Search found 1691 matches

Friday, 25th October 2019, 22:29

Forum: Game Design Discussion

Topic: Ianu the Silent, God of Antimagic

Replies: 10

Views: 4185

Re: Ianu the Silent, God of Antimagic

You are right that it favours melee too much, and I see that I committed a big oversight, since I had not considered that antimagic weapons take away 2/3 of your MP pool. In joining Ianu, you should gain immunity to this effect, in a way similar to how Lugonu protects you from the negative effects o...

Friday, 25th October 2019, 15:11

Forum: Game Design Discussion

Topic: Ianu the Silent, God of Antimagic

Replies: 10

Views: 4185

Ianu the Silent, God of Antimagic

One of my recurring thoughts is that silence is like rage, a powerful effect that gives you a boost but can easily kill you. Another one is that silence is odd, because you need to be able to cast lvl 5 spells to use it, but it removes your spellcasting while it's active. So I thought, "rage is...

Friday, 25th October 2019, 10:20

Forum: Game Design Discussion

Topic: Simplify silence, and remove it as a player spell

Replies: 22

Views: 6564

Re: Simplify silence, and remove it as a player spell

OK, let's see if I have it right: Natural abilities: ignore antimagic, some are affected by silence, while others are not. Magical abilities: does not ignore antimagic, some are affected by silence, while others are not. Divine abilities: ignore antimagic, always affected by silence. Spells: are alw...

Friday, 25th October 2019, 00:23

Forum: Game Design Discussion

Topic: Simplify silence, and remove it as a player spell

Replies: 22

Views: 6564

Re: Simplify silence, and remove it as a player spell

* Monsters: prevents casting normal ("wizard") spells (unless the monster is a demon) * Monsters: doesn't prevent natural or innate ("magical") magical spell casting (although there are exceptions) I was taking a look at magical abilities. Why have some immune to silence, and ot...

Wednesday, 23rd October 2019, 10:02

Forum: Game Design Discussion

Topic: Simplify silence, and remove it as a player spell

Replies: 22

Views: 6564

Re: Simplify silence, and remove it as a player spell

I think it would be nice, if silence worked in a way that's easy to remember. To make an example, compare with opening doors: the question right now is "does it have hands?" Silence also should work according to a simple question. Otherwise, silence is like rage: very powerful in certain s...

Monday, 21st October 2019, 17:51

Forum: Game Design Discussion

Topic: New rune lock proposal

Replies: 9

Views: 3542

Re: New rune lock proposal

I assume that the Vaults would stay locked?

Monday, 21st October 2019, 11:47

Forum: Game Design Discussion

Topic: Items's Integration and remove

Replies: 3

Views: 1499

Re: Items's Integration and remove

From the old inventory thread: Merge might, agility and brilliance into a single potion that is good for all character types. Merge enchant armour and enchant weapon. Give permanent flight to ring of flight, remove potion of flight. Have randarts and other equippables also always have permanent flig...

Monday, 21st October 2019, 09:48

Forum: Game Design Discussion

Topic: Stash (bag of holding)

Replies: 24

Views: 6196

Re: Stash (bag of holding)

No, seriously, if your proposal were implemented, I'd probably just never download a version of Crawl that included it unless you also removed shaft traps and timed portals at a minimum, and even then if I gave it a try, I'd probably quickly delete it in disgust. It's bad enough to worry about whic...

Sunday, 20th October 2019, 21:06

Forum: Game Design Discussion

Topic: Stash (bag of holding)

Replies: 24

Views: 6196

Re: Stash (bag of holding)

If something of this sort were to be implemented, I would advise a more radical solution. You effectively have two inventories: the current inventory (limited at 52) and a "found items" menu (essentially the stash). Everything you find goes into the "found items" menu. Every ring...

Tuesday, 15th October 2019, 15:53

Forum: Game Design Discussion

Topic: Food suggestion

Replies: 31

Views: 7784

Re: Food suggestion

I can see how many stones I have, so yes, it shows quantities.

