Search found 4055 matches

Tuesday, 31st May 2016, 20:05

Forum: Dungeon Crawling Advice

Topic: DD of Pakellas... feel like Pakellas can be absurdly strong

Replies: 20

Views: 5366

Re: DD of Pakellas... feel like Pakellas can be absurdly str

Honestly, I don't get this "DD of Pakellas" thingy at all. So you picked a god that does exactly the same that you can do anyway? And instead of Makhleb refilling your health automatically, you do a routine of 20 key presses to do it? And that is overpowered? It turns out that putting two...

Tuesday, 31st May 2016, 20:02

Forum: Game Design Discussion

Topic: Remove Line of Effect requirement from 'a'ttack command

Replies: 6

Views: 1582

Re: Remove Line of Effect requirement from 'a'ttack command

It does use smite targeting. You cannot smite through a transparent wall. A transparent wall is the same as a non-transparent wall for all purposes except for actually seeing through it. Really the problem here is transparent walls, since they don't act like players expect and imo they don't add eno...

Tuesday, 31st May 2016, 20:00

Forum: Game Design Discussion

Topic: Buffs to octopodes.

Replies: 37

Views: 10603

Re: Buffs to octopodes.

From a design standpoint I definitely think op without hats (and with 0 ac instead of 1) is better-designed than op with hats. It's not really very important though; presumably the hat is as much for flavour as anything.

Tuesday, 31st May 2016, 19:56

Forum: Crazy Yiuf's Corner

Topic: I'm Sorry, I Like Pakellas

Replies: 38

Views: 8240

Re: I'm Sorry, I Like Pakellas

There are a couple major problems with Pakellas. 1) He includes several things that were removed from crawl in the past, presumably for reasons the devs still agree with. Included: giving a god haste, infinite enslavement, infinite polymorph, infinite self-teleport, possibly other things It's hard t...

Tuesday, 31st May 2016, 18:49

Forum: Dungeon Crawling Advice

Topic: DD of Pakellas... feel like Pakellas can be absurdly strong

Replies: 20

Views: 5366

Re: DD of Pakellas... feel like Pakellas can be absurdly str

Pakellas's design problems aren't directly related to power level. It turns out he's also probably too strong but that's really a minor problem overall.

Tuesday, 31st May 2016, 18:40

Forum: Game Design Discussion

Topic: fr: remove piety decay (from all gods but Uka)

Replies: 32

Views: 8932

Re: fr: remove piety decay (from all gods but Uka)

Piety decay should probably either get faster or go away, yeah. Right now it pretty much doesn't exist so it's best to pick it either actually not existing or actually being a thing that matters. Crawl is much closer to no-decay so that's the easier direction.

Tuesday, 31st May 2016, 14:41

Forum: Dungeon Crawling Advice

Topic: DD of Pakellas... feel like Pakellas can be absurdly strong

Replies: 20

Views: 5366

Re: DD of Pakellas... feel like Pakellas can be absurdly str

having infinite wand charges is kind of good for any race

Monday, 30th May 2016, 23:57

Forum: Dungeon Crawling Advice

Topic: Surviving Hell.

Replies: 23

Views: 5720

Re: Surviving Hell.

They probably seem worse since people don't train to 20 maces with sacred scourge.

Monday, 30th May 2016, 23:38

Forum: Dungeon Crawling Advice

Topic: Surviving Hell.

Replies: 23

Views: 5720

Re: Surviving Hell.

The displayed weapon accuracy number just isn't actually important. Fsim only barely has a sacred scourge doing better than a great mace against Eresh, and a dwhip is no better than great mace (and worse when you realise that the most common great mace brand is holy, which dwhips cannot get). Other ...

Sunday, 29th May 2016, 23:34

Forum: YASD! YAVP! and characters in progress too

Topic: OpTm game in progress

Replies: 25

Views: 5512

Re: OpTm game in progress

Uniques place as vaults and vaults can only generate at the specific places they say they can.

Sunday, 29th May 2016, 06:06

Forum: Dungeon Crawling Advice

Topic: Full acquirement spoiler

Replies: 35

Views: 12732

Re: Full acquirement spoiler

good reason to acquire them early!

Sunday, 29th May 2016, 04:42

Forum: Game Design Discussion

Topic: Octopode with Gozag Shop Drops

Replies: 25

Views: 10080

Re: Octopode with Gozag Shop Drops

amusingly, i think debe is probably stronger than optm

Sunday, 29th May 2016, 03:12

Forum: Game Design Discussion

Topic: My 2 cents on new gods

Replies: 56

Views: 15066

Re: My 2 cents on new gods

"such as in the case where the player took no damage at all"

Sunday, 29th May 2016, 02:45

Forum: Game Design Discussion

Topic: My 2 cents on new gods

Replies: 56

Views: 15066

Re: My 2 cents on new gods

Yeah the fact that the ally dying is only sort of a penalty instead of a big penalty mitigates somewhat the permanent-ally-and-healing problem that other permanent allies have. (It's still a problem, but it's smaller, and this is one you can't really solve entirely except by removing permanent allie...

