Search found 1567 matches

Thursday, 30th October 2014, 13:07

Forum: Game Design Discussion

Topic: Proposal: Piety meter for Xom

Replies: 25

Views: 7684

Re: Proposal: Piety meter for Xom

I would like the Xom rainbow with no documentation at all please. (Not serious about no documentation)

Thursday, 30th October 2014, 12:15

Forum: Game Design Discussion

Topic: Shield reform

Replies: 53

Views: 16331

Re: Shield reform

I think the corridor thing got a lot better in recent versions. Partially through addition of monsters that make you want to avoid corridors, like LRD users such as deep troll earth mages and cloud creating monsters such as catoblepae. Partially through introduction of the spider branch and layouts ...

Thursday, 30th October 2014, 10:50

Forum: Game Design Discussion

Topic: Shield reform

Replies: 53

Views: 16331

Re: Shield reform

On a completely different issue, is there any hope of traction on the possibility of removing the SH penalty for blocking multiple attacks per turn? SH should be substantially different from EV in some way. The penalty for blocking multiple attacks is one difference. I think the only other one is t...

Wednesday, 29th October 2014, 23:35

Forum: Game Design Discussion

Topic: Shield reform

Replies: 53

Views: 16331

Re: Shield reform

If shields use the same penalty system as body armor, wearing a shield would have to improve your defense by more than upgrading your body armor to one of higher encumbrance rating (with the encumbrance difference between current body armor and upgraded body armor equivalent to the encumbrance ratin...

Wednesday, 29th October 2014, 14:52

Forum: Game Design Discussion

Topic: Shield reform

Replies: 53

Views: 16331

Re: Shield reform

One thing I kind of like (as somebody who plays Nagas a lot) is the lowered requirements for big races. Those races also often have a malus to traditional defences. which plays nicely with shields. I'd like that to be preserved, though I do think the spoilerness of that is bad. I agree, shields bei...

Wednesday, 29th October 2014, 10:38

Forum: Dungeon Crawling Advice

Topic: Chances of Finding a Given Unique?

Replies: 18

Views: 5648

Re: Chances of Finding a Given Unique?

Khufu spawns in Crypt, so you don't have to do Tomb to find him. He doesn't spawn frequently, but I have seen him far more often than Tiamat. Fighting him and his band is extremely dangerous for a typical character in Crypt. In Tomb it's just a few extra greater mummies, which is still bad but somet...

Tuesday, 28th October 2014, 10:40

Forum: Dungeon Crawling Advice

Topic: Which lessons to learn next after MiBe?

Replies: 65

Views: 15605

Re: Which lessons to learn next after MiBe?

I think Chei is actually pretty good at teaching you some things. You only see how super important some stuff, for example moving around, is when it gets taken away from you. Also using Chei is a nice way to see all the effects of stats, because you get to play with super high stats. Okay, maybe not...

Wednesday, 20th August 2014, 09:18

Forum: Game Design Discussion

Topic: Why is there an MP cap?

Replies: 19

Views: 5582

Re: Why is there an MP cap?

PleasingFungus wrote:I don't suppose there's a mantis ticket?

https://crawl.develz.org/mantis/view.php?id=5781

Wednesday, 20th August 2014, 09:14

Forum: Game Design Discussion

Topic: Why is Divine Retribution always set to same number?

Replies: 8

Views: 2497

Re: Why is Divine Retribution always set to same number?

There already is a kind of scaling built in. Since you gain levels more quickly early on, and wrath lasts for a few levels, wrath is a lot more compressed if you switch early. You still get just as much wrath, but faster.

Saturday, 16th August 2014, 09:42

Forum: Dungeon Crawling Advice

Topic: Death's Door + Tornado > Zig?

Replies: 5

Views: 1967

Re: Death's Door + Tornado > Zig?

Tornado and DDoor are both really good in Zigs. But DDoor doesn't last very long and has a short cooldown after use, and Tornado also has a cooldown. So you might want Makhleb to keep your HP up while you do the Tornado thing. Only cast DDoor if your HP actually get low. And you probably want CBlink...

Thursday, 14th August 2014, 13:07

Forum: Game Design Discussion

Topic: Proposal: Early Trample

Replies: 66

Views: 19015

Re: Proposal: Early Trample

Well, constriction used to be the fucking touch of death. People really weren't too happy with that either.