Tuesday, 15th October 2019, 00:21

Forum: Game Design Discussion

Topic: Food suggestion

Replies: 31

Views: 7784

Re: Food suggestion

Putting it atop the inventory has an advantage: in Tiles, you can see your inventory without opening it. So it would be visible without using %. It's why I think it would be useful if gold also figured in the inventory.

Monday, 14th October 2019, 17:22

Forum: Game Design Discussion

Topic: Collapse stones and bullets

Replies: 5

Views: 2096

Re: Collapse stones and bullets

A slingshot?

Monday, 14th October 2019, 01:13

Forum: Game Design Discussion

Topic: Eye of Ashenzari

Replies: 8

Views: 3076

Re: Eye of Ashenzari

I don't use money a lot when playing, so I don't really know how noticeable the effects would be, especially since you would not have a Gozag-like "buy shop" power. However, the idea of an item that more or less mimics the behaviour of Ashenzari made me think that it would be cool if, inst...

Sunday, 13th October 2019, 16:08

Forum: Contributions

Topic: Splash Screen Submission

Replies: 0

Views: 2300

Splash Screen Submission

Here's a splash screen I made for dcss: https://images.squarespace-cdn.com/content/55951801e4b09f741fea1620/1570962459902-QLR1K1Q5VDQO6Z4HNZ7X/dcss00.shtopit.600x656x24bpp.png?content-type=image%2Fpng Slightly smaller: https://images.squarespace-cdn.com/content/55951801e4b09f741fea1620/1570815359375...

Sunday, 13th October 2019, 01:39

Forum: Game Design Discussion

Topic: Neutral monsters bad

Replies: 19

Views: 6118

Re: Neutral monsters bad

Also, at least with Lugonu's, you literally cannot ignore them, because they block autotravel, another behaviour I find rather tiresome.

Friday, 11th October 2019, 17:43

Forum: Crazy Yiuf's Corner

Topic: Working at a Splash Screen

Replies: 6

Views: 3604

Re: Working at a Splash Screen

More or less definitive version:

Image

Saturday, 5th October 2019, 08:57

Forum: Game Design Discussion

Topic: Neutral monsters bad

Replies: 19

Views: 6118

Re: Neutral monsters bad

I don't like that the Lugonu monsters get in the way and you can't have them move.

Wednesday, 25th September 2019, 19:29

Forum: Crazy Yiuf's Corner

Topic: New Species: Argons

Replies: 13

Views: 4826

Re: New Species: Argons

This proposal shares a fair amount of overlap with my old "Elementals" concept, but I never actually worked on coding those, so by all means have at it if you want to make these. It was years ago so I'm not even sure if I can still find the proposal I made... I took a look after I read th...

Thursday, 19th September 2019, 17:58

Forum: Game Design Discussion

Topic: Formicids should not get swift

Replies: 62

Views: 20054

Re: Formicids should not get swift

That's not even factually sound, PoG portals are not placed precisely. The most sensible/consistent implementation of formicids is probably permanent -tele and nothing else. It's true that even the present implementation has internal inconsistencies, while permanent -tele would not. I think that th...

Friday, 13th September 2019, 08:50

Forum: Game Design Discussion

Topic: Formicids should not get swift

Replies: 62

Views: 20054

Re: Formicids should not get swift

This reminds me of Tribes, where you wore a jetpack and you could shoot an explosive disk at your feet to increase your take-off speed.

Thursday, 12th September 2019, 13:10

Forum: Crazy Yiuf's Corner

Topic: New Species: Argons

Replies: 13

Views: 4826

Re: New Species: Argons

OK, so, the objectives. One objective is that of creating a species that makes certain choices independently of equipment. The reason comes later. Second, the idea is that the species should play different from other species, without being ultra-limited in its choices. So, a species that is differen...

Wednesday, 11th September 2019, 01:01

Forum: Game Design Discussion

Topic: Formicids should not get swift

Replies: 62

Views: 20054

Re: Formicids should not get swift

There also was some discussion in the past about whether Fo should speed up when raging. I don't remember how it works right now.

