Search found 719 matches

Saturday, 20th October 2012, 17:49

Forum: Game Design Discussion

Topic: Spider god

Replies: 167

Views: 93868

Re: Spider god

Partial stripping of features... Healing rates, metabolism, see invisible, innate magic resistance, and other intrinsics are retained in Spider Form. Aptitudes remain the same. Merfolk, Octopodes do not slow nor fumble on shallow water Tengu can still fly. Octopodes keep their rings (as in Spider Fo...

Saturday, 20th October 2012, 16:51

Forum: Game Design Discussion

Topic: Spider god

Replies: 167

Views: 93868

Re: Spider god

Trog is very narrow IMO and nonetheless is a very efficient god and beloved by many.

Also we don't have any god focused on stealth and poisoning.

Friday, 19th October 2012, 15:20

Forum: Crazy Yiuf's Corner

Topic: I love it when...

Replies: 1478

Views: 3186618

Re: I love it when...

snowstorm wrote:when you come around a shapeshifter in merfolk form and then:
The merfolk suddenly changes into a mermaid.


I think it's worse if the mermaid suddenly changes to a merman :)

Friday, 19th October 2012, 15:13

Forum: Crazy Yiuf's Corner

Topic: Dog redips

Replies: 18

Views: 3371

Re: Dog redips

!suoiralih si siht skniht moX

Friday, 19th October 2012, 10:40

Forum: Technical Support

Topic: 0.11 console does not show health of monsters

Replies: 11

Views: 3125

Re: 0.11 console does not show health of monsters

Yes, Galehar did it. Thanks.

Friday, 19th October 2012, 10:07

Forum: Crazy Yiuf's Corner

Topic: Minimalist Crawl Fanart

Replies: 28

Views: 6672

Re: Minimalist Crawl Fanart

Image

Friday, 19th October 2012, 09:55

Forum: Crazy Yiuf's Corner

Topic: Double Penetration

Replies: 13

Views: 4095

Re: Double Penetration

would it be forbidden by Zin ?

Friday, 19th October 2012, 09:54

Forum: Crazy Yiuf's Corner

Topic: Dog redips

Replies: 18

Views: 3371

Re: Dog redips

!ti tog I

Friday, 19th October 2012, 09:40

Forum: Game Design Discussion

Topic: Spider god

Replies: 167

Views: 93868

Re: Spider god

palin wrote:Felids already can use decks with the mouth.

a - a legendary deck of wonders (in mouth)


I forgot that, but spiders should be able to manipulate wands, IMO. Anyway, how exactly wands are used when you have both hands wielding things, and perhaps cursed?

Friday, 19th October 2012, 09:37

Forum: Game Design Discussion

Topic: Show monster weapon in console

Replies: 14

Views: 3272

Re: Show monster weapon in console

It might be neat if color indicated brand, if known -- maybe: blue: glowing (brand unknown, maybe vorpal|slay foo also) yellow: flame cyan: ice brightwhite: elec red: drain purple: distortion green: venom brightblue/brightcyan: holy changing: chaos I have checked yesterday that Ctrl+V toggles a scr...

Thursday, 18th October 2012, 13:35

Forum: Game Design Discussion

Topic: Long Blades, M&F effect brainstorm

Replies: 200

Views: 44310

Re: Long Blades, M&F effect brainstorm

Therefore, Long Blades cause bleeding, which can be considered a "state" where HP is lost over time, akin to poisoning. Maces and Flails can induce stunning, which can add a minor delay to the next attack from the target. My two cents here: if you combine bleeding + stunning you have a ma...

Thursday, 18th October 2012, 13:32

Forum: Game Design Discussion

Topic: Spider god

Replies: 167

Views: 93868

Re: Spider god

Equipment is half the fun. Then why do players play felids, or other builds that have restricted equipment abilities? I don't think "equipment is half the fun" is a universal belief. And still consumables as potions and scrolls can be used. Why not wands and decks as well ? Spiders have e...

Thursday, 18th October 2012, 13:10

Forum: Game Design Discussion

Topic: Iron vulnerability: a mutation and/or a gimmick for elves

Replies: 8

Views: 3062

Re: Fear of iron: proposal for a mutation as a gimmick

For this to be used as a random mutation it would have to be level 3, with level 2 and level 1 being significantly less harsh. The immediate loss of your weapon and body armor is simply way too much for a level 1 mutation. There is room to other effects depending on the level, of course For a race ...

