Search found 2296 matches

Wednesday, 12th October 2016, 17:14

Forum: Crazy Yiuf's Corner

Topic: Charm idea: Armor of Thorns

Replies: 4

Views: 1595

Re: Charm idea: Armor of Thorns

Under experiment as a god idea:

viewtopic.php?f=8&t=21715

Wednesday, 12th October 2016, 13:52

Forum: Crazy Yiuf's Corner

Topic: New charm idea: Double Strike

Replies: 27

Views: 8092

Re: New charm idea: Double Strike

It prevents you from using emergency spells/god powers if things go pear-shaped. In other words it encourages ever more tedious behaviour on the road to optimum play. "I get a powerful buff (with possible downside), but while it's up I can't use other buffs in this group" is Transmutation...

Wednesday, 12th October 2016, 13:24

Forum: Crazy Yiuf's Corner

Topic: New charm idea: Double Strike

Replies: 27

Views: 8092

Re: New charm idea: Double Strike

until you cancel it it uses a bunch of MP per swing to greatly magnify your weapon attacks in some way. "You spend a turn and lots of MP to get nothing but a buff" does not float for Charms. Neither does adding "oh and some downside that requires you to press 5 a lot". These eff...

Wednesday, 12th October 2016, 12:19

Forum: Game Design Discussion

Topic: defense of hidden numbers

Replies: 53

Views: 19205

Re: defense of hidden numbers

how many yaks does it take to beat one of these things about half the time in the arena? Call it the yak number. Provided the arena conditions are well documented, this looks like a promising design. That is, make it clear the yaks (or whatever yardstick monster is used) start at range and they mob...

Wednesday, 12th October 2016, 10:44

Forum: Game Design Discussion

Topic: Why was 'P'rayer removed?

Replies: 5

Views: 2358

Re: Why was 'P'rayer removed?

So long as Fedhasites keep the ability to turn zombies into skeletons at will, I'm happy.

Wednesday, 12th October 2016, 10:02

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP : MIFI of Oka : my first win !

Replies: 13

Views: 3305

Re: YAVP : MIFI of Oka : my first win !

Gratz on the win! Pretty quick in terms of how many splats before you got there.

A DE is good for learning the ropes of spells. But after you splat a bunch of glass cannons while learning, I recommend you go for a Dr when trying to actually win with a caster.

Wednesday, 12th October 2016, 08:15

Forum: Game Design Discussion

Topic: defense of hidden numbers

Replies: 53

Views: 19205

Re: defense of hidden numbers

I hope I'm doing something a little different this time in showing that the charges against numbers are fraudulent. I won't agree that branches are better than discussion as some people are unmoved by evidence and there's nothing here that can't be resolved by talking. Resolving this just with talk...

Tuesday, 11th October 2016, 16:53

Forum: Game Design Discussion

Topic: defense of hidden numbers

Replies: 53

Views: 19205

Re: defense of hidden numbers

there's a happy medium there that continues to go completely unexplored because of how stuck the Tavern seems to be in the numbers vs. choko fight. Agreed it's unexplored and that it should be explored. But I'm not so optimistic there will actually be a 'one size fits all' compromise. Pessimism asi...

Tuesday, 11th October 2016, 16:28

Forum: Crazy Yiuf's Corner

Topic: Transient Resistance can make up for haste

Replies: 25

Views: 7076

Re: Transient Resistance can make up for haste

E.G. Fiery Infusion (Charm, Level 3) Duration: ~100 turns Effect: After cast this spell, your next X(increased with spellpower, 1~5) attacks deal 30% more fire damage. Make that: - Your next 1 attack (does not stack) - Deals 30% + X (based on spellpower) - If target dies from this one attack, explo...

Monday, 10th October 2016, 22:15

Forum: Crazy Yiuf's Corner

Topic: Transient Resistance can make up for haste

Replies: 25

Views: 7076

Re: Transient Resistance can make up for haste

I should have explicitly said "the upside has not been defined in this example". At risk of getting distracted by balance concerns, here's an example with actual details: - Spellpower 0 = +2 slaying, Spellpower 100 = +10 slaying - Duration = 30 turns, every hit => -3 turns off duration - H...

