Search found 1453 matches

Friday, 4th March 2011, 16:45

Forum: Game Design Discussion

Topic: Additional Lugonu gifts.

Replies: 23

Views: 5452

Re: Additional Lugonu gifts.

Rather than tying Lugonu to translocations (it's not very thematic), I'd quite like to see the god get some of the shiny new things suggested here, in particular being rewarded for altar desecration (although it requires god wrath to be reworked first).

Friday, 4th March 2011, 16:37

Forum: Game Design Discussion

Topic: Treasure Chests

Replies: 26

Views: 5298

Re: Treasure Chests

Monsters don't pilfer your loot while you're not on the floor.

Friday, 4th March 2011, 14:34

Forum: Game Design Discussion

Topic: Treasure Chests

Replies: 26

Views: 5298

Re: Treasure Chests

What's wrong with allowing the player to put stuff in it? No container interface and more places to stash. Seems good to me. You can already safely stash pretty much anywhere you like, adding chests as a way to guarantee your items are safe from monsters seems unnecessary (and players would then wa...

Thursday, 3rd March 2011, 22:37

Forum: Game Design Discussion

Topic: Portal Short Timer Announcements

Replies: 21

Views: 5767

Re: Portal Short Timer Announcements

I'd say stick with simple messages ("You see/hear/smell a something-or-other. The entrance to a <portal> is nearby!"), the really cryptic ones just result in players getting confused and/or looking up spoilers.

Thursday, 3rd March 2011, 16:59

Forum: Game Design Discussion

Topic: Treasure Chests

Replies: 26

Views: 5298

Re: Treasure Chests

Marvin: Is that an argument for or against marking chests implementable? Also, when we're that close to having the feature, we should find some good places where to use them. Neither really, just noting that the desired chest-like behaviour can nearly be achieved already - I think the existing shop...

Thursday, 3rd March 2011, 16:45

Forum: Game Design Discussion

Topic: Treasure Chests

Replies: 26

Views: 5298

Re: Treasure Chests

This seems like it'd be quite close to possible already just using the shop specification that due recently added. For example: NAME: treasure_chest PLACE: D:1 KFEAT: s = general shop name:MarvinPA suffix:chest type:treasure \ use_all greed:0 ; orb of zot | demonic rune of zot | scroll of acquiremen...

Thursday, 3rd March 2011, 15:10

Forum: Dungeon Crawling Advice

Topic: Using magic staves for melee combat?

Replies: 3

Views: 1127

Re: Using magic staves for melee combat?

You don't really need to worry about the Staves apt (it only really factors in for attack speed, which is obviously useful but you only need 12 skill). A good way to train Evocations to 14 is the main thing. I think the first time I got enhancer staff combat up and running properly was with SpEE of ...

Thursday, 3rd March 2011, 14:12

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP - HaWr with 15 runes

Replies: 2

Views: 1061

Re: YAVP - HaWr with 15 runes

Hellfire completely ignores rF (and AC, and EV). Glad you survived it, anyway. :P

Thursday, 3rd March 2011, 14:09

Forum: Dungeon Crawling Advice

Topic: Immutable Laws of the Dungeon of Zot

Replies: 253

Views: 68887

Re: Immutable Laws of the Dungeon of Zot

Teleportitis and berserkitis is worse than teleportitis.
Teleportitis and slow movement is worse than teleportitis.
Teleportitis and slow healing is worse than teleportitis.

etc etc

Thursday, 3rd March 2011, 14:07

Forum: Dungeon Crawling Advice

Topic: We're in a tight spot!

Replies: 9

Views: 2782

Re: We're in a tight spot!

I have no idea what all those tiles monsters are, but Balrugs don't have hellfire. It could smite you, though. I'd suggest healing too, anyway. Assuming you're wearing fully ponderous gear, don't take a step anywhere if there are still monsters on screen, unless you fancy getting hit 5 times in a si...

Wednesday, 2nd March 2011, 21:36

Forum: Game Design Discussion

Topic: Treasure Chests

Replies: 26

Views: 5298

Re: Treasure Chests

There's some discussion on the wiki here as to how chests could maybe be implemented.

Wednesday, 2nd March 2011, 20:42

Forum: Dungeon Crawling Advice

Topic: Plate mail worth it?

Replies: 2

Views: 1091

Re: Plate mail worth it?

kipponium wrote:Halflings are small and so cant wear plate-mail, and even if they could i'd stick to robes as they have a much better dodging aptitude than armour.

They can wear plate mail just fine, it's just large shields and weapons that they can't use. But yes, they should stick to robes.

Wednesday, 2nd March 2011, 20:36

Forum: Dungeon Crawling Advice

Topic: Double ranged weapon effect?

