Search found 182 matches

Thursday, 30th May 2019, 20:10

Forum: Game Design Discussion

Topic: Throwing Brand Removals thread

Replies: 74

Views: 23472

Re: Throwing Brand Removals thread

I'm playing an Ogre thrower, and I really appreciate the changes you made. Some comments: Throwing is really strong. I cleared the dungeon up to D:15 without going into any branches with little trouble. Boomerangs are really convenient. Boomerangs of dispersal are a nice feature in the game. (They ...

Thursday, 30th May 2019, 14:33

Forum: Dungeon Crawling Advice

Topic: sudden death challenge week 4 - FoEn

Replies: 25

Views: 7986

Re: sudden death challenge week 4 - how to block deadly slim

The acid blob will shoot through other slimes Have you double checked this? In a recent game I used portal projectile + lightning spire, and as I recall, when fighting acid blobs, the acid projectile would hit the spire and stop there without hitting me. So I'm pretty sure the acid shot is a simple...

Thursday, 30th May 2019, 14:20

Forum: Game Design Discussion

Topic: As a new player, dungeon feels too long

Replies: 42

Views: 15616

Re: As a new player, dungeon feels too long

Dying early game due to lack of luck isn't that rare. This is meaningless because technically almost every death can be attributed to bad luck OR bad play depending on your point of view, since death is generally a combination of bad luck and bad play. When a player does something suboptimal, such ...

Wednesday, 29th May 2019, 16:56

Forum: Dungeon Crawling Advice

Topic: Short Newperson Questions

Replies: 196

Views: 68698

Re: Short Newperson Questions

Is there some consensus as to how easy berserker is or is it just luck and general lack of skill on my part? There is consensus. The developers intend species and backgrounds to have varied "power levels" and for berserker to be one of the most powerful. And so it is, for skilled and unsk...

Tuesday, 21st May 2019, 16:59

Forum: Game Design Discussion

Topic: As a new player, dungeon feels too long

Replies: 42

Views: 15616

Re: As a new player, dungeon feels too long

mopl wrote:I'm surprised that no one mentioned that Dungeon used to have 27 levels ! Things are now better with Depths:1-5 replacing Dungeon:16-27

No one mentioned it because it is completely irrelevant. The OP is mainly discouraged by amount of total time (adding all attempts together) it took to reach lair.

Tuesday, 21st May 2019, 12:47

Forum: Game Design Discussion

Topic: As a new player, dungeon feels too long

Replies: 42

Views: 15616

Re: As a new player, dungeon feels too long

zardecil wrote:Repeatedly going from d:1 to d:7 within the course of 50 or so games was really, really, really boring.

Do you like any roguelikes? I ask because, while I haven't played any roguelikes besides crawl, I'm under the impression that high difficulty + permadeath is a staple of the genre.

Friday, 17th May 2019, 15:09

Forum: Dungeon Crawling Advice

Topic: How useful are dragon form, statue form on a NaTm of Chei?

Replies: 10

Views: 3759

Re: How useful are dragon form, statue form on a NaTm of Che

My preferred generic method to kill TRJ is: Kill every enemy on the floor except TRJ. Then get into the center, find a tile with only 3 adjacent non-wall tiles, where 1 of those tiles can only attack yours. Get TRJ's attention when it's on the side of that 1 tile. Make some summons (in your case sti...

Friday, 17th May 2019, 14:51

Forum: Game Design Discussion

Topic: Make resistance pips consistent and uncapped

Replies: 25

Views: 7228

Re: Make resistance pips consistent and uncapped

This proposal is not about changing the role of resistances in the game (mandatory/impactful vs not - that has to be tweaked separately from changing the presentation), this is about presenting resistances to the user in a more intuitive way. Every comment after Sorcerous's comment is offtopic, in f...

Thursday, 16th May 2019, 18:50

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 3103309

Re: Best/Worst Artifacts

26263 | D:11 | Identified the +10 glaive of Harmony {vamp, rF- Str+3 | Int+5} (Trog gifted it to you on level 1 of the Orcish | Mines) Wow! I'll probably use it for the rest of the game ! 62123 | Depths:4 | Identified the +10 bardiche of Law {vamp, *Drain rElec | Str+10} (Trog gifted it to you on l...