Monday, 10th October 2016, 20:29

Forum: Crazy Yiuf's Corner

Topic: Transient Resistance can make up for haste

Replies: 25

Views: 7076

Re: Transient Resistance can make up for haste

Strong effect but with serious drawback (e.g. kimnosuk's resistance spell proposal). So long as 'serious drawback' isn't actually 'you sit and press 5 while out of combat', this works too. Hence my view that early-midgame Charm effects (upside and downside) all end very quickly out of combat. Or so...

Monday, 10th October 2016, 19:47

Forum: Crazy Yiuf's Corner

Topic: Transient Resistance can make up for haste

Replies: 25

Views: 7076

Re: Transient Resistance can make up for haste

The crux of the Charms issue doesn't care what the buffs actually are. It's twofold: - Casting spells out of combat is tedious, as optimal play demands you have those Charms up all the time (since they cost precious turns in combat). - Spending a turn which inherently doesn't advance combat to its c...

Monday, 10th October 2016, 16:02

Forum: Game Design Discussion

Topic: Idea: Make charms tactical rather than strategic

Replies: 94

Views: 24992

Re: Idea: Make charms tactical rather than strategic

DracheReborn wrote:
Psieye wrote:- Some charms only give the buff upon killing (non-popcorn hostiles) with said damage.


Ooh, killing hostiles gives a chance to drop power-ups

'Drop' implies you have to move to pick it up. I said 'give', meaning the buff is immediately awarded for achieving the kill with the specific spell.

Monday, 10th October 2016, 11:09

Forum: Game Design Discussion

Topic: Idea: Make charms tactical rather than strategic

Replies: 94

Views: 24992

Re: Idea: Make charms tactical rather than strategic

The problem i am proposing to solve is that it is technically optimal to cast all your charms and have them up at all times while exploring or even traveling, on the off chance you should stumble across something that wants to fight you. Sure super short durations also eliminate pre-buffing, but th...

Sunday, 9th October 2016, 19:09

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 45760

Re: God Proposal: Ieoh Jian Council (Version I'll be working

I agree as well, but I'm unsure how to go about implementing the weapon spawn without the collection. If I just use a few defaults, Whichever weapons I default to will not be useful for the whole game... I have to think about it. This skeleton shouldn't concern itself at all with balance. Its purpo...

Sunday, 9th October 2016, 17:35

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 45760

Re: God Proposal: Ieoh Jian Council (Version I'll be working

I think the best elements are spawning weapons on melee, throwing weapons that then dance, and being able to switch weapons midcombat by movement to get access to new effects. Make throwing weapons use the f key instead of the ability menu. It seems these should be the core skeleton features that g...

Saturday, 8th October 2016, 22:07

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 38357

Re: Display monster AC as range

Or were you instead thinking of a branch with huge sweeping changes? https://github.com/Sandman25DCSS/difficulty/commits/dcss_master_difficulty2 I rebased the branch about 3 times but then got tired to spend 15-20 minutes on manual conflict resolution. Yep, huge sweeping changes - i.e. scope creep....

Saturday, 8th October 2016, 21:25

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 38357

Re: Display monster AC as range

Sorry, you said nothing new to me here. I am sure you know what "conflict resolution" means. Perhaps we have a different perspective of which takes more effort. From my view the effort you put into typing the words in this thread exceeds the effort in keeping a tiny UI-tweak branch up to ...

Saturday, 8th October 2016, 19:18

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 38357

Re: Display monster AC as range

people become tired of incorporating latest trunk changes into their own branches branching again and again. Not how it should be done. git merge trunk This makes git automatically incorporate the latest trunk changes to your branch. You resolve merge conflicts if necessary. Alternatively: git reba...

Saturday, 8th October 2016, 16:29

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 38357

Re: Display monster AC as range

I am not sure what you mean. At least I am happy devs added average HP, this is what I suggested long time ago. I am just a bit disappointed it takes so much time. Simply put: don't wait for devs. To quote my post earlier: The devs don't want that option in official crawl. There's nothing stopping ...

Saturday, 8th October 2016, 16:15

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 38357

Re: Display monster AC as range

These situations happen. One or more sides cannot comprehend the other side. Due to insufficient social finesse, patience is depleted on one or more sides. VAF, regardless of whether you are right or wrong, you have failed to maintain the conversation. It's an easy mistake to make. So what will you ...