Sunday, 29th May 2016, 02:13

Forum: Dungeon Crawling Advice

Topic: Full acquirement spoiler

Replies: 35

Views: 12732

Re: Full acquirement spoiler

Acid, enslavement, paralysis wands are very good all game (other hex wands are okay too but para/enslave are better so if you have enslave/para the other hex wands aren't useful). They're also super good early so you should acquire wand quickly so that if you get one of these you can get even more u...

Saturday, 28th May 2016, 23:13

Forum: Dungeon Crawling Advice

Topic: evocation of the spear...

Replies: 6

Views: 1789

Re: evocation of the spear...

genericpseudonym wrote:(Well that's not absolutely true. Elyvilon worshipers can target enemies with /HW to pacify them and this effect scales with invo.)

Wand of heal wounds does not pacify any more.

Saturday, 28th May 2016, 23:12

Forum: Game Design Discussion

Topic: How are summons different from buffs?

Replies: 7

Views: 1842

Re: How are summons different from buffs?

The costs of regenerating 7 mp each time you cast summon hydra before hydra expires are much higher than the costs of just not walking around with a pet hydra, since you will take like 3 times as long to get anywhere. Spending that many more turns generates a lot more monsters which are also more da...

Saturday, 28th May 2016, 08:39

Forum: Game Design Discussion

Topic: How are summons different from buffs?

Replies: 7

Views: 1842

Re: How are summons different from buffs?

edit: Actually I seem to have misread your post. I don't really have any answers to what I now think you're asking, since the fact is that all offense in crawl is something you just cast or otherwise use a bunch of times per fight and this really isn't any different from buffs. Orignally I had assum...

Saturday, 28th May 2016, 05:51

Forum: Crazy Yiuf's Corner

Topic: New mut: short-sighted

Replies: 9

Views: 2172

Re: New mut: short-sighted

This sounds exceptionally hard to code, especially since you need to figure out how to deal with autoexplore and you probably also have to figure out how to deal with players who have animations turned off. Autoexplore ends if the player is attacked? This doesn't solve the problem on its own though...

Friday, 27th May 2016, 07:22

Forum: Dungeon Crawling Advice

Topic: Nagas

Replies: 41

Views: 9283

Re: Nagas

You can just examine a shield in-game and the game will tell you how much shield skill you need to eliminate penalties. I suggest doing this, because those numbers are less likely to be wrong than other numbers.

Friday, 27th May 2016, 00:06

Forum: Game Design Discussion

Topic: My 2 cents on new gods

Replies: 56

Views: 15066

Re: My 2 cents on new gods

Kiku directly gives you things that use necro skill, so it's not unreasonable to base kiku powers on necro skill instead of invo. That said, moving corpse drop, torment, torment resistance effectiveness to being based on invo instead of necro/piety is also fine, perhaps I'd like it more. Decks basic...

Thursday, 26th May 2016, 22:42

Forum: Dungeon Crawling Advice

Topic: Change aiming behaviour of xbow\longbow

Replies: 4

Views: 1213

Re: Change aiming behaviour of xbow\longbow

I'm assuming that it's not particularly easy to do that. If it is easy to implement multiple-enemy targeting then yeah, that's an improvement. But I doubt it is (I mean, ranged autofight has had problems with slowing down during target-selection already) then I don't think it's worth the effort to i...

Thursday, 26th May 2016, 22:11

Forum: Game Design Discussion

Topic: My 2 cents on new gods

Replies: 56

Views: 15066

Re: My 2 cents on new gods

Gods using evocations for powers is pretty much unacceptable in current crawl since evocations are already too powerful. It probably shouldn't happen anyway, considering there is a skill that is designed for gods to use instead. If Nemelex never used decks in the first place he would never have had ...

Thursday, 26th May 2016, 21:51

Forum: YASD! YAVP! and characters in progress too

Topic: OpTm game in progress

Replies: 25

Views: 5512

Re: OpTm game in progress

White ugly things do much more damage than any other colour, so I strongly suggest fighting them in ice form unless you're against red ones.

Thursday, 26th May 2016, 21:49

Forum: Crazy Yiuf's Corner

Topic: Quick question about Hepl

Replies: 7

Views: 2123

Re: Quick question about Hepl

i suggest changing "glaciate" to "ice storm"

Thursday, 26th May 2016, 21:48

Forum: Dungeon Crawling Advice

Topic: Change aiming behaviour of xbow\longbow

Replies: 4

Views: 1213

Re: Change aiming behaviour of xbow\longbow

Tab fires with "f", not with "." already, unless that changed very recently (in which case please revert it because wow that is an awful change). Targeting the closest monster seems correct to me. It seems better than targeting the farthest, since if they are the same danger leve...

