Search found 1281 matches

Wednesday, 2nd December 2015, 02:12

Forum: Dungeon Crawling Advice

Topic: Trying to transition from melee to magic ...

Replies: 28

Views: 7284

Re: Trying to transition from melee to magic ...

Yeah, blasters are easier to play because all you need to do is keep your distance and leave your escape routes open and gtfo before you run out of MP, and everything around you just dies. Ranged weapons can't dish out that much damage. Melee leaves you vulnerable because even with perfect kill-tunn...

Tuesday, 1st December 2015, 19:25

Forum: Game Design Discussion

Topic: Lom Lobon's abilities and their consequences

Replies: 22

Views: 4960

Re: Lom Lobon's abilities and their consequences

but blinking makes noise at the destination unlike passage of golubria. Have you ever stabbed something by getting next to it with a scroll of blinking?

Tuesday, 1st December 2015, 19:13

Forum: Crazy Yiuf's Corner

Topic: PSA: Item destruction is back (but for randarts this time)

Replies: 34

Views: 10025

Re: PSA: Item destruction is back (but for randarts this tim

That's not item destruction as we know it. Looks fine.

Tuesday, 1st December 2015, 18:24

Forum: Game Design Discussion

Topic: Incoming Amulet Reform Discussion

Replies: 193

Views: 66061

Re: Incoming Amulet Reform Discussion

I don't want to put words in the devs mouths here, but I think the intent is to just see how the game plays with no rmut at all. While it seems manifestly obvious to a lot of people in this thread that the answer is, "It doesn't play very well," it's still worth testing out, to see if it ...

Monday, 30th November 2015, 23:51

Forum: Crazy Yiuf's Corner

Topic: God Proposal re-draft: Inhaca, the Vile (Makhlike?)

Replies: 5

Views: 1763

Re: God Proposal re-draft: Inhaca, the Vile

It was brought up quickly in the other thread that it feels wrong to have considerable HP costs without a way to rapidly recoup that loss, and too dangerous. So then how about this god give healing on kills, like Makhleb? Makhleb abilities are unbelievably good when you first get them in the early g...

Monday, 30th November 2015, 22:20

Forum: Game Design Discussion

Topic: Incoming Amulet Reform Discussion

Replies: 193

Views: 66061

Re: Incoming Amulet Reform Discussion

Amulet swapping is smoother than ring swapping, but it's more because of how amulets and rings have been designed up to this point. The list of properties that rings (tend to) have makes them more swappable, and amulets have been generally designed so you wear one most of the time with several amule...

Monday, 30th November 2015, 21:57

Forum: Game Design Discussion

Topic: Beoghites auto-pray on orc corpses

Replies: 3

Views: 981

Re: Beoghites auto-pray on orc corpses

Or remove 'p'raying over orc corpses from Beogh like it happened to any other god recently (why hasn't it happened yet?) It could be because devs like to spread changes over several version (nemelex in 0.15, two other gods in 0.16, two more gods in 0.17) or it could be that they just forgot; like, ...

Monday, 30th November 2015, 19:29

Forum: Game Design Discussion

Topic: Rub out 'p' key.

Replies: 9

Views: 3349

Re: Rub out 'p' key.

That wouldn't really make things any easier for that Naga. That would just segregate the a-e abilities and the f+ abilities to 2 different menus. For no reason, you would have to go to one menu for some abilities, and another menu for others. Why not have all the abilities, divine and otherwise, on ...

Monday, 30th November 2015, 19:12

Forum: Crazy Yiuf's Corner

Topic: Demigod ability!

Replies: 12

Views: 2848

Re: Demigod ability!

If you increase the number of amulet/weapon/boot slots, on the other hand, then you need to figure out what should happen with every combination of two amulets/weapons/boot egos, because combining them was previously impossible. But is this really an issue? The only egos that can't currently be fou...

Monday, 30th November 2015, 05:56

Forum: YASD! YAVP! and characters in progress too

Topic: options while confused (YASD)

Replies: 2

Views: 948

Re: options while confused

yes I did I also killed one of the golden eyes by accidentally bumping into it while confused and wielding the lantern of shadows I evoked wand of fireball to maybe kill the other, but then it moved away from a wall got into close quarters, and a friendly shadow spawned nearby Dungeon Crawl Stone So...