Wednesday, 11th September 2019, 00:40

Forum: Crazy Yiuf's Corner

Topic: New Species: Argons

Replies: 13

Views: 4826

New Species: Argons

A species I thought out for fun. Argons are, unlike most other living beings, made of gas. Although they have been known neighbours of other species through history, some think they originated on a far away star. They get a +2 to EV, because they have no feet. They get a +2 to AC, because their vapo...

Thursday, 5th September 2019, 01:12

Forum: Crazy Yiuf's Corner

Topic: Stupid ideas -- Started for 0.19, and Still Running!

Replies: 233

Views: 1077984

Re: Stupid ideas -- Started for 0.19, and Still Running!

Add a new branch: "Desolation of Bath Salts", where everyone is confused and constantly hasted.

Saturday, 31st August 2019, 01:58

Forum: Game Design Discussion

Topic: Formicids should not get swift

Replies: 62

Views: 20054

Re: Formicids should not get swift

I think it would be useful, if DCSS statuses were divided into let's say three categories: - magical - divine - mundane And then immunity/inability to use depended on that. So, if stasis hits magical statuses, you would disable blink, teleport, swiftness, haste, slow, (paralysis?,) and other such ef...

Friday, 30th August 2019, 08:21

Forum: Crazy Yiuf's Corner

Topic: Revamp Scarves

Replies: 18

Views: 5255

Re: Revamp Scarves

Fusing cloud immunity and resistance together sounds like a good idea. Cloud immunity could even be turned into an ability, instead of being always active.

I would move invisibility to scarves. It's an immensely powerful ego, so nerfing the item a little by taking the AC away should be good.

Saturday, 24th August 2019, 01:04

Forum: Game Design Discussion

Topic: hat of illiteracy

Replies: 17

Views: 5386

Re: hat of illiteracy

Piginabag wrote:I would only wear this hat if, in exchange for illiteracy, you were able to fold your scrolls into tiny paper birds and bring them to life, not sure what you would do after that though.

If you sacrifice 5 scrolls, you get a Shrike!

Tuesday, 20th August 2019, 12:58

Forum: Crazy Yiuf's Corner

Topic: 0.24 Highlights?

Replies: 1

Views: 1659

0.24 Highlights?

Hi, I haven't been following the game changes much during the last month. What's being worked on, and what would the largest changes be?

Sunday, 18th August 2019, 18:19

Forum: Game Design Discussion

Topic: hat of illiteracy

Replies: 17

Views: 5386

Re: hat of illiteracy

I think it would be cool to have some unique items that forever change your character and offer a consistent power-up against a drawback. But maybe it would step on Ru's feet.

Sunday, 18th August 2019, 09:59

Forum: Game Design Discussion

Topic: Remove confusing touch

Replies: 76

Views: 23682

Re: Remove confusing touch

In general, I don't get debuffs in Crawl. I mean, I get them when they come from a non-renewable resource (wands) or cannot be spammed (piety), or when they are side-effects that make a certain spell stronger (ice on cold-blooded creatures). But why let players spam a spell like slow? Isn't it bette...

Sunday, 18th August 2019, 09:42

Forum: Crazy Yiuf's Corner

Topic: Stupid ideas -- Started for 0.19, and Still Running!

Replies: 233

Views: 1077984

Re: Stupid ideas -- Started for 0.19, and Still Running!

When cold-blooded creatures are hit with fire spells, they gain hasted status. It's only right!

Wednesday, 24th July 2019, 13:22

Forum: Crazy Yiuf's Corner

Topic: Wtf

Replies: 4

Views: 2322

Re: Wtf

It's cool headcanon, but it's far from the only option, and just the author's personal take. For example, the Orb could have been stolen by the denizens of the Dungeon, who are all part of a mob, or an army. The Orb is an item of multiplanar power, and the quest to recover it could be the only way t...