Wednesday, 13th August 2014, 20:16

Forum: Game Design Discussion

Topic: Proposal: Early Trample

Replies: 66

Views: 19015

Re: Proposal: Early Trample

Really trample should probably go away because like Lasty says it pretty much does nothing. Crawl has too many different monster gimmicks as-is imo--especially since several of them effectively just serve to make crawl complicated for the sake of being complicated, which is pretty much directly in ...

Thursday, 7th August 2014, 11:02

Forum: Game Design Discussion

Topic: New God: Blood God

Replies: 10

Views: 3277

Re: New God: Blood God

A blood god in crawl would be a little over the top in my opinion, and not in a good way. Trying too hard, in a way. Fits decently well into something like Warhammer 40k, but I don't like it for crawl at all. I have no comments on the gameplay because I dislike the theme so much that I didn't want t...

Tuesday, 5th August 2014, 12:42

Forum: Game Design Discussion

Topic: Proposal: Revise Scroll of Immolation

Replies: 13

Views: 3128

Re: Proposal: Revise Scroll of Immolation

Patashu wrote:You don't even get experience for monsters killed by the inner flame explosion, IIRC, so it's not like it's that overpowered.

I think that was changed some time ago. Not 100% sure though.

Tuesday, 5th August 2014, 12:31

Forum: Dungeon Crawling Advice

Topic: Skill levels, and explaining it to a noob.

Replies: 59

Views: 13592

Re: Skill levels, and explaining it to a noob.

Emphasis mine. for instance, you will also need to know how much more expensive skill B gets when you train skill A (because all skills get more expensive as your total character xp increases) (note I am not intending to use the appropriate technical terms here like "skill points" or whate...

Tuesday, 5th August 2014, 10:45

Forum: Game Design Discussion

Topic: Crawl needs more HP percentile damages : EDITED

Replies: 34

Views: 10489

Re: Crawl needs more HP percentile damages like torment.

making torment more common in the parts of the game where it doesn't exist would be a good move imo! (i've suggested this in other topics here) One thing about torment is that it damages all living things in los, and most monsters in the parts of the game where torment doesn't exist are alive, so t...

Tuesday, 5th August 2014, 09:58

Forum: Game Design Discussion

Topic: Buff the new crosstraining system

Replies: 3

Views: 1275

Re: Buff the new crosstraining system

It was buffed from 20% to 40% recently because it was deemed underwhelming. Also, what you are observing is an effect of higher skill levels becoming much much more expensive. The bonus is 40% of what you invested, and if you invested a lot less in the skill giving the crosstraining bonus than in th...

Monday, 4th August 2014, 15:25

Forum: Dungeon Crawling Advice

Topic: Skill levels, and explaining it to a noob.

Replies: 59

Views: 13592

Re: Skill levels, and explaining it to a noob.

You slightly overstated the damage increase from weapon skill. The most important thing you get from training weapon skill actually is lower delay. Yes, as you said this is because attacking faster means you deal more damage in the same time. Talking about delay and damage increasing effects separat...

Monday, 4th August 2014, 15:18

Forum: Dungeon Crawling Advice

Topic: Search term for the elemental summon evocables?

Replies: 4

Views: 1786

Re: Search term for the elemental summon evocables?

Search tags have been listed in the item descriptions for some time, so if you have a similar item you can check the description to find out what to search for. Not all tags are listed in the search help, and misc is one of the unlisted ones, but that help screen is quite long without that already.

Wednesday, 30th July 2014, 13:04

Forum: Game Design Discussion

Topic: God: Qazlal Stormbringer

Replies: 156

Views: 50424

Re: God: Qazlal Stormbringer

I meant any distinction regarding things specific to Quazlal, so cloud immunity and affinity of summoned elementals. Edit: cloud immunity should probably be limited to clouds Quazlal can make. No need to include mutagenic clouds, petrify clouds, miasma and the weird new crypt stuff. Drawing a distin...

Wednesday, 30th July 2014, 09:41

Forum: Game Design Discussion

Topic: God: Qazlal Stormbringer

Replies: 156

Views: 50424

Re: God: Qazlal Stormbringer

My only Quazlal game was a while ago and the problem I'm going to talk about didn't actually manifest because I died somewhat early. But making a distinction (any distinction) between friendly and hostile clouds seems bad to me. Just treating all clouds the same seems like a big boost to usability a...

