Search found 678 matches

Monday, 29th April 2019, 05:21

Forum: Crazy Yiuf's Corner

Topic: nerf gozag

Replies: 17

Views: 5404

nerf gozag

Since gozag is the god of capitalism, worship should cause rapid acceleration of climate change, ending the game in 50,000 turns after worship instead of the normal 200 million turn cap. This can't be undone by abandonment. Thank you for coming to my ted talk.

Wednesday, 24th April 2019, 04:03

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 27309

Re: Experimental branch: two state vampires

Finished a VpEn of Gozag. Pretty clean overall, though the autoswap thing wasn't working. Huge improvement over blood bottling. As others have said, swap while resting is kind of hacky. It would be nice to change this to no regen with monsters in los and either prohibit swapping at less than full hp...

Wednesday, 17th April 2019, 19:35

Forum: Game Design Discussion

Topic: Is this supposed to be fun?

Replies: 46

Views: 18491

Re: Is this supposed to be fun?

Interesting as a way to make people quit playing crawl

Monday, 15th April 2019, 22:33

Forum: Game Design Discussion

Topic: Throwing Brand Removals thread

Replies: 74

Views: 24094

Re: Throwing Brand Removals thread

You can do this with more monsters than just giants/cyclops. It's a thankless way to handle something like Vashnia + 4 sharpshooters, but you CAN. I rather dislike ranged enemies camping stairs. It's too prone to stalemate scenarios/annoyance where you just go down repeatedly until they finally mis...

Friday, 12th April 2019, 04:44

Forum: Game Design Discussion

Topic: Cool, good, swamp rework

Replies: 19

Views: 6772

Cool, good, swamp rework

Sbranches are the worst-designed part of a 3 rune game and are almost always a slog to go through despite being the one portion of the game where branch availability is partially randomized. It'd be nice to fix that. While I support cutting one sbranch from the game entirely and shortening the remai...

Monday, 8th April 2019, 01:30

Forum: Crazy Yiuf's Corner

Topic: New Unrandart: Flail of Beogh's Chosen

Replies: 32

Views: 9784

Re: New Unrandart: Flail of Beogh's Chosen

make beogh worship available to all races by default

bottom text

Monday, 8th April 2019, 01:25

Forum: Game Design Discussion

Topic: Eleven Hauls too early?

Replies: 10

Views: 3258

Re: Eleven Hauls too early?

If you want to put branches in the technically optimal order, sbranches need to be below orc, slime needs to be in depths somewhere, elf needs to be in vaults or later, and orc needs to always show up after lair. You could also put conditional warnings on the branches; "really enter elf with no...

Friday, 5th April 2019, 01:54

Forum: Game Design Discussion

Topic: Rework buff spells into god abilities

Replies: 18

Views: 4874

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 emergen...

Saturday, 30th March 2019, 00:27

Forum: Game Design Discussion

Topic: Species Proposal: Proteans

Replies: 6

Views: 2564

Re: Species Proposal: Proteans

I don't think a species that wants to turn off autoexplore for food management reasons and carry 20 useless artifacts every game is going to go over very well. There are fundamental gameplay problems with the interaction between species size and equipment restrictions on a species where your equipme...

Friday, 29th March 2019, 21:47

Forum: Game Design Discussion

Topic: engorged

Replies: 13

Views: 4840

Re: engorged

goldify food and remove every food status

Saturday, 23rd March 2019, 00:46

Forum: Game Design Discussion

Topic: Confusion is just a tax on curing

Replies: 11

Views: 3492

Re: Confusion is just a tax on curing

Agree that confusion is a bad status, largely because curing exists. There really shouldn't be a status effect that you cure by drinking the most common potion in the game. The status effect itself also isn't super great but I'm not convinced that it's worse than, say, banishment. My biggest objecti...

Wednesday, 20th March 2019, 00:23

Forum: Dungeon Crawling Advice

Topic: Factors in 3rd rune choice

Replies: 30

Views: 9723

Re: Factors in 3rd rune choice

I do vaults:5 third probably 90% of the time. Imo it is not harder than slime for the vast majority of characters, and the rewards are better. I will sometimes do slime third if I have something like ignition or firestorm because it's faster, but it's easy to do either one if you can cast those. I a...