Monday, 15th July 2019, 15:16

Forum: Crazy Yiuf's Corner

Topic: No MP Regen with monsters in LOS

Replies: 30

Views: 8676

Re: No MP Regen with monsters in LOS

A felid will still be fast enough to leave and refill. So it would have to be a slowed felid etc. I really wasn't thinking in terms of acquired mutations from e.g. shining eye when I wrote the post. I was thinking about a stable mutation that you carry around for the whole game, from beginning (char...

Monday, 15th July 2019, 14:01

Forum: Crazy Yiuf's Corner

Topic: No MP Regen with monsters in LOS

Replies: 30

Views: 8676

Re: No MP Regen with monsters in LOS

You are suggesting to make spellcaster unable to attack completely. This is a bit too much in the vacuum, I think. This is DCSS, land of backup weapons, Evo, and potions. And in the OP I also wrote that MP pool could be enlarged to make up for the difference. I don't get the comparison to warrior. ...

Monday, 15th July 2019, 10:07

Forum: Crazy Yiuf's Corner

Topic: No MP Regen with monsters in LOS

Replies: 30

Views: 8676

Re: No MP Regen with monsters in LOS

There's already Slow Healing 1, which blocks hp regenerations when monsters are in LOS, which is one of the Ghoul mutations. I imagine a mutation which blocks mp regeneration could work similarly. I see I need to explain my point further. Blocked HP regeneration affects everyone, every character ca...

Monday, 15th July 2019, 00:07

Forum: Crazy Yiuf's Corner

Topic: No MP Regen with monsters in LOS

Replies: 30

Views: 8676

No MP Regen with monsters in LOS

Just something I thought about kiting. MP regeneration is an incentive to it. So what if there were no MP regeneration with enemies in sight? The MP pool could be made larger to compensate if it would weaken characters too much. It would be a nerf to Spirit Shield, but it would make Veh, Sif, and VS...

Saturday, 13th July 2019, 20:33

Forum: Game Design Discussion

Topic: Amulet of Infinite Regret

Replies: 12

Views: 4550

Re: Amulet of Infinite Regret

I suppose it could work like chequers suggested. Maybe as an unrandart - amulet of the Felid lich (felich?) or something. One extra life, Felid-style, but some severe drawback (permanent -30% maxHP when worn or whatever). But it'd still be an unrandart, and not even generate in most games. A remake...

Friday, 12th July 2019, 00:32

Forum: Game Design Discussion

Topic: Remove the id game (new reason)

Replies: 58

Views: 40727

Re: Remove the id game (new reason)

IIRC, it also removes claws.

Thursday, 11th July 2019, 00:00

Forum: Game Design Discussion

Topic: Remove the id game (new reason)

Replies: 58

Views: 40727

Re: Remove the id game (new reason)

I personally would like to see ID for equipment completely gone, and ID for consumables always present through the game. I am not sure of how it would work, however: making ID identify that precise potion, but not all potions of that kind, for example. The problem with this is backpack handling and,...

Saturday, 1st June 2019, 23:18

Forum: Game Design Discussion

Topic: Friendly berserk Duvessa

Replies: 2

Views: 1604

Re: Friendly berserk Duvessa

It seems somehow inappropriate to me that the enslaved Duvessa remains friendly, yet goes berserk, when she kills Dowan. Bug of feature? Duvessa, Sister of Dowan comes into view. She is wielding a +0 short sword. Dowan points at Duvessa and mumbles some strange words. Duvessa seems to speed up. Evo...

Wednesday, 29th May 2019, 19:21

Forum: Crazy Yiuf's Corner

Topic: The Megabat Joke

Replies: 2

Views: 1944

Re: The Megabat Joke

I thought the new system split them to yinbats and yangbats, yin being old megabats + walky microbats and yang the rest of the micros? That's true, I wasn't aware. But I like that this system also sounds like a vault... Also, some abandoned bat kids: https://upload.wikimedia.org/wikipedia/commons/0...