Thursday, 16th May 2019, 16:32

Forum: Dungeon Crawling Advice

Topic: Short Newperson Questions

Replies: 196

Views: 68698

Re: Short Newperson Questions

I agree with that too (subjectively, I consider it a small and complicated enough optimization to not be worth mentioning). More specifically, my point was to advise against waiting for a weapon find before training weapon skill, on a weapon-based background.

Thursday, 16th May 2019, 15:54

Forum: Dungeon Crawling Advice

Topic: Short Newperson Questions

Replies: 196

Views: 68698

Re: Short Newperson Questions

I agree that fighting is a powerful skill but it should be leveled approximately 1:1 with weapon skill, because the skills are close in usefulness, which means that whichever one is cheaper is more cost-effective, roughly. My point was to advise against ignoring weapon skill.

Thursday, 16th May 2019, 13:16

Forum: Dungeon Crawling Advice

Topic: Short Newperson Questions

Replies: 196

Views: 68698

Re: Short Newperson Questions

Thank you very much!How do you know that x is better than y with q amounts of skill trained? There is no training dummy and no damage output listed on the char screen. How can you tell when it is worth it? It's kind of inconvenient, but the best way is: create a new character, go into wizard mode (...

Wednesday, 15th May 2019, 20:44

Forum: Dungeon Crawling Advice

Topic: Short Newperson Questions

Replies: 196

Views: 68698

Re: Short Newperson Questions

You don't know what weapons you will find, so you should generally pick the most powerful starting weapon without regard to item finds. For example, if you are playing Minotaur Fighter or Gargoyle Fighter, the war axe is the best choice because of its high base damage; if you are playing Merfolk Fig...

Friday, 10th May 2019, 21:50

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: Third rune for a CEHU of Dith?

Replies: 8

Views: 2618

Re: CIP: Third rune for a CEHU of Dith?

By the way you should wear the +2 cloak instead of the +0 cloak.

Friday, 10th May 2019, 16:52

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: Third rune for a CEHU of Dith?

Replies: 8

Views: 2618

Re: CIP: Third rune for a CEHU of Dith?

I can see why you're concerned; it won't be easy. You have pretty much no crowd control and no way to snipe wardens for the vaults end. And even if you had rCorr, you don't seem to have any way to snipe the royal jelly for the slime end (if you fight TRJ in a corridor, generally one of his slime arm...

Friday, 10th May 2019, 16:31

Forum: YASD! YAVP! and characters in progress too

Topic: CIP:NaTm

Replies: 7

Views: 2278

Re: CIP:NaTm

How sure are you that you want to go Chei? Chei is a pretty weak god, and Naga is a very weak species. If you're trying to win a naga transmuter, you'll have better odds with Oka, Hep, Gozag, Nemelex, or really most gods, than with Chei. If you're just trying to win a transmuter, you'll have much be...

Friday, 10th May 2019, 16:13

Forum: YASD! YAVP! and characters in progress too

Topic: My first YASD

Replies: 7

Views: 2406

Re: My first YASD

The lair is considered the easiest part of the game, and I recommend fully clearing it as soon as you see it (unless Rupert or some other very scary enemy appears in the lair, in which case it may make sense to skip that floor of the lair). As you found out, the swamp is a lot harder than the lair a...

Tuesday, 7th May 2019, 20:32

Forum: Coding

Topic: Animations between game steps

Replies: 1

Views: 2944

Re: Animations between game steps

Some actions are animated, such as shooting projectiles. Other actions are not animated, such as melee attacks and hexes. We don't have any option to animate the latter. However, in the information display in the top right, we have a "Time" field that shows the time your last action took.

Tuesday, 7th May 2019, 14:38

Forum: Dungeon Crawling Advice

Topic: How can I see how much damage I do?

Replies: 10

Views: 3337

Re: How can I see how much damage I do?

sanka mentioned some very useful resources. Additionally, in game, you can press i for inventory and then press the letter corresponding to a weapon to see its base damage, delay, and accuracy (although accuracy is inconsequential compared to the other two factors). Another handy resource is...us! Y...

