Search found 553 matches

Friday, 6th April 2012, 00:07

Forum: Dungeon Crawling Advice

Topic: Dual Elementalists

Replies: 8

Views: 2130

Re: Dual Elementalists

I have had ice focused characters that use a few fire spells, and vice versa. There is even a synergy between conjure flame and freezing cloud. However, it's usually a bad idea to train both skills. Aside from the XP penalties, the spells are designed so there's a lot of overlap. Air/Earth are diffe...

Tuesday, 3rd April 2012, 11:29

Forum: Game Design Discussion

Topic: Spider branch

Replies: 107

Views: 26777

Re: Spider branch

There were not as many spiders around in general as I feared there might be - could be more? Thanks for the feedback. I've experimented a fair amount with the numbers, and am fairly happy with how they are right now (I did increase it a while ago). The number of enemies you get is of course highly ...

Sunday, 1st April 2012, 05:53

Forum: Game Design Discussion

Topic: CHANGE THE TEXT IN TRUNK BACK TO WHAT IT WAS BEFORE!!!! NOW!

Replies: 19

Views: 4598

Re: CHANGE THE TEXT IN TRUNK BACK TO WHAT IT WAS BEFORE!!!!

thank you for making this thread title in capital letters, this lets us know that the issue is important unfortunately it is a weekend and we cannot process your request. sorry. you might want to try calling our help line during work hours so we can try to sort this out (but dont call during lunch t...

Friday, 30th March 2012, 08:26

Forum: Contributions

Topic: Vault glyph *

Replies: 3

Views: 1984

Re: Vault glyph *

mumra gives good advice. The behaviour described in the OP sounds strange to me. Post the whole vault and someone can figure out what the problem is if it's an obvious one.

Thursday, 29th March 2012, 23:24

Forum: Game Design Discussion

Topic: Dungeon Layout

Replies: 51

Views: 14536

Re: Dungeon Layout

Stormfox wrote:I'm just imagining how much steam would be generated by starting a forest fire on such a map.

Forest fires only affect a small region. You can't burn down an entire map with just one. (but in any case - the answer is a hell of a lot of steam)

Thursday, 29th March 2012, 10:01

Forum: Game Design Discussion

Topic: Dungeon Layout

Replies: 51

Views: 14536

Re: Dungeon Layout

Let me mention just once more that instead of reducing a branch to one level, or two, we could keep five (say) levels but have them all pretty smaller, e.g. 1/4 of the current size. Good idea. Swamp is definitely a good candidate for that. 1/4 might be a lot though. Also just reducing the size isn'...

Wednesday, 28th March 2012, 22:37

Forum: Game Design Discussion

Topic: What's the point of halflings?

Replies: 15

Views: 4258

Re: What's the point of halflings?

Halflings and kobolds are pretty similar yeah. The main difference I see is that halflings are more fun. I think this is because I don't like low HP races, and the slow metabolism makes food a less annoying issue (kobolds also have an easy time with food, but you have to eat more often than halfling...

Wednesday, 28th March 2012, 09:35

Forum: Game Design Discussion

Topic: Dungeon Layout

Replies: 51

Views: 14536

Re: Dungeon Layout

Going a bit back to the original topic: My opinion is that if you want to make the midgame harder, you should cut from the midgame and leave the parts before it relatively intact. If there's less safe XP/loot to be gained in the midgame, people might do lair branches earlier for XP and loot. And saf...

Tuesday, 27th March 2012, 00:33

Forum: Game Design Discussion

Topic: Non-Demonic Summoning Path

Replies: 18

Views: 4065

Re: Non-Demonic Summoning Path

Is Vehumet going to receive some other buff then? I think he'd fall to the wayside even more if he lost the ability to support summoners. I recall reading a proposal to change Vehumet in such a way that he gifted individual spells, I think that's a great idea and enhances him thematically, but I'd ...

Monday, 26th March 2012, 21:59

Forum: Crazy Yiuf's Corner

Topic: A Game of Thrones

Replies: 37

Views: 8890

Re: A Game of Thrones

... Generally when I do enjoy science fiction ..., it tends to have a more philosophical ... angle to it. I'm not really into "straight" scifi ... stuff, although I read it sometimes. Sounds like you could have fun reading Stanislaw Lem. Yeah, although I wish I could find decent translati...

