Search found 107 matches

Friday, 4th May 2012, 14:21

Forum: Game Design Discussion

Topic: Scorpion Teleport (new spell)

Replies: 54

Views: 17289

Re: Scorpion Teleport (new spell)

It should only allow blinking to hostile monsters; maybe it could always blink to the strongest (selected by HD, attack strength, or something similar, friendly monsters are excluded) monster in the field of vision; making it useful for meele characters who want to take out a centaur/orc priest/othe...

Monday, 16th April 2012, 11:07

Forum: Game Design Discussion

Topic: How to make zombies more interesting?

Replies: 95

Views: 25835

Re: How to make zombies more interesting?

While the current zombies are usually weaker, they have adventages over the base mosters in resistances: they resist ice, poison and negative energy meaning that the following strategies/attacks don't work against them: * Mephitic Cloud, common Evaporate attacks (confusion, poison) * Ensocorelled Hi...

Saturday, 14th April 2012, 17:50

Forum: Game Design Discussion

Topic: Holy Pan level

Replies: 38

Views: 10300

Re: Holy Pan level

I think undead and demonspawn should not be able to resist holy attacks, especially without the direct help of a god. Undeads/demonspawns can resist the relatively common and otherwise not reliably resistable unholy/evil attacks, torment and hellfire; so I think it is balanced that they are vulnerab...

Tuesday, 3rd April 2012, 20:46

Forum: Game Design Discussion

Topic: problems with the Shining One

Replies: 3

Views: 2793

problems with the Shining One

I played some characters with the Shining One, and noticed the following problems (some of them applies to the other good gods): 1) When a follower of a good god meets a holy creature, it becomes good neutral with PIETY in MAX_PIETY chance; and you get new attempts when you gain a new piety rank or ...

Tuesday, 27th March 2012, 13:57

Forum: Game Design Discussion

Topic: Non-Demonic Summoning Path

Replies: 18

Views: 3971

Re: Non-Demonic Summoning Path

GIve imps a chance of hostility -- demon summoning shouldn't be riskless. Or maybe give imps a chance to start fighting each other -- for example if you cast summon imp, each previously summoned imp has 20% chance to become hostile. This allows summoning one imp to cover retreat, but makes it very h...

Saturday, 17th March 2012, 12:34

Forum: Game Design Discussion

Topic: Fedhas as a starting god

Replies: 10

Views: 2527

Fedhas as a starting god

I think Fedhas has abilities which could perfectly support a Druid background. The * ability allows an ally-centric playstyle which is IMO different enough from necromancy/Yred/Beogh/summoning because of the unique properties of wandering mushrooms and oklobs. The difference between starting with Fe...

Tuesday, 6th March 2012, 08:21

Forum: Game Design Discussion

Topic: (Forge) Dwarfs again

Replies: 22

Views: 4707

Re: (Forge) Dwarfs again

The easiest way to force spell school specialization would be to make all spell school skills of Forge Dwarwes antitrain a bit, so for example they would get no penalty on their best school, -2 aptitude on the second best, -4 aptitude on the next etc. (plus regular antitraining). Or alternatively (c...
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