Monday, 30th November 2015, 02:25

Forum: YASD! YAVP! and characters in progress too

Topic: options while confused (YASD)

Replies: 2

Views: 948

options while confused (YASD)

Problem: I downed all of potions of curing that I had taken with me to the Slime Pits, but I guess my MR is too low so the 2 golden eyes you see kept re-confusing me. Meanwhile, two acid blobs joined in on the fun. I drew an entire deck of defense but nothing good came up. I don't have a wand of tel...

Saturday, 28th November 2015, 17:28

Forum: Crazy Yiuf's Corner

Topic: New scroll idea: Scroll of ego armour

Replies: 10

Views: 2629

Re: New scroll idea: Scroll of ego armour

merge with scroll of brand weapon: "scroll of apply ego". You forgot to make crystal plate armor ineligible. It doesn't seem right for you to do this on a +10 plate of ponderousness you found in Orc. And probably most experienced players would use it on boots/barding until they got running.

Saturday, 28th November 2015, 09:44

Forum: Crazy Yiuf's Corner

Topic: God Proposal re-draft: Inhaca, the Vile (Makhlike?)

Replies: 5

Views: 1763

Re: God Proposal re-draft: Inhaca, the Vile

I would make having allied Brainless the only criteria for having Sic Brainless available. I just see no point in making the ability piety-dependent. Ideally, Sic Brainless is just hidden from view if you have no Brainless anywhere. Passive SInv is easy to write off, especially since few undead have...

Saturday, 28th November 2015, 08:21

Forum: Crazy Yiuf's Corner

Topic: God Proposal re-draft: Inhaca, the Vile (Makhlike?)

Replies: 5

Views: 1763

Re: God Proposal re-draft: Inhaca, the Vile

Nah, the Brainless would regenerate health normally. They just gain incest-level intelligence and lose special abilities. They're not zombies or undead or anything like that. So I don't think the cost to acquire is high at all. You would just need to pick targets for their brute resilience and melee...

Saturday, 28th November 2015, 07:41

Forum: Crazy Yiuf's Corner

Topic: CBRO new experimental branches

Replies: 4

Views: 1280

Re: CBRO new experimental branches

and there are abyss upstairs :roll:

Saturday, 28th November 2015, 06:55

Forum: Crazy Yiuf's Corner

Topic: Alchemy God

Replies: 1

Views: 792

Re: Alchemy God

Needle effects aren't obvious, for example, berserk =/= frenzy unless living creature of animal intelligence, and what would mutate do to monsters? And do heal wounds needles act like heal wounds? That would be like multiplying every heal wounds potion by ten. God seems to shoehorn you into wearing ...

Saturday, 28th November 2015, 05:39

Forum: Crazy Yiuf's Corner

Topic: I love it when...

Replies: 1478

Views: 3216913

Re: I love it when...

Siegurt wrote:
MainiacJoe wrote:Curare plus Throwing 27 plus +9 Blowgun equals instakills on sleeping Orb Guardians!

And if they aren't sleeping, you can paralyze them with paralysis needles, then instakill them with curare.

You don't have to waste paralysis needles. Sleeping needles work just fine.

Saturday, 28th November 2015, 04:54

Forum: Game Design Discussion

Topic: Display "nettability" in monster description

Replies: 25

Views: 5451

Re: Display "nettability" in monster description

If size and insubstantiality are only used for net trapping, you can stick this size stat into the monster description screen: ++++: huge +++.: giant ++..: big +...: large ....: medium x...: small xx..: little xxx.: tiny xxxx: insubstantial The absolute deviation from medium size can tell you how re...