Monday, 26th March 2012, 21:55

Forum: Game Design Discussion

Topic: Spider branch

Replies: 107

Views: 26777

Re: Spider branch

Spider branch makes me think of somebody getting dragged off into the darkness by a gigantic spider, clawing at the ground as littler spiders swarm all over them. But there isn't really a "drag kicking and screaming" mechanic in the game. Also, this might just be me and my spectacularly d...

Monday, 26th March 2012, 07:46

Forum: Crazy Yiuf's Corner

Topic: A Game of Thrones

Replies: 37

Views: 8890

Re: A Game of Thrones

If you want some non-cliche fantasy, try David Lindsay's A Voyage to Arcturus . There's no book like it. William Hope Hodgson's The Night Land is written in a very clumsy way but has some wild ideas. It was a major influence on Lovecraft. Again, utterly uncliched. Thank you for the recommendation. ...

Monday, 26th March 2012, 01:05

Forum: Game Design Discussion

Topic: Spider branch

Replies: 107

Views: 26777

Re: Spider branch

It works with any monster that has the "web sense" flag.

Sunday, 25th March 2012, 23:50

Forum: Game Design Discussion

Topic: Spider branch

Replies: 107

Views: 26777

Re: Spider branch

mumra wrote: - Strategic placement of web traps which of course trigger nearby spiders to rush in

This already happens, in fact. Nearby spiders can sense when you're caught in a web.

Sunday, 25th March 2012, 23:36

Forum: Game Design Discussion

Topic: Spider branch

Replies: 107

Views: 26777

Re: Spider branch

Just thought I'd post an update here: Yesterday I pushed an experimental change which increases the number of dangerous spiders (ie not vanilla spiders). HP is lowered a bit but overall things are harder. Numbers are up by about 25%. "Experimental" is the key here - the numbers were tested...

Sunday, 25th March 2012, 22:03

Forum: Game Design Discussion

Topic: Spider branch

Replies: 107

Views: 26777

Re: Feedback on Trunk deployment (.11)

One thing that there could be more of is minivaults - there are currently a lot of "normal" vaults (ones with ORIENT line) but not a lot of minivaults. Last fall I put up a bunch of little vaults, including 3 spider minis. They've been left to wither it seems like and I could revisit them...

Sunday, 25th March 2012, 00:07

Forum: Game Design Discussion

Topic: Spider branch

Replies: 107

Views: 26777

Re: Spider branch

Maybe a bit small for a branch ending. Keeping the difficulty high is good too, since this is guarding a rune. Compare other lair branch endings when it comes to difficulty (and don't be afraid to make it harder than the currently existing Spider ending, if you feel like it). I'd suggest using ston...

Saturday, 24th March 2012, 23:48

Forum: Crazy Yiuf's Corner

Topic: A Game of Thrones

Replies: 37

Views: 8890

Re: A Game of Thrones

I don't have a TV and never have had one, but if I had I would be watching this series. I hope I'm not missing out on too much by just reading the books? In my opinion the tv series is a lot better than the books. This is not something I say often. Usually adaptations leave something out, but I thi...

Saturday, 24th March 2012, 23:27

Forum: Game Design Discussion

Topic: Spider branch

Replies: 107

Views: 26777

Re: Spider branch

Does it even need more rune vaults? Snake had just one vault for a very long time. It's not super high priority but I'd like to have at least two. One is enough for the time being though (especially when the overall threat for the branch end is still being worked on). how's dis NAME: nicolae_spider...

Saturday, 24th March 2012, 22:31

Forum: Game Design Discussion

Topic: Spider branch

Replies: 107

Views: 26777

Re: Spider branch

minmay wrote:Does it even need more rune vaults? Snake had just one vault for a very long time.

It's not super high priority but I'd like to have at least two. One is enough for the time being though (especially when the overall threat for the branch end is still being worked on).

Saturday, 24th March 2012, 20:56

Forum: Game Design Discussion

Topic: Spider branch

Replies: 107

Views: 26777

Re: Spider branch

stuff Could you tell me which server you were playing on? (Even better, go ingame and press ?V, then tell me which version it is) Lots of small changes have been made to the branch recently and I think cao is still out of date. Knowing which state of the branch your feedback applies to will be help...

