Re: Distortion Weapon Change

How about just autoidentifying the brand on all distortion weapons? Then there's no surprise from the glowing kobold weapon or the Okawaru/Trog "present". You still have to figure out how to deal with it though.

Tuesday, 29th April 2014, 00:09

Forum: Game Design Discussion

Topic: Permanent buffing

Replies: 16

Views: 4780

Re: Permanent buffing

Yet another plug for the Wind Wall spell I made to replace rmsl. It still repels missiles but it doesn't move after you cast it so it gets around many of the low level buff issues.

Friday, 25th April 2014, 14:27

Forum: Game Design Discussion

Topic: Proposal: make Animate Skeleton depend on size

Replies: 22

Views: 5484

Re: Proposal: make Animate Skeleton depend on size

Another thought for using spell power would be to limit the skeleton/zombies HD to min(HD, pow/10) so you could still get an ettin skeleton but it would be noticably weaker. The intent really is to prevent getting strong allies from a minimal skill investment. I think Animate Dead is pretty fine as ...

Thursday, 24th April 2014, 21:46

Forum: Game Design Discussion

Topic: Proposal: make Animate Skeleton depend on size

Replies: 22

Views: 5484

Re: Proposal: make Animate Skeleton depend on size

If you didn't want it to depend on size you could change it so the animate * spells actually had spell power and would animate up to say pow/10 HD creatures. That way a max power (200) Animate Dead could get titans and a max power (50) Animate Skeleton would get ogres (but not ogre mages or two-head...

Thursday, 24th April 2014, 14:54

Forum: Game Design Discussion

Topic: Proposal: make Animate Skeleton depend on size

Replies: 22

Views: 5484

Proposal: make Animate Skeleton depend on size

In its current state Animate Skeleton is one of the few L1 spells that is valuable throughout the game and in fact gets stronger the deeper you go. It also requires minimal investment to cast so it's almost always a good idea to pick it up if it's available. I propose that it has a 50% chance to fai...

Friday, 18th April 2014, 12:28

Forum: Game Design Discussion

Topic: Redesign other buffs to work more like Repel missiles

Replies: 21

Views: 5810

Re: Redesign other buffs to work more like Repel missiles

I did the initial conversion of repel missiles to prevent tedious recasting - since it's cheap and there's no good reason not to have it up. The problem with it now is that it feels a lot more like armour rather than a spell, just something you put on out of combat. I'd definitely support moving rep...

Friday, 11th April 2014, 22:30

Forum: Game Design Discussion

Topic: New spells: Wind Wall/Shield

Replies: 2

Views: 1304

Re: New spells: Wind Wall/Shield

Mainly for symmetry with the lower level spells. It seems wierd that a tornado won't have some effect on an arrow. Plus you'll be losing R/DMissile and Wind Shield gets canceled by a tornado.

Friday, 11th April 2014, 22:04

Forum: Game Design Discussion

Topic: New spells: Wind Wall/Shield

Replies: 2

Views: 1304

New spells: Wind Wall/Shield

I've put a few patches up on mantis https://crawl.develz.org/mantis/view.php?id=8208 for some new spells and would appreciate any feedback on them. The basic idea for these spells is they create a cloud that can stop projectiles (but not spells). The wall is in a fixed location and the shield moves ...

Friday, 14th March 2014, 13:31

Forum: Game Design Discussion

Topic: EW1 Improvement

Replies: 46

Views: 10986

Re: EW1 Improvement

Two other options for making accuracy enchantments mean more:
1) let the higher plus count for corrosion resistance - right now only the damage plus counts
2) give a 1 in item.plus chance for a weapon to do full base damage on a "critical" hit

Monday, 17th February 2014, 20:19

Forum: Game Design Discussion

Topic: Sif Muna revamp

Replies: 150

Views: 48513

Re: Sif Muna revamp

If you're worshiping Sif you could have two sets of spell slots, your natural ones and bonus ones based on piety. You can cast spells from either set. On joining you get one bonus slot prefilled with a low-level spell. Periodically Sif will change a spell in one of your bonus slots. Memorization wou...