Monday, 6th May 2019, 21:26

Forum: Dungeon Crawling Advice

Topic: SpAs of Wu Jian?

Replies: 11

Views: 4265

Re: SpAs of Wu Jian?

If the extra stab damage is increased then you theoretically kill just about anything with that. If you get to stab something with a dagger, generally the damage is enough to kill it, no bonuses needed anyway. But monsters wake up pretty often; there is no way you can rely on natural sleep stabs. I...

Monday, 6th May 2019, 13:20

Forum: Dungeon Crawling Advice

Topic: Blaster caster questions

Replies: 13

Views: 4800

Re: Blaster caster questions

Reading about spell hunger it seems reduction of it is directly proportional to Int so maybe it would have been better putting points into Int this early instead of Str for future dragon armours (fire or cold). Is fire/ice dragon to heavy an armour target for a blaster caster, more suitable to hybr...

Thursday, 2nd May 2019, 22:26

Forum: Dungeon Crawling Advice

Topic: Blaster caster questions

Replies: 13

Views: 4800

Re: Blaster caster questions

Do you butcher every corpse all the time, or only butcher when you're hungry? If you butcher every corpse all the time, this gives you the advantage of having the chunks in your inventory when you get hungry later. Looking at your game notes, the real source of your food problems may be your skillin...

Thursday, 2nd May 2019, 21:30

Forum: Game Design Discussion

Topic: Make resistance pips consistent and uncapped

Replies: 25

Views: 7228

Make resistance pips consistent and uncapped

The current situation is that the total resistance values for rF and rC +/++/+++ are 50%/67%/80%. Each pip provides a different amount of resistance than the pip before it; if it was multiplicatively consistent (halving damage at each step), it would be 50%/75%/88%, and if it was additively consiste...

Thursday, 2nd May 2019, 20:40

Forum: Game Design Discussion

Topic: Shafts without disadvantages

Replies: 12

Views: 3993

Re: Shafts without disadvantages

I see. If teleport-to-monsters is considered too dangerous, this could very well use random teleport instead. Could also be limited to non-branch-entrance stairs.

Thursday, 2nd May 2019, 20:26

Forum: Game Design Discussion

Topic: Shafts without disadvantages

Replies: 12

Views: 3993

Re: Shafts without disadvantages

I expect complaints would be more common if that sequence itself were more common. It can straight up kill frail species in some branches, rarely. Since there's only one up stair on branch entrance you're often just straight up forced to fight. Would introduce some imbalance between build types and...

Thursday, 2nd May 2019, 16:25

Forum: Crazy Yiuf's Corner

Topic: If Each Monster Had Max 1 Spell

Replies: 15

Views: 4319

Re: If Each Monster Had Max 1 Spell

MisterPersonMan wrote: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.

Wednesday, 1st May 2019, 20:12

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 49103

Re: Shafts - Too common now?

FR: Replace all stairs with escape hatches (3 up and 3 down on each normal level). Now, separation from stairs occurs on every descent, but the difficulty is mild since you only drop one floor. Also it's less frustrating then shafts, because it happens upon player action rather than a random event. ...

Wednesday, 1st May 2019, 19:58

Forum: Technical Support

Topic: manual?

Replies: 3

Views: 3636

Re: manual?

Where did you find a broken link? The manual is here: https://github.com/crawl/crawl/blob/mas ... manual.rst

Monday, 29th April 2019, 20:10

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: MuWz^Vehm, a surprisingly strong character

Replies: 11

Views: 3552

Re: CIP: MuWz^Vehm

I would use a teleport scroll. The level is mostly cleared, and you have tons of them.

Friday, 26th April 2019, 21:47

Forum: Dungeon Crawling Advice

Topic: #Lightning Bolt

Replies: 34

Views: 9287

Re: #Lightning Bolt

Yes, I could have; used a scroll of fog, right clicked on him to learn what it had, or drank a potion of resistance, just in case. But I didn't because I was five hours in to the game (not in one session) and felt, just for a brief moment, I didn't have to neurotically check everything. In my opini...