Saturday, 9th March 2019, 01:14

Forum: Crazy Yiuf's Corner

Topic: Level 9 spell expansion greatest idea

Replies: 10

Views: 3414

Re: Level 9 spell expansion greatest idea

sandstorm should summon darude

Saturday, 9th March 2019, 01:10

Forum: Game Design Discussion

Topic: Specie Proposal - Angel/Profane Servitor

Replies: 14

Views: 4420

Re: Specie Proposal - Angel/Profane Servitor

But the MAIN ideas about Angels are quite simple actually : 1 : Two forms (Profane Servitor vs Angel) determined by your choice of god, which can be changed during the game if conversion. 2 : Gods are chosen at the beginning, and can only be either good or Evil. 3 : Innate *Faith (it's one of the v...

Saturday, 2nd March 2019, 02:53

Forum: Dungeon Crawling Advice

Topic: Trog vs. Okawaru

Replies: 65

Views: 19886

Re: Trog vs. Okawaru

D:1-Lair In the broader context of the game, we can compare Trog and Oka along other lines as well. BiA allies are really strong, often better than finesse but also more expensive. Trog is more likely to give you a relevant gift than Oka. Berserker as a background exists whereas Okawaru on D:1 usual...

Saturday, 2nd March 2019, 02:48

Forum: Dungeon Crawling Advice

Topic: Trog vs. Okawaru

Replies: 65

Views: 19886

Re: Trog vs. Okawaru

Berserk increases your damage by a lot more than heroism does, which is especially important during the hardest part of the game.

Monday, 25th February 2019, 03:24

Forum: Game Design Discussion

Topic: Implement event chance smoothing on EV and SH

Replies: 35

Views: 8761

Re: Implement event chance smoothing on EV and SH

and here I was going to give an example about teleporting away from a dangerous monster that either missed or hit me, saving my game, and then running into it again hundreds of turns and several days later

Saturday, 19th January 2019, 05:08

Forum: Game Design Discussion

Topic: deflect missiles

Replies: 15

Views: 4542

Re: deflect missiles

This is almost a good model, but it doesn't fix armor swapping/50% failure rate casting. Need to explicitly tie some feature of the spell to the current spell failure rate, imo. Also, if the "penalty" is going to be an mp decrease, then the spell should fail to deflect when insufficient mp...

Tuesday, 8th January 2019, 17:00

Forum: Game Design Discussion

Topic: Make rings of fire/ice improve their respective brands

Replies: 6

Views: 2503

Re: Make rings of fire/ice improve their respective brands

Would be good to merge them with rF and rC rings instead.

Monday, 31st December 2018, 17:59

Forum: YASD! YAVP! and characters in progress too

Topic: YARSD: DEFE Mk3 :)

Replies: 12

Views: 3579

Re: YARSD: DEFE Mk3 :)

This character had the correct amount of stealth for a DEFE. Dodging and fighting were undertrained but that is not really the cause of this death.

Thursday, 27th December 2018, 01:10

Forum: Game Design Discussion

Topic: Abomination player species

Replies: 7

Views: 2908

Re: Abomination player species

Sounds like a species where you micromanage nutrition for the entire game, just like vampire, but even worse because you have to carry backup equipment for different sizes. Re: evolution, the problem lies with crawl's mutation system. Mutations that barely do anything (like Str-2, AC+1, Horns 1) dom...

Tuesday, 18th December 2018, 23:41

Forum: Game Design Discussion

Topic: Gorgons: A New Enemy for the Snake Pit?

Replies: 23

Views: 6289

Re: Gorgons: A New Enemy for the Snake Pit?

Give naga mages petrify instead of teleport other, increase their hd by 2, rename them "gorgon". Bonus points: give nagarajas petrify instead of teleport other as well.

Sunday, 2nd December 2018, 03:48

Forum: Game Design Discussion

Topic: Merge Long and Short Blades

Replies: 12

Views: 3763

Re: Merge Long and Short Blades

have you considered writing a guide for crawlwiki

Sunday, 2nd December 2018, 00:29

Forum: Game Design Discussion

Topic: Merge Long and Short Blades

Replies: 12

Views: 3763

Re: Merge Long and Short Blades

Building characters around riposte is absolutely a newbie trap because the returns on riposte damage for increasing EV are very small (in most circumstances). The fact that people are still bringing up "riposte-oriented" characters as if that's a real thing that exists in DCSS is proof tha...

Friday, 30th November 2018, 23:50

Forum: Game Design Discussion

Topic: Necromutation, Curing & Confusion

Replies: 35

Views: 10102

Re: Necromutation, Curing & Confusion

Imo lichform should just be able to quaff.