Saturday, 28th November 2015, 04:50

Forum: Game Design Discussion

Topic: Display "nettability" in monster description

Replies: 25

Views: 5451

Re: Display "nettability" in monster description

player under Fedhas penance should also ooze through nets

Spoiler: show
because they're "walking fertilizer"

Saturday, 28th November 2015, 04:36

Forum: Game Design Discussion

Topic: Make doing mega zigs less tedius

Replies: 49

Views: 12219

Re: Make doing mega zigs less tedius

dpeg wrote:Actually, I think that having the guaranteed Depths ziggurat and the guaranteed figurine is very kind -- in my opinion, the Depths ziggurat would suffice (with figurines at Zig:27).

There is more than one figurine at Zig:27? That changes everything! :)

Saturday, 28th November 2015, 02:37

Forum: Game Design Discussion

Topic: Make doing mega zigs less tedius

Replies: 49

Views: 12219

Re: Make doing mega zigs less tedius

I strongly disagree with limiting infinite zigs to people who clear the 27th floor, because you can still scum pan for randarts/scroll of acquirement. This means that potential mega-ziggers may still wander around pan looking to improve their gear set stead of spending their time in zigs. A 15 rune...

Saturday, 28th November 2015, 02:32

Forum: Game Design Discussion

Topic: Rub out 'p' key.

Replies: 9

Views: 3349

Rub out 'p' key.

The p used to be essential because it was used for so many abilities. Now it has almost no use other than joining a god. Now, sure - it's not as bad as ADOM having a separate key for cleaning ears. Still, if you can reduce the number of keys the player has to know without needlessly complicating oth...

Saturday, 28th November 2015, 00:30

Forum: Crazy Yiuf's Corner

Topic: God Proposal re-draft: Inhaca, the Vile (Makhlike?)

Replies: 5

Views: 1763

God Proposal re-draft: Inhaca, the Vile (Makhlike?)

NEW - heal-on-kills like with Makhleb "Spread a plague worse than death!" Inhaca is a depraved god that spreads sickness and wallows in the infliction of horrible death, or worse! Appreciates: causing the deaths of all non-undead, non-nonliving (living, holy, and demonic) beings. Deprecate...

Friday, 27th November 2015, 20:14

Forum: Game Design Discussion

Topic: Display "nettability" in monster description

Replies: 25

Views: 5451

Re: Display "nettability" in monster description

You can net flying creatures though, even wind drakes. I'm pretty sure they don't levitate. We should just have the whole table of resistances in xv with dots, pluses, crosses, and infinity symbols where appropriate. Even esoteric stuff like rDrown, rWater, rSticky, rSteam, rHellfire, rSilence, rPol...

Friday, 27th November 2015, 17:32

Forum: Crazy Yiuf's Corner

Topic: Demigod ability!

Replies: 12

Views: 2848

Re: Demigod ability!

...and two pairs of boots.

To be fair that's not too different from wearing 8 rings.

...4 articles of running...

Friday, 27th November 2015, 17:15

Forum: Game Design Discussion

Topic: Display "nettability" in monster description

Replies: 25

Views: 5451

Re: Display "nettability" in monster description

If you miss:
  Code:
You throw a throwing net.
The throwing net closely misses the insubstantial wisp.

If you don't miss:
  Code:
You throw a throwing net.
The throwing net hits the insubstantial wisp.
The net passes right through the insubstantial wisp!

This is what happens now.

Friday, 27th November 2015, 16:58

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 3127750

Re: Best/Worst Artifacts

Hope you find a nice white hat to go along with that.
Image

Friday, 27th November 2015, 00:37

Forum: Game Design Discussion

Topic: Lom Lobon's abilities and their consequences

Replies: 22

Views: 4960

Re: Lom Lobon's abilities and their consequences

crazy-good regeneration prob better than Major Healing, at least antimagic would be slightly less great against him and you wouldn't depend on him just forgetting to heal himself for 10 turns

Friday, 27th November 2015, 00:32

Forum: Game Design Discussion

Topic: Suggestion: Give lichform UC Disruption brand

Replies: 9

Views: 2038

Re: Suggestion: Give lichform UC Disruption brand

sure, Zooty, but it would make dominating Tomb faster and more satisfying than luring greater mummies to spam dispel undead onto them, and Necromutation belongs to the transmutation school which is learned by many unarmed characters