Saturday, 24th March 2012, 02:14

Forum: Game Design Discussion

Topic: Spider branch

Replies: 107

Views: 26777

Re: Feedback on Trunk deployment (.11)

I also think there is room for another ranged/"caster" enemy, but I currently have no ideas. http://en.wikipedia.org/wiki/Spitting_spider Interesting animal, although I don't think poison spit would be good. Nagas do this already. The new moth enemy should change things up a bit, although...

Saturday, 24th March 2012, 01:37

Forum: Game Design Discussion

Topic: Spider branch

Replies: 107

Views: 26777

Re: Feedback on Trunk deployment (.11)

I like the Spider's Nest too, I think it has a lot of potential. Right now, it's kind of easy, and also kind of same-y, since it's mostly "get trapped in a web, get poisoned, bitten, repeat". Hopefully that'll improve with more varied creatures, stuff like orb spiders and ghost moths put ...

Friday, 23rd March 2012, 22:24

Forum: Dungeon Crawling Advice

Topic: Updating hell effects in the wiki

Replies: 3

Views: 1251

Re: Updating hell effects in the wiki

Hell Effects do not care about you. They happen when they feel like happening, and you cannot delay them for your convenience or provoke them for your masochism. After the last Hell Effect, the next one could take place next turn, or it could take place a few hundred turns from now. This is wrong. ...

Wednesday, 21st March 2012, 07:32

Forum: Dungeon Crawling Advice

Topic: Needler builds

Replies: 11

Views: 3683

Re: Needler builds

Also two things that haven't been mentioned: 1. Blowgun enchantment (NOT needle enchantment) works like throwing skill (in that it increases the chance of needles having an effect). A +9 blowgun is a good thing to have. 2. Needles like sleep and paralysis are an HD check. Monsters with low HD are ea...

Thursday, 15th March 2012, 20:51

Forum: Game Design Discussion

Topic: (Forge) Dwarfs again

Replies: 22

Views: 4793

Re: (Forge) Dwarfs again

HO already has lower penalties for metal armour (it has to be orcish but there's more orcish plate around than regular plate). I like the "reverse ogre" idea, but I doubt it's enough for a new species, and would rather give it to an existing species. Not HO because they're already biased ...

Monday, 12th March 2012, 20:16

Forum: Game Design Discussion

Topic: Improving Nemelex

Replies: 60

Views: 46441

Re: Improving Nemelex

If you use abilities a lot you will get fewer decks (except for the first ability, which only costs mp). It's better to draw normally from decks. Even better if you're doing it blind. Triple draw is pretty expensive and also wastes 2/3 of the cards, so that's a lot less towards your piety and gift t...

Sunday, 11th March 2012, 22:41

Forum: Game Design Discussion

Topic: HO and Mi armour aptitude look quite low

Replies: 3

Views: 1748

Re: HO and Mi armour aptitude look quite low

Something to keep in mind is that you can max out armour and shields a lot easier than you used to. Armour especially was difficult to train to 27 in the days of victory dancing. Nowadays it's easier for everyone, so I'd argue high apts aren't as important. 0 and +1 are both good, and +2 is better.

Friday, 9th March 2012, 18:02

Forum: Coding

Topic: Dungeon Run

Replies: 8

Views: 3277

Re: Dungeon Run

- Dungeon 27 -> 14 - Lair, Vaults 8 -> 4 - Orc 4 -> 3 - Slime 6 -> 3 - Shoals, Snake, Swamp, Elf, Crypt, Zot 5 -> 3 - Hells 7 -> 4 (not sure this is a good idea, unless I also increased the Hell effects potency) - Vestibule 1 -> 1 - Tomb 3 -> 3 - Abyss and Pan are NaNs - There a few others as well ...

Friday, 9th March 2012, 17:55

Forum: Game Design Discussion

Topic: Tiles Lantern of Shadows is annoying

Replies: 19

Views: 4678

Re: Tiles Lantern of Shadows is annoying

But still you undercovered an important point, should Crawl have (easy access) options to help people with medical conditions? Like a default big font/gui option for myopics or color enhanced for colorblind and brightness/gamma correction. For cases of bad vision, your monitor and operating system ...