Thursday, 18th October 2012, 09:14

Forum: Game Design Discussion

Topic: Iron vulnerability: a mutation and/or a gimmick for elves

Replies: 8

Views: 3062

Iron vulnerability: a mutation and/or a gimmick for elves

Fear of iron : 1) you cannot wear or wield anything that contains a meaningful amount of wrought iron 2) when hurt by iron weaponry the damage is split half between HP and between MP; MP points lost that way takes longer to recover. I've come up with this idea while thinking about a species that so...

Wednesday, 17th October 2012, 15:04

Forum: Game Design Discussion

Topic: Show monster weapon in console

Replies: 14

Views: 3272

Re: Show monster weapon in console

Aren't the tree, wall and fog symbols among others part of an ASCII extended? I think unicode allows *a lot* more than this set... http://www.asciitable.com/index/asciifull.gif http://www.asciitable.com/index/extend.gif Indeed, unicode weird symbols from other alphabets I don't think they can repres...

Wednesday, 17th October 2012, 14:47

Forum: Game Design Discussion

Topic: Show monster weapon in console

Replies: 14

Views: 3272

Re: Show monster weapon in console

Not sure about the list, because you cannot tell which position have each monster at each moment unless you x them, only know that there is a polearm wielder, which is a probable fact in a band of gnolls or orcs.

Wednesday, 17th October 2012, 13:42

Forum: Game Design Discussion

Topic: Show monster weapon in console

Replies: 14

Views: 3272

Re: Show monster weapon in console

Toggle (a single key) between two color modes : a)the normal console view which uses color to identify the monster and adds flavour to the dungeon b)the "weapon wielder" or "potential menace" view, which distinguishes the monsters by the weapon and/or potential damage they can do...

Tuesday, 16th October 2012, 16:08

Forum: Game Design Discussion

Topic: Unarmed Humans

Replies: 17

Views: 4157

Re: Unarmed Humans

I found yesterday a ring of humans and Rupert, surrounding the stairs. Some kind of folklore dancing ? It's a joke that works much better in console: humans, including human uniques and vault guards all use the @ glyph. So the ring of humans looks like the V:$ welcome committee. What is V:$ ?? I do...

Tuesday, 16th October 2012, 14:01

Forum: Game Design Discussion

Topic: Unarmed Humans

Replies: 17

Views: 4157

Re: Unarmed Humans

My theory is that they are part of a welcome committee.

Now something relevant, why not adding women to fill some roles ? With console is easy to figure out that human @ are either male or female but in tiles I find the dungeon too similar to San Francisco.

Tuesday, 16th October 2012, 13:54

Forum: Game Design Discussion

Topic: Unarmed Humans

Replies: 17

Views: 4157

Re: Unarmed Humans

I found yesterday a ring of humans and Rupert, surrounding the stairs. Some kind of folklore dancing ?

Tuesday, 16th October 2012, 10:02

Forum: Dungeon Crawling Advice

Topic: Golubria

Replies: 14

Views: 5491

Re: Golubria

Let PofG work between levels. How would it work ?

Tuesday, 16th October 2012, 09:07

Forum: Game Design Discussion

Topic: Spider god

Replies: 167

Views: 93868

Re: Spider god

Aren't the apts and natural abilities kept after the transformation? Being a spider does not mean one has to be the same kind of spider. It would be good if different abilities could lead to real variations in the "spider play-style". Edit: yeah, they are. The species choice matters at lea...

Monday, 15th October 2012, 10:00

Forum: Game Design Discussion

Topic: Long Blades, M&F effect brainstorm

Replies: 200

Views: 44310

Re: Long Blades, M&F effect brainstorm

Attack&move, attack&move, attack&move for LB... the damage would be lesser than if moving towards the foe directly without displacement but you still can cut the sides of your foe if you move to its sides and you get the benefit of mobility, as swordsmen used to have. It is a passive gim...

Monday, 15th October 2012, 09:55

Forum: Game Design Discussion

Topic: Shield Knockback Ability

Replies: 38

Views: 9243

Re: Shield Knockback Ability

The e(v)ocable facet I think can be replaced by a "passive" wait turn, in case of having am adjacent monster, the shield has the effect.

It comes naturally: if you attack, you move towards with the movement keys, if you defend, you stand your ground with the wait key.

Monday, 15th October 2012, 09:48

Forum: Game Design Discussion

Topic: Random gods

Replies: 67

Views: 29649

Re: Random gods

I've thought and written down a few generic god powers (i.e. the sort of powers that any god could provide) and other more theme-related. I'm more fond on classifying the conducts and piety rules rather than making powers. I especially like the algorithm to roll a god and the tags strategy to pick t...