Thursday, 26th May 2016, 21:41

Forum: Game Design Discussion

Topic: My 2 cents on new gods

Replies: 56

Views: 15066

Re: My 2 cents on new gods

So there are a couple things here. First, since god choice is actually usually not something a player chooses based just on strength, it's okay if a god isn't great or encourages things that would otherwise not be good ideas. See also: chei, possibly qaz. It's a lot more like choosing a race or back...

Thursday, 26th May 2016, 21:21

Forum: Game Design Discussion

Topic: Felid repair thread

Replies: 23

Views: 5536

Re: Felid repair thread

I think no-equipment is a much better idea for a race than extra lives, and honestly that is one species idea that is probably worth at least trying. No, felids don't count, because like I said they have so much other junk attached that you can't see how much of that is no-equipment and how much is ...

Thursday, 26th May 2016, 10:01

Forum: Game Design Discussion

Topic: Merge naga and centaur bardings

Replies: 9

Views: 2233

Re: Merge naga and centaur bardings

Bardings list the EV penalty as an EV penalty now.

Thursday, 26th May 2016, 06:47

Forum: Crazy Yiuf's Corner

Topic: New mut: short-sighted

Replies: 9

Views: 2172

Re: New mut: short-sighted

This sounds exceptionally hard to code, especially since you need to figure out how to deal with autoexplore and you probably also have to figure out how to deal with players who have animations turned off.

Thursday, 26th May 2016, 03:55

Forum: Game Design Discussion

Topic: Felid repair thread

Replies: 23

Views: 5536

Re: Felid repair thread

Well basically my argument is that felids only have two things that are distinct about them, which is extra lives and lack of equipment. I don't personally think extra lives is a good gimmick, but if you want felids to be "x race but with extra lives (it's kobold if you remove their speed)"...

Thursday, 26th May 2016, 03:01

Forum: Game Design Discussion

Topic: Felid repair thread

Replies: 23

Views: 5536

Re: Felid repair thread

Why should "spriggan with extra lives" (which is what equipment-using felids are) be a race? That makes no sense.

Thursday, 26th May 2016, 00:19

Forum: Game Design Discussion

Topic: Felid repair thread

Replies: 23

Views: 5536

Re: Felid repair thread

That post from Lasty seems very confusing to me. Right now felid is way too close to octopode (or possibly spriggan, I guess); the way to differentiate them is to make felid be able to use fewer items, not more items. This is why I never understood and never will understand why felids were changed t...

Wednesday, 25th May 2016, 22:02

Forum: Dungeon Crawling Advice

Topic: Can't find the Orcish Mines

Replies: 9

Views: 2121

Re: Can't find the Orcish Mines

Press ctrl-O and go explore the places where it says the entrance can be.

Wednesday, 25th May 2016, 22:00

Forum: Game Design Discussion

Topic: Allow Vehumet spell gifts to stack

Replies: 30

Views: 10373

Re: Allow Vehumet spell gifts to stack

Veh is one of the weaker gods. He only seems strong because the alternatives for "caster" gods are actually worse, somehow.

Wednesday, 25th May 2016, 21:58

Forum: Crazy Yiuf's Corner

Topic: Hepliaklqana and cats

Replies: 78

Views: 20456

Re: Hepliaklqana and cats

I still don't understand why felids can use wands.

Wednesday, 25th May 2016, 11:17

Forum: YASD! YAVP! and characters in progress too

Topic: Now yasd. How'd these skeletal warriors blink? Surrounded

Replies: 18

Views: 3542

Re: Now yasd. How'd these skeletal warriors blink? Surrounde

Even casting haunt at 56 spellpower I'm getting lots of phantasmal warriors, freezing wraiths, wraiths etc. Casting it at lower spellpower than that is pretty much only possible with subdued magic mut. If you used haunt like right after it was changed to newhaunt, note that almost every single thing...

Wednesday, 25th May 2016, 03:56

Forum: YASD! YAVP! and characters in progress too

Topic: Now yasd. How'd these skeletal warriors blink? Surrounded

Replies: 18

Views: 3542

Re: Now yasd. How'd these skeletal warriors blink? Surrounde

Haunt will kill everything but orbs of fire in zot, I think (it might kill them also, depending on how often the orb chooses to fireball). However, if you have haunt, there's a reasonable chance you might have access to simulacrum/animate dead plus recall, and honestly just making a bunch of stuff a...