Friday, 20th December 2013, 15:03

Forum: Game Design Discussion

Topic: Extra Trog and Dg flavor

Replies: 3

Views: 1612

Extra Trog and Dg flavor

For Trog it would be interesting if you only received a weapon gift when you burned a book. Ammo gifts could still be drops since that's sometimes tactically relevant. This would add a bit more flavor to the book-burning ability, especially later in the game when conjure flame is not as effective. Y...

Thursday, 5th December 2013, 14:17

Forum: Dungeon Crawling Advice

Topic: I think we learned an important lesson today.

Replies: 2859

Views: 920337

Re: I think we learned an important lesson today.

A blademaster that picks up an amulet of rage on E:3 is terrifying.
A master archer that picks up an amulet of rage is hysterical.

Thursday, 21st November 2013, 15:50

Forum: Game Design Discussion

Topic: Let fighters start with a buckler

Replies: 59

Views: 16784

Let fighters start with a buckler

I think this change would make the Fighter background quite a bit more versatile. There are a number of advantages I see to this: 1) Bucklers are easier to use and require less skill to offset penalties. 2) It makes it practical to start as a fighter and quickly branch into magic (Kiku or Vehumet es...

Wednesday, 13th November 2013, 21:55

Forum: Dungeon Crawling Advice

Topic: I think we learned an important lesson today.

Replies: 2859

Views: 920337

Re: I think we learned an important lesson today.

?Immolation works great on the royal jelly retinue!

Thursday, 12th September 2013, 18:13

Forum: Game Design Discussion

Topic: Make stashes useless

Replies: 46

Views: 11874

Re: Make stashes useless

The nice thing about stashes is that you can stand over your huge pile of books and the memorize command will show you all available spells. Much nicer than using "Ctrl-F book" and looking at each book individually. I'd like to see the temple have gates scattered through D just like Hell o...

Sunday, 11th August 2013, 20:04

Forum: Game Design Discussion

Topic: Antimagic and MP

Replies: 17

Views: 3906

Antimagic and MP

I'd like to propose that the antimagic brand does not reduce your max MP and instead acts as double de-enhancer to all spells. ("You feel a numb sensation") Two main reasons: 1) It would work much better with guardian spirit. Guardian spirit seems like it should be a great berserker amulet...

Tuesday, 23rd July 2013, 23:22

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: DgCj should I switch weapons?

Replies: 2

Views: 902

CIP: DgCj should I switch weapons?

I found an early acquirement scroll and got the very nice demon blade, then one of the shops in orc had a triple sword which I can vorpalize (as soon as I find freezing aura) so it looked like longblades was the way to go until: s - the +1,+3 executioner's axe "Hydrabane" {speed, Int+4} I ...

Tuesday, 16th July 2013, 19:16

Forum: Game Design Discussion

Topic: Haste interface improvement

Replies: 3

Views: 1646

Haste interface improvement

I think it would be great to split Haste into Haste Self and Haste Other but treat it like delayed fireball where if you know one you can learn the other for free. The biggest improvement would be not having to select a target every time you haste yourself (which I think is the majority of usage). H...

Wednesday, 12th December 2012, 21:57

Forum: Game Design Discussion

Topic: More god conducts

Replies: 28

Views: 5783

More god conducts

I find that god conducts add a lot to the feel of the game and make you play differently because you worship a god. While a lot of the gods (Ash, the good gods, Trog, Okawaru) have conducts there are some who only want you to do things you'd do anyway: like kill things or cast spells. Worshipping th...

Tuesday, 25th September 2012, 13:17

Forum: Game Design Discussion

Topic: Long Blades, M&F effect brainstorm

Replies: 200

Views: 44288

Re: Long Blades, M&F effect brainstorm

I'd vote for staves giving a block (shield) effect vs. melee attacks; long blades the free attack when moving; and M&F have better base damage and can bypass shields (this would mostly affect the player so the better base damage would be the draw). The double attack idea for staves seems too muc...