Replies: 6

Views: 1782

Re: Double ranged weapon effect?

The ammo brand always takes priority over the launcher brand.

Also double posting is probably fine since this forum doesn't let you edit your posts for long (or something, I don't know exactly how it's set up).

Tuesday, 1st March 2011, 04:29

Forum: Game Design Discussion

Topic: Radical Ogre Proposal

Replies: 91

Views: 26642

Re: Radical Ogre Proposal

minmay wrote:Graying out challenge/bizarre species on the selection screen is a great idea. It's immediately obvious to new players what it means.

I've heard a lot of people say that when they were new, they thought grey items on the species/background selection screen were banned entirely.

Monday, 28th February 2011, 17:01

Forum: Game Design Discussion

Topic: Prompt before teleporting on no-cTele level

Replies: 12

Views: 2893

Re: Prompt before teleporting on no-cTele level

Also, "you sense the presence of a powerful magical force warping space" should appear on every character, not just those with Translocations skill. It does, now. Agree that maybe a -cTele status light would be good (at the very least it should show up on the % screen, I can't count the n...

Monday, 28th February 2011, 16:55

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 2975602

Re: Best/Worst Artifacts

Nope.

Monday, 28th February 2011, 03:08

Forum: Game Design Discussion

Topic: Crystal ball of fixation

Replies: 3

Views: 1428

Re: Crystal ball of fixation

I was planning on removing them at some point soon if nobody else does, yeah.

Sunday, 27th February 2011, 14:04

Forum: Game Design Discussion

Topic: Option to autocast buff spells.

Replies: 50

Views: 14171

Re: Option to autocast buff spells.

There's a wiki page with some discussion on this idea, too.

Sunday, 27th February 2011, 13:47

Forum: Dungeon Crawling Advice

Topic: How OOD is OOD?

Replies: 60

Views: 13639

Re: How OOD is OOD?

There's some really early vaults that contain Guardian Serpents. I think they're patrolling, though, so if you teleport away they'll go back to their position rather than hunt you down and kill you horribly.

Saturday, 26th February 2011, 03:31

Forum: Game Design Discussion

Topic: Do Spriggans get Elven-make Bonuses?

Replies: 24

Views: 5532

Re: Do Spriggans get Elven-make Bonuses?

Elven weapons are up to +2 acc, dwarven weapons are up to +1 acc, +1 dam (and +1 AC on armours).

Friday, 25th February 2011, 15:34

Forum: YASD! YAVP! and characters in progress too

Topic: YASD - Hydras are big stupid ugly jerkfaces.

Replies: 12

Views: 3335

Re: YASD - Hydras are big stupid ugly jerkfaces.

[15:34:15] <Henzell> encumbered[2/2]: Encumbered: Bad. Don't be that ghost.

Thursday, 24th February 2011, 22:11

Forum: Game Design Discussion

Topic: Yet Another God Proposal: God of the Wilds

Replies: 53

Views: 12856

Re: Yet Another God Proposal: God of the Wilds

TSO's abbreviation is "1", supposedly, with A-Z for the other gods. Just DGHIPQRUW to go! :P

Thursday, 24th February 2011, 16:13

Forum: Game Design Discussion

Topic: Suggestion: More Vaults in the Vaults

Replies: 18

Views: 4707

Re: Suggestion: More Vaults in the Vaults

Oh okay, I was thinking of the Mu vault. I'll look into randomising the others, perhaps.

Thursday, 24th February 2011, 14:35

Forum: Dungeon Crawling Advice

Topic: Wizards

Replies: 28

Views: 7807

Re: Wizards

"Your opinion is wrong."
"No, your opinion is wrong."

This is a silly argument. Wizards are good and Ice Elementalists are good and the caster gods are good and can't we all just get along.

Thursday, 24th February 2011, 02:52

Forum: Game Design Discussion

Topic: Suggestion: More Vaults in the Vaults

Replies: 18

Views: 4707

Re: Suggestion: More Vaults in the Vaults

The Tar ones are probably the only really worthwhile usage of secret doors in the game, since they're randomised and you can't just search for free because of hell effects.

Thursday, 24th February 2011, 00:15

Forum: Dungeon Crawling Advice

Topic: Armour, dodging and transformations

Replies: 4

Views: 1414

Re: Armour, dodging and transformations

They don't generate anywhere yet, it's just the armour that does. It's rN+.

Thursday, 24th February 2011, 00:13

Forum: Dungeon Crawling Advice

Topic: Can't find the rune in the Crypt

Replies: 14

Views: 3479

Re: Can't find the rune in the Crypt

If you look up the branch descriptions with ?/B it tells you which ones have runes.