Tuesday, 27th November 2018, 21:59

Forum: Dungeon Crawling Advice

Topic: What spells to learn? (MfTm of Chei)

Replies: 9

Views: 3171

Re: What spells to learn? (MfTm of Chei)

Apportation, butterflies, passwall, beckoning, maybe confuse. This character should train fighting and then dodging for a long time and probably not train spellcasting again for the rest of the game.

Sunday, 25th November 2018, 20:54

Forum: Game Design Discussion

Topic: Change manuals for gnolls

Replies: 34

Views: 10823

Re: Change manuals for gnolls

Third option is independently good for all species so I favor combining that with the first option.

Thursday, 15th November 2018, 23:05

Forum: Dungeon Crawling Advice

Topic: DMsl Vs EV

Replies: 11

Views: 3836

Re: DMsl Vs EV

Should also mention that you can get away with very high failure rates, like 50%, on dmsl since you usually cast it out of combat. You can also swap on wiz and int gear or change out of body armor before casting. Lots of characters want to think about getting it bc it's so cheap when abused this way.

Wednesday, 7th November 2018, 23:43

Forum: Game Design Discussion

Topic: Remove Translocations

Replies: 58

Views: 16154

Re: Remove Translocations

Hard to think of a spell school concept worse than direct damage school number 7. I assume you don't count Necromancy (3 damage spells) and Hexes (2 damage spells) as direct damage schools. Necromancy has it all: damage, buffs, utility and summoning. Hexes have utility, good summoning (mana vipers,...

Wednesday, 7th November 2018, 00:00

Forum: Game Design Discussion

Topic: Remove Translocations

Replies: 58

Views: 16154

Re: Remove Translocations

Hard to think of a spell school concept worse than direct damage school number 7.

Friday, 2nd November 2018, 01:48

Forum: Game Design Discussion

Topic: Suggestion: Make ID scrolls much rarer

Replies: 29

Views: 8320

Re: Suggestion: Make ID scrolls much rarer

FWIW the spoiler problems of consumable generation are not impossible to overcome. You could do the following: ⋅ Automatically identify any vault-placed item that isn't fully randomized within its category. It'll look a little weird but some vaults already identify certain item types. &sdo...

Tuesday, 30th October 2018, 23:34

Forum: Game Design Discussion

Topic: Suggestion: Make ID scrolls much rarer

Replies: 29

Views: 8320

Re: Suggestion: Make ID scrolls much rarer

This would also increase the relevance of potion/scroll weight and vault knowledge spoilers (and the associated inventory bookkeeping), which are not good. I strongly object to any change that would force me to care more about these things. If you're willing to come up with a workaround for potion a...

Friday, 19th October 2018, 23:05

Forum: Game Design Discussion

Topic: Give backrounds consumables on start

Replies: 39

Views: 12699

Re: Give backrounds consumables on start

Do this, then halve consumable generation and xp for the remainder of the game and you might start taking things in an interesting direction.

Monday, 15th October 2018, 15:50

Forum: Game Design Discussion

Topic: Don't drop items in lava/water

Replies: 12

Views: 4146

Re: Don't drop items in lava/water

If you kill a monster under Gozag and its gold pile would be destroyed, you actually get the gold directly. It never drops on the ground at all.

Fr: do this for all Gozag gold piles.

Saturday, 13th October 2018, 22:04

Forum: Crazy Yiuf's Corner

Topic: the worst thing ive done to crawl

Replies: 11

Views: 5077

Re: the worst thing ive done to crawl

Are we doing crawl confessions? I was in irc when some of the discussion for the zot teleport changes was going on and I voiced approval, anyway I'm sorry.

Saturday, 18th August 2018, 05:26

Forum: Game Design Discussion

Topic: Classify backgrounds into difficulty

Replies: 54

Views: 17793

Re: Classify backgrounds into difficulty

Mo is a bottom 3 background and clearly worse than Tm. It deals far less damage than Tm at level 1 and will continue to deal less damage than Tm for the remainder of the earlygame unless it gets very good weapon drops. Tm earlygame damage is high btw - you'd have a stronger case for calling it a har...

Thursday, 9th August 2018, 02:50

Forum: Crazy Yiuf's Corner

Topic: new fork: Dungeon Crawl Short Soup

Replies: 6

Views: 2748

Re: new fork: Dungeon Crawl Short Soup

Pack it up everybody, mainline crawl is done.

Wednesday, 8th August 2018, 05:27

Forum: Game Design Discussion

Topic: Vehumet needs something

Replies: 40

Views: 10535

Re: Vehumet needs something

Pretty misleading damage comparison since freeze never misses and does not check AC.