Tuesday, 23rd April 2019, 12:30

Forum: Crazy Yiuf's Corner

Topic: What if Zot didn't have a rune lock?

Replies: 13

Views: 4451

Re: What if Zot didn't have a rune lock?

Sorry, it is not. (I haven't approached anyone regarding hosting, nor has anyone approached me.)

However, I did add compiled zips to the repository, so players don't have to compile it.

Monday, 22nd April 2019, 13:41

Forum: Crazy Yiuf's Corner

Topic: What if Zot didn't have a rune lock?

Replies: 13

Views: 4451

Re: What if Zot didn't have a rune lock?

sanka wrote:Dungeon -> Depths -> Zot sounds like a really fun game.

For your information, there is a fork that does exactly that.

Wednesday, 17th April 2019, 14:54

Forum: Dungeon Crawling Advice

Topic: Dumb AM ranger question 2

Replies: 6

Views: 2239

Re: Dumb AM ranger question 2

In your simplified model, electrocution is actually even better than that. 7 + 1d13 damage on proc averages out to 14 damage per proc, and with a 1/3 proc rate, that's 4.67 average added damage per hit. Each additional point of slaying/enchantment only adds 0.5 damage per hit on average. So, damage-...

Friday, 12th April 2019, 16:23

Forum: Game Design Discussion

Topic: Cool, good, swamp rework

Replies: 19

Views: 6518

Re: Cool, good, swamp rework

* flying negates it * it debuffs non-aquatic monsters (unless they're above some size I forget or probably some other edge case) so if you're fighting a vulnerable monster, flying is very strong * for some reason hydras (and... only hydras?) move very fast in it Flying negating it isn't really a pr...

Wednesday, 10th April 2019, 17:58

Forum: Dungeon Crawling Advice

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

Replies: 25

Views: 7938

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

I believe Dex is highly valued on transmuters, since you aren't wearing armour (so Str is less valuable), but you don't care about spell power much (so Int is less valuable.) Str is almost certainly better than Dex in this case because of the damage bonus. For example, say you have 13 UC and blade ...

Monday, 8th April 2019, 18:59

Forum: Dungeon Crawling Advice

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

Replies: 25

Views: 7938

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

To answer the OP, I think the rule of thumb is: if you kill things with attacks, pick strength. If you kill things with spells, pick intelligence. Hypothetically if you don't kill things with attacks or with spells, pick dexterity; but like Siegurt said, it's hard to imagine a good build like that. ...

Monday, 8th April 2019, 18:56

Forum: Dungeon Crawling Advice

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

Replies: 25

Views: 7938

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

@stormdragon: ranged damage is basically the same as melee damage, but yeah they mean "weapon damage". It's all one weapon system now (they used to have separate mechanics back in .14 or so). I'm pretty strength increases unarmed as well, not just weapon damage. That's why I say it improv...

Monday, 8th April 2019, 18:40

Forum: Dungeon Crawling Advice

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

Replies: 25

Views: 7938

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

Siegurt wrote:Strength adds to melee damage

I thought it increased attack damage in general (including ranged attacks), not just melee. Am I mistaken?

Friday, 5th April 2019, 02:50

Forum: Game Design Discussion

Topic: Rework buff spells into god abilities

Replies: 18

Views: 4807

Re: Rework buff spells into god abilities

You should include form spells in the "buffs that hurt you" category (except for Beastly Appendage, which should die). This proposal will be a much easier sell if it doesn't involve introducing an entire new god. Form spells have a downside that comes with the benefit, but you can opt out...

Thursday, 4th April 2019, 23:24

Forum: Game Design Discussion

Topic: Rework buff spells into god abilities

Replies: 18

Views: 4807

Re: Rework buff spells into god abilities

To add a little perspective, imagine the opposite idea. Say we wanted to make Heroism, Trog's Hand, and Shadow Mimic into spells. This would be pretty bad, since if you had those spells you would spam them all the time; what makes them interesting to play with is the strategic limitation. To add a l...