Friday, 7th October 2016, 21:40

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 38357

Re: Display monster AC as range

The problem is that I've seen devs flatly reject some kind of "more numbers" option that could be toggled on and off A small problem from my perspective. The devs don't want that option in official crawl. There's nothing stopping people from putting that in an 'underground branch' that al...

Friday, 7th October 2016, 20:54

Forum: Game Design Discussion

Topic: Display monster AC as range

Replies: 131

Views: 38357

Re: Display monster AC as range

So to sum up this debate, people fail to acknowledge that there's a spectrum of players. In other words, "my solution will satisfy everyone" if not "surely there must be a silver bullet solution (that we haven't found yet) which will satisfy everyone". In broad strokes, there are...

Thursday, 6th October 2016, 11:34

Forum: YASD! YAVP! and characters in progress too

Topic: YASD 60 to 0

Replies: 8

Views: 2802

Re: YASD 60 to 0

turns out its abyssal brand... When did "always show brands on enemy weapons" happen? I only play trunk so I'm used to getting a nice "stop and look at this important message: DISTORTION BRAND wielded by that guy" pause (that may not be in the default config) whenever it happens...

Thursday, 6th October 2016, 11:26

Forum: Dungeon Crawling Advice

Topic: DCSS TrunkWatch™: No More Haste Spell

Replies: 59

Views: 15881

Re: DCSS TrunkWatch™: No More Haste Spell

This is totally wrong. If you have gotten spellhaste online and the significance of the investment is such that it is "optimal" to use it every time a fight lasts more than 3-4 turns, you have made serious strategic error. If you have access to spell haste, then it is 'optimal' to use it ...

Thursday, 6th October 2016, 09:56

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 45760

Re: God Proposal: Wikanna Council (Formerly Wiruiamesh)

Sounds like we now have a worthwhile design to observe in an experimental branch. Exact balance details can be tweaked easily once the core features are in.

Wednesday, 5th October 2016, 18:33

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 45760

Re: God Proposal: Wikanna Council (Formerly Wiruiamesh)

Going away from Gilgamesh was a good move, but stepping on Okawaru's flavour toes is questionable. Why not make them smiths, not war heroes? Weapon types that already cross-trained do so at a 60% rate (from 40%), while weapon types that didn't crosstrain now do, at a 20% rate. Make it a flat 80% cro...

Wednesday, 5th October 2016, 15:59

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 45760

Re: God Proposal: Wiruiamesh, the Blade Collector

Hmm, I'm not sure, I kind of like the idea of having your own "pokemon team" of weapons. If I had to put the finger on the "feeling" that got me to propose Wir, it's playing a melee character, finding an exciting artifact and realizing I just won't have a chance to use it this g...

Wednesday, 5th October 2016, 08:48

Forum: Game Design Discussion

Topic: A practical argument for removing (monster) invisibility

Replies: 45

Views: 18021

Re: A practical argument for removing (monster) invisibility

I believe the mechanical crux of what we want to save in Unseen Horror is "a melee monster has gotten close to you before you noticed". Well then, how about a monster that instantly blinks to melee range as soon as you see it?

Wednesday, 5th October 2016, 08:32

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 45760

Re: God Proposal: Wiruiamesh, the Blade Collector

If you want to keep the "weapon cycling" aspect, I think Psieye's approach is a better way for that to work. The -1 falchion problem can be solved by having a high piety ability that swaps your weapon with a powerful artefact for a while, before being swapped to something else eventually....

Tuesday, 4th October 2016, 14:23

Forum: Game Design Discussion

Topic: Idea: Make charms tactical rather than strategic

Replies: 94

Views: 24992

Re: Idea: Make charms tactical rather than strategic

Also I think something like 8-10 turns will be better. If it's only 3 turns, you will spend like 1/4 of your turns recasting charms because combat will go like this: You miss the X! (x3) You cast Shroud of Golubria. You miss the X! (x2) You hit the X but do no damage. etc. I think that's the point:...

Tuesday, 4th October 2016, 10:47

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 45760

Re: God Proposal: Wiruiamesh, the Blade Collector

What's that from? I think that image is from fate/stay (there are several amine in that series, not sure which one that is from) The source for that franchise is Fate/Stay Night, a Visual Novel. Of the many anime in that franchise, go for Fate/Zero (or Fate/Stay Night: Unlimited Blade Works) to max...