Thursday, 26th November 2015, 22:54

Forum: Game Design Discussion

Topic: Lom Lobon's abilities and their consequences

Replies: 22

Views: 4960

Re: Lom Lobon's abilities and their consequences

add dig and shatter to his spell-list

Thursday, 26th November 2015, 22:33

Forum: Game Design Discussion

Topic: Simple overhaul: evoking a deck draws all its cards

Replies: 28

Views: 6876

Re: Simple overhaul: evoking a deck draws all its cards

Right, and I feel like, if we just have one kind of deck, why bother with the plain/ornate/legendary business? I wouldn't mind seeing decks go away for non-Nemelex characters anyway, so why keep the division at all? And, if there's just a single kind of deck, why not let it live in (a)bilities inst...

Thursday, 26th November 2015, 21:42

Forum: Game Design Discussion

Topic: Yet another Nemelex reform

Replies: 4

Views: 1289

Re: Yet another Nemelex reform

Yeah, all you say about Nemelex issues is this, and it's even grammatically incorrect to the point of being ambiguous: In current version, Nemelex's problem is simple: too less piety for too many cards. And you solve Nemelex's sole issue by giving extra piety for various busywork and: Triple draw, D...

Thursday, 26th November 2015, 20:07

Forum: Game Design Discussion

Topic: Suggestion: Give lichform UC Disruption brand

Replies: 9

Views: 2038

Re: Suggestion: Give lichform UC Disruption brand

uh-oh, you'd need to give it to liches and ancient liches too
they don't hit hard right now - liches have a 15 damage attack and ancient liches have a 20 damage attack

Thursday, 26th November 2015, 19:58

Forum: Game Design Discussion

Topic: Make doing mega zigs less tedius

Replies: 49

Views: 12219

Re: Make doing mega zigs less tedius

You can make that argument about literally any change made to literally anything. What if I loved nausea and playing the nausea mini-game was enjoyable to me? How dare they tell me how to play Crawl? This would be an apt comparison if nausea was optional, beloved by a lot of people, and really only...

Thursday, 26th November 2015, 08:41

Forum: Game Design Discussion

Topic: Make doing mega zigs less tedius

Replies: 49

Views: 12219

Re: Make doing mega zigs less tedius

if you retain infinite Zig portals in an infinite Pan, then the only reason to use a Zig Figurine would be as an escape item. It would be optimal to just grab the Tomb:3 zigurine and then continue scumming Zig:1-26, keeping the megazig counter low. no because (at least without a Tomb:3 Zigurine) if...

Thursday, 26th November 2015, 08:11

Forum: Game Design Discussion

Topic: Simple overhaul: evoking a deck draws all its cards

Replies: 28

Views: 6876

Re: Simple overhaul: evoking a deck draws all its cards

Number of cards drawn is max(5, number of cards you have) This allows dropping down to less than 5 cards if you want to conserve cards, so you should either give players the choice "How many cards to draw? (1-5)" every single time they draw (sounds bad), or require them to have at least 5...

Thursday, 26th November 2015, 07:08

Forum: Game Design Discussion

Topic: Simple overhaul: evoking a deck draws all its cards

Replies: 28

Views: 6876

Re: Simple overhaul: evoking a deck draws all its cards

I don't see the extreme annoyance in two shaft cards. Something like this would happen: You have drawn the Shaft. A shaft materialises beneath you! The skeletal warrior falls through a shaft! You have drawn the Shaft. _The skeletal warrior falls through a shaft! x2 The bat skeleton is sucked into a ...

Thursday, 26th November 2015, 04:06

Forum: Crazy Yiuf's Corner

Topic: [Proposal] QUEST SYSTEM, GAMEPLAY TWISTS

Replies: 47

Views: 13094

Re: [Proposal] QUEST SYSTEM, GAMEPLAY TWISTS

He has one subtle point tucked away amid the insanity, just to be fair.

Thursday, 26th November 2015, 04:02

Forum: Game Design Discussion

Topic: Simple overhaul: evoking a deck draws all its cards

Replies: 28

Views: 6876

Re: Simple overhaul: evoking a deck draws all its cards

Well I can't figure out your system because you don't start with the basics. Are you jumping off this proposal or from current Nemelex design? One difference I see is that number of cards drawn is always 5 (unless you don't have 5?). For the same reasons that I encouraged making sure that gifted dec...