Wednesday, 23rd February 2011, 19:11

Forum: Crazy Yiuf's Corner

Topic: Air Walk

Replies: 3

Views: 1392

Re: Air Walk

It did something ridiculous like make you completely invincible but drop all your inventory, I believe. Something along those lines at least.

Wednesday, 23rd February 2011, 19:09

Forum: Game Design Discussion

Topic: Suggestion: More Vaults in the Vaults

Replies: 18

Views: 4707

Re: Suggestion: More Vaults in the Vaults

I like the ideas on that page, but I read one thing that disturbed me - magic mapping is being changed to no longer show areas behind secret doors? It hasn't shown secret areas for a while, I think. I like the idea of having it reveal secret doors but not the area behind them (especially since it's...

Wednesday, 23rd February 2011, 19:00

Forum: Dungeon Crawling Advice

Topic: Other backgrounds for Spriggans

Replies: 47

Views: 12863

Re: Other backgrounds for Spriggans

szanth wrote:...? Does it?

It makes you less likely to pass out. Doesn't affect the food cost though.

Wednesday, 23rd February 2011, 18:45

Forum: Dungeon Crawling Advice

Topic: Greetings, rambling, and a spoiler request

Replies: 13

Views: 3743

Re: Greetings, rambling, and a spoiler request

I got an elephant end vault in Lair:8 - I thought the elephant statues were supposed to turn into live elephants? Did I miss something? I burned my way in to one dagger that was locked in by trees - it was a dagger of draining, whoopee. I magic mapped the area but nothing extra showed up. Now I rea...

Wednesday, 23rd February 2011, 18:44

Forum: Dungeon Crawling Advice

Topic: Tomb

Replies: 11

Views: 2749

Re: Tomb

Silence has a lot of special cases - the basic guideline is that demons and other things that cast spells as an innate ability (rather than being an actual spellcaster) can cast just fine through silence.

Wednesday, 23rd February 2011, 00:29

Forum: Game Design Discussion

Topic: Lousy Demonspawn mutations

Replies: 30

Views: 19982

Re: Lousy Demonspawn mutations

No. The current formula is: If d(damage) > 2 + 3*mutlevel (or dam >= hp/2), you regain 3d(2 + 3*mutlevel) MP.

Wednesday, 23rd February 2011, 00:21

Forum: YASD! YAVP! and characters in progress too

Topic: YASD - Failed Ziggurat run

Replies: 10

Views: 2848

Re: YASD - Failed Ziggurat run

Removing Archmagi's wizardry effect sounds sensible (but have it boost power for all spells, since it's sort of arbitrary that some are unaffected currently). I also agree with reducing Tornado damage (but restoring it to pure air, hopefully). We talked about making HP from fighting depend on specie...

Wednesday, 23rd February 2011, 00:17

Forum: Dungeon Crawling Advice

Topic: Don't know what I am capable of

Replies: 17

Views: 5297

Re: Don't know what I am capable of

You found Lehudib's Crystal Spear? Let me know if it's actually any use, I have a feeling it's still probably weak (was tempted to boost it to +8, +8 just to match the spell's level).

Tuesday, 22nd February 2011, 18:51

Forum: Game Design Discussion

Topic: Radical Berserker proposal

Replies: 5

Views: 2479

Re: Radical Berserker proposal

The fact that Trog is powerful and has a huge effect on your game is really one of the reasons to keep him as a starting god. Makhleb is also powerful but doesn't define your game in the same way at all - anyone can pick up Makhleb and benefit from him, whereas Trog completely defines your game from...

Tuesday, 22nd February 2011, 18:29

Forum: Game Design Discussion

Topic: What in Crawl isn't fun?

Replies: 245

Views: 74294

Re: What in Crawl isn't fun?

XuaXua wrote:Heck, I just found a treasure trove on level 10 which requires a Horn of Geryon to enter. Is that portal going to disappear? Not sure. Am I going to get that horn before it does, if it does? Very unlikely.

It won't disappear.

Tuesday, 22nd February 2011, 18:29

Forum: Dungeon Crawling Advice

Topic: Lantern of Shadows and the Abyss

Replies: 3

Views: 1610

Re: Lantern of Shadows and the Abyss

In theory it's useful to reduce your LOS so that you'll have less enemies in sight chasing you, smiting you and generally being nasty. It also means you're less likely to spot the exit though (unless you worship Ash).

Tuesday, 22nd February 2011, 18:23

Forum: Dungeon Crawling Advice

Topic: Wizards

Replies: 28

Views: 7807

Re: Wizards

Poisonous Cloud is great for ages and ages, definitely pick it up (don't bother with Venom Bolt). Probably wait for Poison Arrow rather than Iron Shot, and don't bother with Mass Confusion (generally there's not much point investing in Hexes unless you're a stabber or want to abuse Tukima's Dance - ...