Tuesday, 4th October 2016, 09:28

Forum: Dungeon Crawling Advice

Topic: CeHu arrows?

Replies: 5

Views: 1636

Re: CeHu arrows?

dowan wrote:You probably can do this, but the price is your sanity.
I do not want to remember my CeHu which set out to prove exactly this by learning 3 ranged weapon skills. My sanity broke long before that CeHu.

Sunday, 2nd October 2016, 15:57

Forum: Dungeon Crawling Advice

Topic: DCSS TrunkWatch™: New L3 Tloc spell, Wr loses apport

Replies: 13

Views: 4201

Re: DCSS TrunkWatch™: New L3 Tloc spell, Wr loses apport

Well, starting with an OP version helps encourage people to try it out. The nerfs ought to follow though, Fedhas shrooms will have a field day.

Sunday, 2nd October 2016, 11:37

Forum: YASD! YAVP! and characters in progress too

Topic: CIP FeCj^Qaz

Replies: 6

Views: 1719

Re: CIP FeCj^Qaz

Dungeon Crawl Stone Soup version 0.19-a0-1670-gc28a5d9 (tiles) character file. BeamCat the Bewitcher (Felid Conjurer) Turns: 55808, Time: 04:07:11 Health: 16/80 AC: 4 Str: 6 XL: 17 Next: 0% Magic: 31/31 EV: 31 Int: 23 God: Qazlal [******] Gold: 1126 SH: 8 Dex: 17 Spells: 9 memorised, 7 levels left ...

Saturday, 1st October 2016, 08:53

Forum: Dungeon Crawling Advice

Topic: Stormkitty help!

Replies: 21

Views: 6443

Re: Stormkitty help!

This are stormkitty CIP. Playing it isn't as fun as imagining it.

Saturday, 1st October 2016, 08:52

Forum: YASD! YAVP! and characters in progress too

Topic: CIP FeCj^Qaz

Replies: 6

Views: 1719

CIP FeCj^Qaz

I got infected by a stupid idea . Dungeon Crawl Stone Soup version 0.19-a0-1670-gc28a5d9 (tiles) character file. BeamCat the Bewitcher (Felid Conjurer) Turns: 38342, Time: 02:44:22 Health: 65/65 AC: 4 Str: 4 XL: 15 Next: 7% Magic: 28/28 EV: 30 Int: 25 God: Qazlal [*****.] Gold: 993 SH: 6 Dex: 17 Spe...

Friday, 30th September 2016, 23:31

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP - vine stalker of Okawaru

Replies: 14

Views: 4090

Re: YAVP - vine stalker of Okawaru

Gratz on the win. Btw we can't see your skills/spells - your dump is truncated. As for Shoals, it's scary because powerful ranged things swimming extremely fast with minimal corridors to cheese funnel. Even if you don't waddle slowly in water, there are exclusion zones (Mesmermise, Fear) and other m...

Friday, 30th September 2016, 21:58

Forum: Dungeon Crawling Advice

Topic: Stormkitty help!

Replies: 21

Views: 6443

Re: Stormkitty help!

Oh man... I just tried a FeWr and had to get to D:8 to find Qazlal. I had banked on Qazlal being my midgame killdudes. The problem: Qazlal clouds only begin at 1*. I NEVER GOT TO 1* because I couldn't killdudes. Why yes I passed by plenty of gods who could have solved my problem sooner. I could have...

Friday, 30th September 2016, 14:16

Forum: Game Design Discussion

Topic: Orc cities?

Replies: 14

Views: 4015

Re: Orc cities?

This is actually 2 proposals in one. The mechanically relevant one is "I want Beogh to 'port me some elite dudes with badass gear - on demand, not when Beogh feels like it". The other one is a huge amount of code for a cosmetic 'garden' you can't even interact with. The dev-time conservati...

Friday, 30th September 2016, 14:05

Forum: Dungeon Crawling Advice

Topic: Easiest Classes for Following Races?

Replies: 38

Views: 11432

Re: Easiest Classes for Following Races?