Thursday, 8th March 2012, 00:45

Forum: Game Design Discussion

Topic: Require killing Hell/Pan lords to get their runes

Replies: 49

Views: 11588

Re: Require killing Hell/Pan lords to get their runes

They already do that pretty effectively (killing Cerebov with freezing cloud is hard if you don't have a bolt trap). How does a bolt trap fit in with freeze clouding Cerebov? There was an AI bug where cerebov would refuse to step over a bolt trap, and just stand there (even while dying to a cloud)....

Monday, 5th March 2012, 02:38

Forum: Dungeon Crawling Advice

Topic: DDEE Deity choice

Replies: 8

Views: 2232

Re: DDEE Deity choice

No mention of Kiku? I used to devote DD casters to Kiku a lot. DD are winnable with kiku. Makhleb just makes things much easier, because he gives the best "healing on kills" boost, of all the gods that heal you. With kiku, you'll need to watch your HP carefully and if you do get damaged, ...

Thursday, 1st March 2012, 18:54

Forum: Game Design Discussion

Topic: Dev Wiki vs. IRC vs. Tavern for Discussion

Replies: 17

Views: 6058

Re: Dev Wiki vs. IRC vs. Tavern for Discussion

AS someone who is not on the mailing list nor can check his mail or access IRC until the evenings, can you reiterate evilmike's post here, or is that not an option? I want to send these to a single source, and I picked the mailing list for a reason. I'm not going to post these anywhere else. If you...

Wednesday, 29th February 2012, 09:58

Forum: Game Design Discussion

Topic: Two more abyss/banishment proposals

Replies: 64

Views: 17423

Re: Two more abyss/banishment proposals

Grimm wrote:I haven't looked at the code so that's my impression based on my experience. Abyss used to be a death sentence for me and I saw maybe two exits total out of twenty or thirty trips; now I almost always escape. Something's changed for the better.

You're probably just better at crawl now.

Wednesday, 29th February 2012, 07:28

Forum: Game Design Discussion

Topic: necromutation

Replies: 21

Views: 5881

Re: necromutation

absolutego wrote:but is it really as terrible as minmay suggests? or were you talking exclusively about the spell there? (because yeah that would be terrible.)

He was talking about the spell.

Tuesday, 28th February 2012, 15:35

Forum: Game Design Discussion

Topic: Draining: a sensible solution

Replies: 18

Views: 5319

Re: Draining: a sensible solution

Increasing the damage is probably unnecessary though... draining does reasonable damage if you don't have any rN. What about damage to monsters? It's considered a weak brand, even when dismissing the XP penalty. Increasing the HD reduction might be enough to boost it and in a more interesting way t...

Tuesday, 28th February 2012, 15:08

Forum: Game Design Discussion

Topic: Draining: a sensible solution

Replies: 18

Views: 5319

Re: Draining: a sensible solution

Counter proposal. Make draining temporary, both for monsters and players. Increase the damage and/or the HD reduction but HD is recovered (less scummy). The XP penalty could be completely removed (have the XP value based on initial HD, not current HD). For the player, 1d3 skills are drained for a t...

Tuesday, 28th February 2012, 14:09

Forum: Game Design Discussion

Topic: necromutation

Replies: 21

Views: 5881

Re: necromutation

njvack wrote:Well... the top-tier Necro spells could, in principle, keep working for lichformers.

Yes, but it would be a major inconsistency with ghouls, mummies, and bloodless vampires (with ghouls being a slight exception, being allowed to use regeneration).

Tuesday, 28th February 2012, 13:31

Forum: Game Design Discussion

Topic: necromutation

Replies: 21

Views: 5881

Re: necromutation

so to be clear evilmike you'd be more of a fan of necromutation being more of a toggle spell? As for the proposed idea.....what gameplay effect does the phylactery have? I mean basically what i'm reading this as is- Make lich form permanent but require randart to cast. Not saying i'm completely aga...