Wednesday, 27th June 2012, 22:28

Forum: Game Design Discussion

Topic: Amulet of Warding

Replies: 20

Views: 4277

Re: Amulet of Warding

How about it allows you to walk through summons, swapping places or pushing them back, to get at the summoner (or escape). This would be even better if summons disappeared once the summoner was dead.

Thursday, 26th April 2012, 18:19

Forum: Crazy Yiuf's Corner

Topic: Your favorite lines of text?

Replies: 103

Views: 30000

Re: Your favorite lines of text?

The boulder beetle twitches its antennae in your direction.
The boulder beetle curls into a ball and starts rolling!
The boulder beetle falls into the water!
The boulder beetle drowns.

Thursday, 23rd February 2012, 14:12

Forum: Game Design Discussion

Topic: alternatives to permabuff

Replies: 117

Views: 23712

Re: alternatives to permabuff

Another option would be to reduce INT by level/2 for every perfabuff to represent the attention needed to keep it active. If the glow alternative is used then Charms skill should be used in the formula to reduce glow so that at 27 Charms minor glow is instantly reduced and there's a short wait betwe...

Tuesday, 29th November 2011, 21:20

Forum: Game Design Discussion

Topic: STR

Replies: 8

Views: 2056

Re: STR

It's already a suggestion on the Wiki, but I think that making base melee damage be the minimum of Str or weapon base would be great. There will be no effect for melee types since they'll be pushing Str anyway for heavy armour but hybrids will need to choose between bumping Int for spells or Str so ...

Tuesday, 15th November 2011, 14:25

Forum: Game Design Discussion

Topic: simple caster nerf ideas

Replies: 33

Views: 8500

Re: simple caster nerf ideas

It's bothered me a bit as well that it's so easy to get other spell schools power up just using spellcasting. Having it improve the casting success but basing the power of the spell only on the spell schools could work.

Friday, 11th November 2011, 15:09

Forum: Game Design Discussion

Topic: Remove destruction of strategic items

Replies: 76

Views: 16119

Re: Remove destruction of strategic items

I like the special item idea for strategic items instead of scrolls or potions. It gives an immediate cue that these are valuable or interesting instead of being just another expendable potion. Acquirement could easily be rolled into the bottled efreet (1/3 is angry, 1/3 becomes ally, 1/3 grants wis...

Thursday, 27th October 2011, 15:31

Forum: Game Design Discussion

Topic: Rings of fire and ice melee balance

Replies: 8

Views: 2137

Re: Rings of fire and ice melee balance

How about evoking them to temporarily brand a weapon for a food cost?

Tuesday, 30th August 2011, 16:58

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 3076033

Re: Best/Worst Artifacts

in a shop on D:24
the +6 gold dragon armour "Siramni" {rElec rPois rF+ rC+ SInv} (15405 gp)

It's going to take a while to find all that gold.

Monday, 8th August 2011, 14:35

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP - OpEE 15 rune

Replies: 1

Views: 767

YAVP - OpEE 15 rune

I decided to try out the new Octopodes, starting as an EE so stoneskin would compensate for the lack of armour. It worked out well. A few highlights: Found a book of clouds on D5, MC and poison cloud were very useful well into the dungeon. Ashenzari was a great choice, you just have to have a psychi...

Monday, 11th July 2011, 17:51

Forum: Game Design Discussion

Topic: Bye bye victory dancing

Replies: 274

Views: 65096

Re: Bye bye victory dancing

dpeg wrote: Secondly, the messages after killing a big monster look strange, at least to the veteran Crawler. This, however, is really only a cosmetic problem. We may address this at a later time cosmetically (different wording) or differently (no idea how) or perhaps not at all. This issue is not r...

Monday, 13th June 2011, 12:59

Forum: Dungeon Crawling Advice

Topic: Some quick questions

Replies: 6

Views: 1573

Re: Some quick questions

I think ammo gets quivered in alphabetical order so you can use =i to set up your desired order in inventory. I tend to use W,X,Y,Z for ammo and put the one I don't want to fire in slot Z.
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