Friday, 24th May 2019, 16:25

Forum: Game Design Discussion

Topic: As a new player, dungeon feels too long

Replies: 42

Views: 15501

Re: As a new player, dungeon feels too long

The game in general is too long, at least from my POV. But Dungeon always struck me as fairly well made. I have more issues with Orc and Lair, and, more in general, the amount of time branches outside D, U and Z take. When I feel bored in dungeon, it normally is because of classes that require you t...

Thursday, 23rd May 2019, 10:05

Forum: Crazy Yiuf's Corner

Topic: The Megabat Joke

Replies: 2

Views: 1944

The Megabat Joke

Apparently, RL bats are divided into two kinds: megabats, which eat fruits and are larger, and microbats, which eat insects and use echolocation.

There are no RL gigabats, though.

Does that vault still exist?

Saturday, 4th May 2019, 12:59

Forum: Crazy Yiuf's Corner

Topic: If Each Monster Had Max 1 Spell

Replies: 15

Views: 4318

Re: If Each Monster Had Max 1 Spell

Even discounting all the issues with adding even more pack monsters...what's the point of reducing monster spell sets to one spell if you're just going to immediately try to re-create the original spell sets by using multiple monsters? You completely negate the simplicity gain by doing that. Those ...

Friday, 3rd May 2019, 21:49

Forum: Crazy Yiuf's Corner

Topic: If Each Monster Had Max 1 Spell

Replies: 15

Views: 4318

Re: If Each Monster Had Max 1 Spell

I think it'd work better as something for one branch. Maybe we could have mixed groups of specialized casters in Elf? This already exists in the vaults branch: Sentinel, Convoker, Warden, Preserver. And more consistently in Spider. But my idea has more to do with unbundling spellcasters and distrib...

Wednesday, 1st May 2019, 21:44

Forum: Crazy Yiuf's Corner

Topic: If Each Monster Had Max 1 Spell

Replies: 15

Views: 4318

Re: If Each Monster Had Max 1 Spell

About luring, I guess that there aren't that many ways to act on it: speed, pack AI, obsidian axe (=making it costly or impossible to leave monsters sight) are the only ones that come to mind. Pack AI probably would be the best, with stuff like keeping pack integrity and refusing to enter excessivel...

Wednesday, 1st May 2019, 10:19

Forum: Crazy Yiuf's Corner

Topic: If Each Monster Had Max 1 Spell

Replies: 15

Views: 4318

If Each Monster Had Max 1 Spell

This is something I thought while reading a GDD thread. What if each monster had only one spell, and would always use it, as long as conditions are met? For example, take an orc pack. Let's say that it has a wizard, a priest, and four orcs. Instead, we could have a pack made up of a necromancer orc ...

Wednesday, 1st May 2019, 10:00

Forum: Crazy Yiuf's Corner

Topic: official updated character archetypes nomenclature

Replies: 9

Views: 4581

Re: official updated character archetypes nomenclature

"dude puncher" and "distance fella" are both very default male. I'm afraid the political correctness cops have no choice but to execute you. Dude puncher doesn't bother me, because it's a gender neutral person who happens to punch dudes, and punching dudes is something everyone ...

Saturday, 13th April 2019, 23:06

Forum: Game Design Discussion

Topic: Throwing Brand Removals thread

Replies: 74

Views: 23455

Re: Throwing Brand Removals thread

I'd like it if the monsters had a maximum missiles that can be looted, but had infinite missiles to throw (auto-mulch over the loot limit).

Saturday, 13th April 2019, 23:03

Forum: Dungeon Crawling Advice

Topic: Some pointers to a new player

Replies: 8

Views: 3346

Re: Some pointers to a new player

About scrolls of enchantment, I generally enchant my helmet, gloves, cloak, and boots as soon as I can. When I find a good body armour I expect to keep until the end of the game, I enchant that one. Wands of fire are good with water. They raise clouds of steam, which damage enemies without rF, and b...
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