Thursday, 4th April 2019, 22:25

Forum: Game Design Discussion

Topic: Rework buff spells into god abilities

Replies: 18

Views: 4807

Re: Rework buff spells into god abilities

Sorcerous wrote:What exactly is this change supposed to achieve?

Put a strategic limitation on buff spells that are powerful, but annoying to use all the time.

Thursday, 4th April 2019, 21:02

Forum: Game Design Discussion

Topic: Rework buff spells into god abilities

Replies: 18

Views: 4807

Rework buff spells into god abilities

Right now buff spells are a big problem, because either they're good enough to cast every fight (or even recast to have on eternally), or they're not good enough to be worth learning at all. There doesn't seem to be a middle ground for buff spells. Buffs that hurt you (Silence, Death's Door, etc) ar...

Thursday, 4th April 2019, 20:52

Forum: Game Design Discussion

Topic: silver/steel missiles

Replies: 13

Views: 3947

Re: silver/steel missiles

Silver and steel crossbow bolts were removed some time ago, as were all non-throwable branded ammunition types. However, for some reason, we still have brands on throwable ammunition (not just silver and steel but also poison, returning, explosion, dispersal, and I think penetration). I think what's...

Thursday, 4th April 2019, 13:38

Forum: Dungeon Crawling Advice

Topic: FeMo of Dith: book shop

Replies: 11

Views: 3966

Re: FeMo of Dith: book shop

Meh. Killed by Rupert and no lives left. Got sloppy. Don't play DCSS before your morning coffee. On the spell library inventory page (shift-I), spells are marked with either plus or minus signs. What do these mean? There is in-game help for spell memorization, but not for spell inventory. Thanks! F...

Wednesday, 3rd April 2019, 19:27

Forum: Dungeon Crawling Advice

Topic: FeMo of Dith: book shop

Replies: 11

Views: 3966

Re: FeMo of Dith: book shop

Looks like you don't have any amulet at the moment. I would probably buy the amulet of rage, but the amulet of the acrobat is also a good option. It depends on your feelings about berserk. None of the rings in that shop are very impressive and your current rings are already decent. No... Current S2S...

Wednesday, 3rd April 2019, 15:10

Forum: Dungeon Crawling Advice

Topic: FeMo of Dith: book shop

Replies: 11

Views: 3966

Re: FeMo of Dith: book shop

Memorizing Beastly Appendage would be an immediate improvement, it's castable right now and improves your melee damage. I would also immediately pick up Sticks to Snakes, as it is an incredibly powerful summon for only a level 2 spell (assuming you don't mind using summons). I'd then immediately tra...

Tuesday, 2nd April 2019, 17:20

Forum: Game Design Discussion

Topic: confusing touch overpowered?

Replies: 3

Views: 1786

Re: confusing touch overpowered?

For short blades, it's extremely powerful. For other weapons, there is a realistic danger of spending more time on damage-less swings than the enemy will spend being confused. The odds of this depend on your attack speed and accuracy, and the enemy's HD and EV.

Monday, 1st April 2019, 12:51

Forum: Dungeon Crawling Advice

Topic: General(ish) Advice

Replies: 7

Views: 3123

Re: General(ish) Advice

Rokirem wrote:Oh also I got Beserktits lvl 1 :lol: :lol: :lol: :lol: :lol: :lol: :lol:

You should cure that with a potion of mutation.

Wednesday, 27th March 2019, 15:37

Forum: Dungeon Crawling Advice

Topic: Advice for melee extended

Replies: 11

Views: 4377

Re: Advice for melee extended

Other spells to mention: Lesser Beckoning and Spectral Weapon are very strong in conjunction with a powerful melee weapon. Song of Slaying could be useful in some situations.

Tuesday, 26th March 2019, 14:28

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP: DEEE of Vehumet, 11 Runes

Replies: 1

Views: 1130

Re: YAVP: DEEE of Vehumet, 11 Runes

Resting on upstairs is a very good idea in Hell (and certainly not a bad idea anywhere), and additionally having a way to speed up your resting (such as the regeneration spell) helps a lot in Hell and Abyss.
PreviousNext

Return to advanced search

cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.