HardboiledGargoyle wrote:
Psieye wrote:getting faster access to BiA/gifts

how? berserk does not cost piety

As opposed to starting as FoFi and finding a Trog altar.

Friday, 30th September 2016, 13:31

Forum: Dungeon Crawling Advice

Topic: Easiest Classes for Following Races?

Replies: 38

Views: 11432

Re: Easiest Classes for Following Races?

Be (all except Dg) Fo can't Berserk, which means you lose Be's earlygame dominance-takes a while to get BiA. And your gear is worse than Fighter's even if you're not Fo Oh yeah, that's right. Man, that's weird, they should be able to 'zerk without hasting. So Trog is not so great for Fo. I ran a Fo...

Friday, 30th September 2016, 12:31

Forum: Dungeon Crawling Advice

Topic: Stormkitty help!

Replies: 21

Views: 6443

Re: Stormkitty help!

a fair amount of time chasing confused enemies around trying to kill them. This would be... difficult with everything on the level descending on you all at once. Pure theorycrafting concludes you don't chase confused enemies with Qazlal, they just die on their own if you're nearby. What I'm not sur...

Thursday, 29th September 2016, 07:28

Forum: Dungeon Crawling Advice

Topic: Stormkitty help!

Replies: 21

Views: 6443

Re: Stormkitty help!

Pleroma wrote:I have no idea what class to make the thing, but the image of a cat wandering through the dungeon, while a hurricane of hate fills the halls amuses me to no end.

Do you actually need to win the game to satisfy this urge? You could achieve this image by the time you finish Lair.

Wednesday, 28th September 2016, 14:08

Forum: Game Design Discussion

Topic: Proposal for dealing with excess consumables

Replies: 19

Views: 4241

Re: Proposal for dealing with excess consumables

While I can get behind the crux of "let's put hard caps on consumables so you can't save up", this specific execution of that idea (consumables as drops from 'hard kills') seems to be needless complication. Why not be explicit and say "consumables are tied to the XP clock, just like g...

Wednesday, 28th September 2016, 10:48

Forum: Game Design Discussion

Topic: New hosted branch: Basajaun species and High Elf removal

Replies: 94

Views: 34053

Re: New hosted branch: Basajaun species and High Elf removal

dpeg wrote:So the question is if one thinks a reasonable cost (or drawback) can be invented... Clearly, the costs for typical abilities (such as bat form), i.e. some MP and hunger (!), wouldn't cut it.

"Taking damage in Ba Treeform rots maxHP."

Sunday, 25th September 2016, 13:01

Forum: YASD! YAVP! and characters in progress too

Topic: CIP->YASD FeEn - boy, felids are rough.

Replies: 21

Views: 4989

Re: CIP FeEn - boy, felids are rough.

By the time you encounter infinite MR obstacles, you should have tech'd up alternate killdudes. Not every spell accessible to the Hexes school cares about MR (or SInv) and you should have branched into alternate skills by then. But that's for the future. Get to the lategame first.

Friday, 23rd September 2016, 20:04

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: Mobbed in Orc entrance

Replies: 21

Views: 5586

Re: YASD: Mobbed in Orc entrance

New Sif spends piety for that as far as I know. To my understanding, her 1* power costs nothing. Certainly I haven't ever noticed it when I spammed it on a few Sif characters I rolled on trunk. Her 3* channel-while-you-walk does cost piety but it's less than Forget Spell. Could be a consequence of ...

Friday, 23rd September 2016, 16:10

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: Mobbed in Orc entrance

Replies: 21

Views: 5586

Re: YASD: Mobbed in Orc entrance

I believe MP is the most important thing for early and midgame summoner as long as you have enough fighting/dodging. It is not rare to die because you have no MP left, this is probably even more true in trunk where Sif Muna's channeling was nerfed. Regarding the earlygame, old Sif's channeling woul...

Thursday, 22nd September 2016, 12:17

Forum: Game Design Discussion

Topic: FR: Blink Frog form

Replies: 3

Views: 1484

FR: Blink Frog form

Currently a transmuter has few situations where a mid-combat change of form is necessary. Or rather, you don't transform to escape - aside from changing form to alter defences while waiting for tele to kick in. Hence: Blink Frog form Lv 6 Transmutations/Translocations Turbo blinkitis: every turn, yo...
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