Tuesday, 22nd February 2011, 18:21

Forum: Dungeon Crawling Advice

Topic: How OOD is OOD?

Replies: 60

Views: 13639

Re: How OOD is OOD?

TwilightPhoenix wrote:I've also had Sigmund on D1 on a couple of occasions, though that hasn't happened in a very long time. Maybe it was a bug since I've never seen uniques generate on that floor?

Uniques don't spawn on D:1, so that'd be a bug.

Tuesday, 22nd February 2011, 15:03

Forum: Crazy Yiuf's Corner

Topic: Favourite unique?

Replies: 121

Views: 25506

Re: Favourite unique?

yeah, kill Dowan, teleport, come back when she has cool down. That's cheap. We should fix this and give Duvessa the berserk spell when Dowan dies. I think when the twins were added she was deliberately only given a one-shot berserk to avoid being too mean. I am almost tempted to agree that she coul...

Tuesday, 22nd February 2011, 01:52

Forum: Game Design Discussion

Topic: Lousy Demonspawn mutations

Replies: 30

Views: 19982

Re: Lousy Demonspawn mutations

You get huge unarmed damage output (claws boost to base damage + hooves/talons aux attacks + horns aux attacks/antennae), and still get the same number of tier 2 and 3 mutations. Think of it as your Demonspawn turning into a Troll except with good apts and mutations.

Monday, 21st February 2011, 20:29

Forum: Game Design Discussion

Topic: Autoexploring while Berserk

Replies: 16

Views: 4291

Re: Autoexploring while Berserk

It was a hacky fix to the bug where autoexploring while berserk let you stay berserk the whole time you explored, I think.

Monday, 21st February 2011, 20:26

Forum: Game Design Discussion

Topic: Deep Elven Monks

Replies: 35

Views: 8922

Re: Deep Elven Monks

I don't see that there's any particular need to have a race with a high staves apt just for the sake of it. Most races have a -1 or better apt with staves, which is perfectly fine if you find a good staff (which just means a lajatang of speed, really, but that's a separate issue).

Monday, 21st February 2011, 20:13

Forum: Dungeon Crawling Advice

Topic: Tomb

Replies: 11

Views: 2749

Re: Tomb

Angels/Daevas cost more piety in trunk, so you can't get away with just spamming them and having them do all the work (hopefully). As long as you have decent power abjuration and a way of doing lots of damage (dispel undead, holy wrath weapon) then Tomb's not too bad if you're (very) careful. Altern...

Monday, 21st February 2011, 14:56

Forum: Game Design Discussion

Topic: Lousy Demonspawn mutations

Replies: 30

Views: 19982

Re: Lousy Demonspawn mutations

DemonOfWrath: You should check out the changes in trunk, a lot of the facets you mentioned were tweaked. Breath weapons were removed. Horns and Antennae correctly remove your headgear slot when they hit level 3 (they were supposed to do this all along). Iridescent scales now give less AC compared to...

Saturday, 19th February 2011, 12:59

Forum: Game Design Discussion

Topic: Idea: allow staff as starting equipment

Replies: 79

Views: 21022

Re: Idea: allow staff as starting equipment

I'm not sure where this myth that every class starts with the same amount of XP distributed between their skills comes from. Each class just has an arbitrary number of skill levels (based on Human aptitudes). For example, fighters get 3 fighting, 2 weapon skill, 3 armour (or 3 dodging if they're a r...

Friday, 18th February 2011, 21:22

Forum: Dungeon Crawling Advice

Topic: Obsidian axe?

Replies: 28

Views: 9770

Re: Obsidian axe?

I'm not even sure what I was wrong about and what I was right about any more. What is a war axe? We just don't know...

Friday, 18th February 2011, 12:21

Forum: Game Design Discussion

Topic: Safely Unwielding Distortion Brands

Replies: 6

Views: 2032

Re: Safely Unwielding Distortion Brands

Flight card does transform you too at high power sometimes, actually. :P

But yeah, there'd be no prompt, so that could be the reason as galehar mentioned.

Friday, 18th February 2011, 02:42

Forum: Dungeon Crawling Advice

Topic: Obsidian axe?

Replies: 28

Views: 9770

Re: Obsidian axe?

War Axe: +0 accuracy/11 damage/160% delay/1.5 hands
Broad Axe: -2 accuracy/14 damage/160% delay/1.5 hands
Obsidian Axe: -2 accuracy/14 damage/160% delay/1.5 hands

  Code:
NAME:     obsidian axe
APPEAR:   bloodied obsidian axe
OBJ:      OBJ_WEAPONS/WPN_BROAD_AXE
PLUS:     +12/+15
PreviousNext

Return to advanced search

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