Thursday, 26th November 2015, 02:16

Forum: Game Design Discussion

Topic: Allow Staves to Open Spelltraining

Replies: 3

Views: 1356

Re: Allow Staves to Open Spelltraining

I have a feeling Crawl will eventually lift all restrictions to training trainable skills. Probably not tomorrow.

Wednesday, 25th November 2015, 09:34

Forum: Game Design Discussion

Topic: Simple overhaul: evoking a deck draws all its cards

Replies: 28

Views: 6876

Re: Simple overhaul: evoking a deck draws all its cards

Oh, why do Nemelex design discussions tend to degenerate into advice about how to use him as-is? It's peripheral, off-topic and fosters a defensive atmosphere. Nemelex is annoying as hell, but it hasn't got much to do with how decks currently work :| Needing to deal all-but-one card from a deck that...

Wednesday, 25th November 2015, 06:52

Forum: Dungeon Crawling Advice

Topic: Hard to transition from early game to midgame

Replies: 40

Views: 8678

Re: Hard to transition from early game to midgame

Dwight died on D:13 having never entered Lair or Orc. Orc and Lair should be taken at the first opportunity because they're safer than anywhere else you could be. Note that this applies only to Lair and Orc. All other branches should be left alone when you get your first chance to enter them, if you...

Wednesday, 25th November 2015, 03:16

Forum: Game Design Discussion

Topic: Simple overhaul: evoking a deck draws all its cards

Replies: 28

Views: 6876

Re: Simple overhaul: evoking a deck draws all its cards

You know deck manipulation used to be impossible? So, Nemelex was originally pointless? This proposal reduces deck management to 1)tracking quantity of decks available and 2)manipulation of individual decks as they are drawn . Surely you don't think this would make Nemelex anything like a Makhleb wh...

Tuesday, 24th November 2015, 23:32

Forum: Crazy Yiuf's Corner

Topic: Let players chose brand with brand scroll

Replies: 7

Views: 1898

Re: Let players chose brand with brand scroll

brand weapon scrolls can give you vampiric but not antimagic, and it's for good reason that the brands are unevenly weighed.

what if enchant weapon scrolls worked like brand weapon scrolls on +9 non-artefacts?

Tuesday, 24th November 2015, 22:20

Forum: Dungeon Crawling Advice

Topic: A little advice? MiBe

Replies: 31

Views: 7582

Re: A little advice? MiBe

Negative energy resistance does not have anything to do with rotting.

Tuesday, 24th November 2015, 20:23

Forum: Game Design Discussion

Topic: Simple overhaul: evoking a deck draws all its cards

Replies: 28

Views: 6876

Re: Simple overhaul: evoking a deck draws all its cards

A single virtual deck like that would be rigid, confining your character to using a single stack from one end (nemelex's touch would not work). More god of fate than gambling when you have a single source of abilities you can gain some preknowledge of and maybe circumvent. Plain old triple draw and ...

Tuesday, 24th November 2015, 18:28

Forum: Dungeon Crawling Advice

Topic: A little advice? MiBe

Replies: 31

Views: 7582

Re: A little advice? MiBe

How does rN help unless you plan to torment TRJ?

Tuesday, 24th November 2015, 18:18

Forum: Crazy Yiuf's Corner

Topic: Why food will never be removed

Replies: 7

Views: 2343

Re: Why food will never be removed

There's more than one way to consume a soup.
Image

Tuesday, 24th November 2015, 16:34

Forum: Crazy Yiuf's Corner

Topic: [Proposal] QUEST SYSTEM, GAMEPLAY TWISTS

Replies: 47

Views: 13094

Re: [Proposal] QUEST SYSTEM, GAMEPLAY TWISTS

Mystery and research are better off as they are now, being randomly generated, or pre-designed areas that suggest a story without reciting it. Goals are more naturally generated by simply what the player wants, e.g. loot as incentive. It's a passive kind of quest system where no NPC yells "help...
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