Tuesday, 28th February 2012, 12:58

Forum: Game Design Discussion

Topic: necromutation

Replies: 21

Views: 5881

Re: necromutation

I've heard this idea before. Can't say I'm very fond of it. Necromutation, as it currently exists, is an interesting spell. You gain some nice temporary resists and immunities, in exchange for being shut off from the some of the most powerful emergency spells (which you will have access to if you ha...

Tuesday, 28th February 2012, 01:36

Forum: Dungeon Crawling Advice

Topic: New player lost without numbers

Replies: 16

Views: 4523

Re: New player lost without numbers

I would really like it if the damage output for spells was known. While the wiki tells me that Iskenderun's Mystic Blast does "up to 2d28 ", and Throw Icicle does "3d20 damage at max", the entries for Lightning Bolt and Poison Arrow and Conjure Ball Lightning don't tell me jack....

Monday, 27th February 2012, 02:41

Forum: Contributions

Topic: This paid-for game is using DCSS tiles?

Replies: 8

Views: 3684

Re: This paid-for game is using DCSS tiles?

Most the crawl tiles are public domain (according to license.txt).

Sunday, 26th February 2012, 00:22

Forum: Game Design Discussion

Topic: dpeg on Roguelike Radio

Replies: 21

Views: 5549

Re: dpeg on Roguelike Radio

I've linked to threads on wiki pages I've wrote, and it works well. All the discussion happens in the thread, keeping comments on the wiki page limited. People are still free to post them but they tend to be important stuff, rather than small points. I didn't tag them with [WIKI], because there wasn...

Saturday, 25th February 2012, 10:16

Forum: Dungeon Crawling Advice

Topic: Balancing Spellcasting Vs. Spell Schools

Replies: 8

Views: 2423

Re: Balancing Spellcasting Vs. Spell Schools

I almost always train spell schools over spellcasting. When I need more spell levels, I'll pick up a bit of spellcasting. I'll also train it a bit if I have food issues, and stop whenever my food consumption rate feels managable. However, this all tends to mean that my spellcasting skill is usually ...

Thursday, 23rd February 2012, 11:00

Forum: Game Design Discussion

Topic: dpeg on Roguelike Radio

Replies: 21

Views: 5549

Re: dpeg on Roguelike Radio

Definitely worth having a listen. It sounds like Crawl dev comms disorganization is a growing problem. It's a problem but I don't see it as a growing one. It's just part of how things change and progress. Each time a new medium of discussion is added, communication gets a little more... fragmented,...

Wednesday, 22nd February 2012, 04:27

Forum: Crazy Yiuf's Corner

Topic: Added difficulty?

Replies: 52

Views: 17447

Re: Added difficulty?

It would seem the early stages of the dungeon have become a great deal harder in .1, am I crazy? Some of it may be because of increased medium armour AC, but I will also see ogres on floor 1, and other crazy stuff. It's 0.10.0, not .1. (unless you're playing a version of DCSS from 5+ years ago) As ...

Monday, 20th February 2012, 23:47

Forum: Game Design Discussion

Topic: New Mutation Proposal; Amnesiac

Replies: 8

Views: 2248

Re: New Mutation Proposal; Amnesiac

Crawl had a map rot mutation once and it was awful. It's not coming back. Same goes with amensia traps, and scrolls of forgetfullness, and orange crystal statues that make you forget the map. These were all bad features, and crawl is a better game without them. Randomly forgetting spells is also a b...

Monday, 20th February 2012, 23:38

Forum: Game Design Discussion

Topic: alternatives to permabuff

Replies: 117

Views: 24554

Re: alternatives to permabuff

evilmike: All good points. Can you estimate how many tiers the Glow indicator would have to have? Using "Glow" in various colours and perhaps *, ** and *** suffixes would go a long way. It depends on how important glow becomes, really. My main worry is this: Lets say grey glow is still th...

Monday, 20th February 2012, 22:54

Forum: Game Design Discussion

Topic: alternatives to permabuff

Replies: 117

Views: 24554

Re: minimum spell hunger cost

An easier solution might be to use glow for buffs, and change some of the glow thresholds/penalties (so that hitting the first danger threshold has some more minor negative effects like stat drain, and then the second danger threshold would be where mutations can start happening, for example). I th...
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