Wednesday, 25th May 2016, 01:28

Forum: Crazy Yiuf's Corner

Topic: Other kinds of hide armors

Replies: 7

Views: 1972

Re: Other kinds of hide armors

You already can change your glyph in console to anything you like, unless it changed recently.

mon_glyph = player:[desired glyph]

Wednesday, 25th May 2016, 00:54

Forum: Crazy Yiuf's Corner

Topic: Hepliaklqana and cats

Replies: 78

Views: 20456

Re: Hepliaklqana and cats

i think the "justification" is that felids can't use equipment and your ancestor uses equipment

of course, this should mean that he[lp] also dislikes at least octopodes, probably

(related: please remove dith's fire conduct)

Tuesday, 24th May 2016, 22:01

Forum: Game Design Discussion

Topic: New Unrand: Torpor Shell

Replies: 22

Views: 5013

Re: New Unrand: Torpor Shell

+14 Torpor Shell [-8 intelligence, +5 Strength, slow, *paralysis]

I assumed the "slow" there meant it did slow the player.

Tuesday, 24th May 2016, 21:46

Forum: YASD! YAVP! and characters in progress too

Topic: Now yasd. How'd these skeletal warriors blink? Surrounded

Replies: 18

Views: 3542

Re: Need some help with this dude... Please

Don't amnesia dispel undead. It's narrow but it's so overpowered against undead that it's always worth having. Fcloud is pretty much worthless for this character. Bolt of draining is good, you can either clear out some spells (freeze, butterflies, recall, ice beast are all options) or just get 1 (ok...

Tuesday, 24th May 2016, 21:19

Forum: Game Design Discussion

Topic: New Unrand: Torpor Shell

Replies: 22

Views: 5013

Re: New Unrand: Torpor Shell

Permanently slowing both the player and all enemies is basically amulet of resist slow; the only net effect in most cases is that the player is immune to further slowing (I mean, enemies are too, but players don't actually slow enemies very often). I'm pretty sure that's not going to get into crawl.

Tuesday, 24th May 2016, 20:46

Forum: Game Design Discussion

Topic: Buffs to octopodes.

Replies: 37

Views: 10603

Re: Buffs to octopodes.

I don't think giving octopodes higher-damage auxes is going to happen; that was (accidentally) tried for a while some time ago and then got fixed: <Sequell> octopode[2/5]: For four days in 2012, octopodes had eight times the normal squeeze damage (96 instead of 12), allowing them to one-shot greater...

Tuesday, 24th May 2016, 20:27

Forum: Dungeon Crawling Advice

Topic: OpTm Questions

Replies: 47

Views: 11620

Re: OpTm Questions

it's pretty reasonable to use ice form all game instead of blade hands

most people don't do it, because they build their characters to be blade hands characters, but for octopode I think ice form might actually legitimately be better than blade hands

Tuesday, 24th May 2016, 20:25

Forum: Crazy Yiuf's Corner

Topic: Concept of Hepliaklqana needs to be merged with Beogh

Replies: 12

Views: 4468

Re: Concept of Hepliaklqana needs to be merged with Beogh

Do you actually want to talk to me or not? This is a serious question, unlike my previous post (which was not entirely serious, and I recognize that that is not always obvious; I would never have made that post in GDD, however). edit: also to be fair, I actually think that summons (if you fix them b...

Tuesday, 24th May 2016, 20:21

Forum: Crazy Yiuf's Corner

Topic: Concept of Hepliaklqana needs to be merged with Beogh

Replies: 12

Views: 4468

Re: Concept of Hepliaklqana needs to be merged with Beogh

yes for how much the devs hate summoning it is really weird how much they also love allies

Tuesday, 24th May 2016, 20:20

Forum: Dungeon Crawling Advice

Topic: OpTm Questions

Replies: 47

Views: 11620

Re: OpTm Questions

the problem is that people see that UC skill improves UC "base damage" but the problem is that UC "base damage" is not at all the same thing as weapon "base damage" and calling them the same thing is really bad

use fsim if you need to compare UC to weapons

Tuesday, 24th May 2016, 04:24

Forum: Game Design Discussion

Topic: Rework/Remove Labyrinths (or at least remove map rot)

Replies: 65

Views: 19756

Re: Rework/Remove Labyrinths (or at least remove map rot)

dpeg: My arguments against labyrinths in this topic have nothing to do with the fact I personally dislike labyrinths, and I even said as much in my post. Please stop putting words in my mouth. This is why I find it really hard to talk to you, and perhaps I should stop doing so because it frustrates ...

Monday, 23rd May 2016, 22:31

Forum: Game Design Discussion

Topic: Rework/Remove Labyrinths (or at least remove map rot)

Replies: 65

Views: 19756

Re: Rework/Remove Labyrinths (or at least remove map rot)

Ok so the thing is, when you make a game, you generally want it to have a good focus. If you just throw a bunch of unrelated things together, you have the problem that the people looking for some particular kind of content (say, mazes) have to slog through a bunch of content they aren't looking for....
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