Wednesday, 8th August 2018, 04:24

Forum: Game Design Discussion

Topic: Vehumet needs something

Replies: 40

Views: 10535

Re: Vehumet needs something

!lg tenpercenters recent mage s=god /won urune=3 o=% [00:17] <Sequell> 421/3184 games for tenpercenters (recent mage): 15/37x Yredelemnul [40.54%], 4/12x Beogh [33.33%], 26/87x Ru [29.89%], 13/47x Nemelex Xobeh [27.66%], 37/134x Ashenzari [27.61%], 6/22x Wu Jian [27.27%], 5/19x Zin [26.32%], 38/156...

Monday, 6th August 2018, 00:15

Forum: Game Design Discussion

Topic: Can we tone down the number of two-headed ogres

Replies: 90

Views: 33086

Re: Can we tone down the number of two-headed ogres

Posting your winrate does not make deep trolls hard to separate, sorry.

Saturday, 4th August 2018, 02:00

Forum: Game Design Discussion

Topic: Can we tone down the number of two-headed ogres

Replies: 90

Views: 33086

Re: Can we tone down the number of two-headed ogres

Seems misleading to post raw monster kill statistics without accounting for the quantity of each type of monster generated. There are significantly more deep trolls than liches generated in depths in a typical game, for example.

Tuesday, 31st July 2018, 23:37

Forum: Crazy Yiuf's Corner

Topic: shield

Replies: 7

Views: 3377

shield

shield

Tuesday, 31st July 2018, 23:28

Forum: Game Design Discussion

Topic: Can we tone down the number of two-headed ogres

Replies: 90

Views: 33086

Re: Can we tone down the number of two-headed ogres

new monster: two-headed bee

Saturday, 28th July 2018, 22:15

Forum: Crazy Yiuf's Corner

Topic: Most Difficult Species?

Replies: 27

Views: 10163

Re: Most Difficult Species?

There is no need to compare Mu to an above median species like HO. You can just compare them to Hu (a below median species). Compared to human, mummy cannot drink potions, levels more slowly, is vulnerable to fire, and is worse at everything except fighting (tied), necromancy (tied) and spellcasting...

Thursday, 26th July 2018, 00:48

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 496385

Re: [proclick] new fork, hellcrawl

New update. ⋅ Several new mutations in the general mut pool. Too lazy to list them all here. ⋅ Several new Jiyva exclusive mutations. Ditto. ⋅ "Completion" of the major Jiyva overhaul: ⋅  In addition to the aforementioned new mutations, mutation gift...

Wednesday, 25th July 2018, 00:29

Forum: Crazy Yiuf's Corner

Topic: official updated character archetypes nomenclature

Replies: 9

Views: 4669

official updated character archetypes nomenclature

This is the official updated nomenclature for all crawl character archetypes effective 7/25/2018. Below you will find the old designation followed by the new designation that replaces it. Make sure to incorporate the new terminology into all future posts, lest your memes fall out of date. melee brut...

Saturday, 21st July 2018, 22:48

Forum: Crazy Yiuf's Corner

Topic: Top 5 monsters that should get removed

Replies: 12

Views: 5389

Top 5 monsters that should get removed

5. Insubstantial Wisp
4. Phantom
3. Merfolk Avatar
2. Red Devil
1. Hungry Ghost

Friday, 20th July 2018, 23:46

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 496385

Re: [proclick] new fork, hellcrawl

Looking into the monster gen thing, haven't found anything yet. Thanks for info on the timer etc, will try to tweak that again soonish perhaps (I also want to modify level gen and the sbranch end vaults in some way). Nemelex cards will be reclaimed on abandonment in the next version. I'm pushing a l...

Friday, 20th July 2018, 22:58

Forum: Game Design Discussion

Topic: Give Orbs of Fire Iron Shot

Replies: 3

Views: 1926

Re: Give Orbs of Fire Iron Shot

Counterproposal: buff killer klowns. "Resistance check" monsters are pretty dumb though, so I kinda get where op is coming from.

Thursday, 19th July 2018, 19:40

Forum: Game Design Discussion

Topic: Stack Five alternative

Replies: 35

Views: 8536

Re: Stack Five alternative

All this power level discussion is irrelevant imo. Nem is basically unplayable right now because of inventory hassle and this proposal takes a step toward eliminating that. There are plenty of other power knobs that can be tweaked later.
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