Saturday, 13th October 2012, 19:08

Forum: Game Design Discussion

Topic: Random gods

Replies: 67

Views: 29649

Re: Random gods

It is a good start, congrats!

May I help in some way to contribute/organize/balance the DB ?

Saturday, 13th October 2012, 18:55

Forum: Game Design Discussion

Topic: Stalking?

Replies: 42

Views: 10837

Re: Stalking?

I believe that Evaporate+FD could make a comeback with a god... at least I have listed these as tentative minor power for random gods. The point is that for a god, the brokenness can be counteracted by a conduct. I posted this idea to be one of the random blessings of Xom to happen sometimes; nobod...

Wednesday, 10th October 2012, 16:39

Forum: Game Design Discussion

Topic: Xom proposal: replace mood/interest with tension

Replies: 1

Views: 1215

Re: Xom proposal: replace mood/interest with tension

It could be almost the inverse of the current situation. AFAIK Xom adds tension when is bored after nothing interesting happens and does nothing if the things get very tough for it is entertained. In the current implementation you need actively to put yourself in risk if you don't want that Xom does...

Wednesday, 10th October 2012, 16:36

Forum: Game Design Discussion

Topic: The Fighter Background

Replies: 165

Views: 40807

Re: The Fighter Background

Should this issue be addressed therefore towards a reform of shields to make them more intuitive and useful ?

Wednesday, 10th October 2012, 15:56

Forum: Game Design Discussion

Topic: The Fighter Background

Replies: 165

Views: 40807

Re: The Fighter Background

Footmen were soldiers with a better equipment than the conscripted ones, usually carrying a sword and armor, but no horse. Fighter is too generic for my taste. Footmen or men-at-arms is more precise but Crawl would have Foot-foo or foo-at-arms. Soldier is another option, different from a gladiator w...

Wednesday, 10th October 2012, 12:48

Forum: Game Design Discussion

Topic: Nemelex summoning deck nerf

Replies: 37

Views: 7947

Re: Nemelex summoning deck nerf

Sense of humour has been nerfed recently :mrgreen:

Tuesday, 9th October 2012, 16:07

Forum: Game Design Discussion

Topic: Nemelex summoning deck nerf

Replies: 37

Views: 7947

Re: Nemelex summoning deck nerf

Artificiers are chiefly a background to be a resourceful individual with the aid of wands and cards if going with Nemelex; too much or too powerful summons blur this style.

Tuesday, 9th October 2012, 15:45

Forum: Game Design Discussion

Topic: Nemelex summoning deck nerf

Replies: 37

Views: 7947

Re: Nemelex summoning deck nerf

In which sense has been nerfed? Cards effects ? Frequency of generated summon decks ?

Tuesday, 9th October 2012, 12:45

Forum: Game Design Discussion

Topic: Revisions to boring or redundant monsters

Replies: 80

Views: 20952

Re: Revisions to boring or redundant monsters

I like the idea of giving slimy trails an effect: may be slow, may be acid.

I'm thinking on some monster that, following the same concept, can deploy some kind of land mines (or lay buried eggs) that "explodes" when near. Maybe a giant termite queen ?

Tuesday, 9th October 2012, 10:33

Forum: Game Design Discussion

Topic: Spider god

Replies: 167

Views: 93868

Re: Spider god

There are spiders with melee webbing attacks (I think Arachne has a ranged webbing thingy), spiders with strong poison, wasps with paralysis and slowing. No swarms. And certainly not all of it on the same monster. One reason why this wouldn't work as a species is that it would have to be balanced w...

Tuesday, 9th October 2012, 10:19

Forum: Game Design Discussion

Topic: Revisions to boring or redundant monsters

Replies: 80

Views: 20952

Re: Revisions to boring or redundant monsters

We should summarize the proposed effects/actions given here independently of the monster which was originally thought for: I've seen good ideas that could be implemented in one or another way.

Sunday, 7th October 2012, 17:51

Forum: Game Design Discussion

Topic: Spider god

Replies: 167

Views: 93868

Re: Spider god

Let the majority of the active abilities cost only food and/or MP, HP as they are biological abilities. Let Ix support passively these abilities for pious spiders according to their piety level, as Vehumet does to conjurations for pious conjurers.

Friday, 5th October 2012, 21:11

Forum: Technical Support

Topic: 0.11 console does not show health of monsters

Replies: 11

Views: 3125

Re: 0.11 console does not show health of monsters

First time, yes. Second time no. Third time I moved it to another folder and still does not display anything when unzipped.

Friday, 5th October 2012, 21:03

Forum: Technical Support

Topic: 0.11 console does not show health of monsters

Replies: 11

Views: 3125

Re: 0.11 console does not show health of monsters

I've downloaded the zip windows console version as usual. With the unzip files untouched the indicator is still not there.

I noticed this, and posted in the trunk 0.11 thread, when I downloaded the trunk version 0.11_b0, the _a0 versions I have display the monster HP

Friday, 5th October 2012, 20:27

Forum: Game Design Discussion

Topic: The Fighter Background

Replies: 165

Views: 40807

Re: The Fighter Background

It seems like a counterproductive idea to make major changes to the game in order to accommodate a background. It'd be much easier to just remove fighter. Just as it was much easier to remove MD... it seems there was a lesser effort put on combat rather than in magic in former versions so fighter-o...

Friday, 5th October 2012, 20:21

Forum: Technical Support

Topic: 0.11 console does not show health of monsters

Replies: 11

Views: 3125

0.11 console does not show health of monsters

Look at these pics, the first from a 0.11.a0 version and the second from 0.11.0 http://i50.tinypic.com/10n88rm.jpg http://i47.tinypic.com/2hgtx5x.jpg If you pay attention, the list of monsters on sight had always contained a color indicator which 0.11 currently lacks, even when the hobgoblin is woun...

Friday, 5th October 2012, 16:53

Forum: Game Design Discussion

Topic: Revisions to boring or redundant monsters

Replies: 80

Views: 20952

Re: Revisions to boring or redundant monsters

Oozes, I have always though that they should be immune to pain and torment (which kind of neural system have ?). I personally like enemies that are difficult for some classes but just another popcorn for other classes. Conjurers don't care whether they are blasting a jelly or a wolf from a distance...

Friday, 5th October 2012, 15:32

Forum: Game Design Discussion

Topic: Revisions to boring or redundant monsters

Replies: 80

Views: 20952

Re: Revisions to boring or redundant monsters

They are not *so* boring. Hyppogryphs and gryphs can peck you and fly and are tough the first time you encounter them. If they appeared in packs they would be as nasty as flying yaks The crocodile is plain but alligators have burst. I suppose nobody wants them to submerge when fleeing, but they coul...

Wednesday, 3rd October 2012, 16:13

Forum: Technical Support

Topic: Blocked paths in dungeon entry

Replies: 5

Views: 1722

Re: Blocked paths in dungeon entry

About this removal, how do this affect to some vaults that make use of these doors? Have they been removed as wll, edited, altered in some way ?

Wednesday, 3rd October 2012, 08:25

Forum: Game Design Discussion

Topic: New Monster: Drider

Replies: 4

Views: 1531

Re: New Monster: Drider

First of all, a lot of games borrow heavily from D&D, which makes some sense because it defined a genre. But even so, this is a good bit too close. Second of all, even if such a monster made it into the game I'd rather it be uncommon, because otherwise it'd be way too similar to its counterpart...

Tuesday, 2nd October 2012, 13:56

Forum: Crazy Yiuf's Corner

Topic: Generic Brainstorming!

Replies: 2506

Views: 669384

Re: Generic Brainstorming!

Every pack of orcs should appear with a giant eyeball to beat you unfairly

Idea: once you are paralyzed, the orcs become voluntarily blind and plays with you as a piñata

Tuesday, 2nd October 2012, 09:33

Forum: Game Design Discussion

Topic: Revisions to boring or redundant monsters

Replies: 80

Views: 20952

Re: Revisions to boring or redundant monsters

Some rats could make you sick as well, remember about European black plague, but now it is an exclusive gimmick of komodo's dragons, which are restricted to Lair, AFAIK. Is there some source of sickness in main dungeon or other branches ? About tracking hounds, the easiest way to do this is by plain...

Tuesday, 2nd October 2012, 09:18

Forum: Game Design Discussion

Topic: The Fighter Background

Replies: 165

Views: 40807

Re: The Fighter Background

Has a gladiator some success to become a reaver for some species like HE or Me?

Monday, 1st October 2012, 22:56

Forum: Game Design Discussion

Topic: The Fighter Background

Replies: 165

Views: 40807

Re: The Fighter Background

Not sure exactly why, but people complain about the starting shield of Fi's, probably by its initial cumbersomeness. May a low tier (ie, athe buckler) be a better solution to get skill in shields without so many issues from the beginning ?
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