Tuesday, 29th July 2014, 11:09

Forum: Game Design Discussion

Topic: Balance haste

Replies: 18

Views: 5256

Re: Balance haste

A lower duration for the haste spell sounds pretty good, and could also help balance the wand. I think level 6 is good for haste, adjustments should be to its power, not its level IMO.

Saturday, 26th July 2014, 18:10

Forum: Dungeon Crawling Advice

Topic: Magical Contamination Management

Replies: 3

Views: 1472

Re: Magical Contamination Management

I don't know the exact numbers, but here are some rough guidelines: If you cast them while not contaminated at all, haste and invis will never take you into yellow contamination on their own (I think invis being able to take you into yellow was fixed a while ago). But I think both can take you very ...

Wednesday, 23rd July 2014, 09:22

Forum: Suggestions & Criticism

Topic: A dark forum theme?

Replies: 12

Views: 4838

Re: A dark forum theme?

I like the current forum theme very much, I actually prefer bright backgrounds, and this one is not even pure white. But enabling one additional theme for people who prefer darker backgrounds would be nice.

Maybe if someone looked for a nice theme and asked a forum admin to install it, they would.

Monday, 21st July 2014, 22:27

Forum: Game Design Discussion

Topic: Buff enemy constriction

Replies: 15

Views: 4140

Re: Buff enemy constriction

tasonir wrote:Have you ever been encircled by Lamia's tail? Felt her scales slither around your flesh, her...

err, wait, nevermind.

Can we get back that other guy?

Friday, 18th July 2014, 11:24

Forum: Dungeon Crawling Advice

Topic: Ru Questions

Replies: 5

Views: 3061

Re: Ru Questions

evilmike: This is about Ru, who does not have corpse sacrifices but stuff like sacrificing one of your hands. Also Ru's piety does not decay and cant be spent. It just counts how much you have sacrificed, basically.

Friday, 18th July 2014, 11:18

Forum: Dungeon Crawling Advice

Topic: optimal skill management misconception

Replies: 16

Views: 4397

Re: optimal skill management misconception

Well, yes. Same for dual school spells. And picking up the cheapest defensive skill levels quite early also is usually a very good idea. Breakpoints mess with this though. For example when you want to learn a new spell and don't have enough slots for it. You want to train spellcasting either 100% or...

Tuesday, 15th July 2014, 11:33

Forum: Crazy Yiuf's Corner

Topic: I think this robe is misspelled

Replies: 12

Views: 3027

Re: I think this robe is misspelled

Well at least it's immune to corrosion! Oh, wait... :(

Friday, 11th July 2014, 13:05

Forum: Game Design Discussion

Topic: Warn player when switching weapon -> barehanded with no UC

Replies: 33

Views: 9075

Re: Warn player when switching weapon -> barehanded with no

Warnings for this used to exist, but not in a very consistent fashion. Maybe it had something to do with going barehanded for butchering with a blunt weapon, which is no longer necessary.

Tuesday, 8th July 2014, 14:22

Forum: Dungeon Crawling Advice

Topic: Rod of Striking

Replies: 12

Views: 3115

Re: Rod of Striking

Yes, but only while the charges last.

Tuesday, 8th July 2014, 10:54

Forum: YASD! YAVP! and characters in progress too

Topic: Now YAVP - Dragon Kitty of Death and Chaos

Replies: 12

Views: 2883

Re: CIP - Death Kitty

Your HP is very low, and your damage without allies probably is too. So you might want to get some more Fighting and UC. Also probably Dodging depending on how much you use dragon form.

Tuesday, 1st July 2014, 00:18

Forum: Game Design Discussion

Topic: Kikubaaqudgha Just Doesn't Care

Replies: 22

Views: 6898

Re: Kikubaaqudgha Just Doesn't Care

Different gods are different. Wooo. :)

Friday, 6th June 2014, 11:08

Forum: Game Design Discussion

Topic: New mechanics.

Replies: 31

Views: 8758

Re: New mechanics.

Not as shitty as a game where you didn't find those blinking scrolls at all. Crawl can be random like that.

Friday, 6th June 2014, 08:35

Forum: Game Design Discussion

Topic: Walking at the pace of your minions shouldn't screw you

Replies: 19

Views: 7022

Re: Walking at the pace of your minions shouldn't screw you

AFAIK it would require some major behind the scenes changes to how player and monster actions are handled.

Friday, 6th June 2014, 08:28

Forum: Game Design Discussion

Topic: New mechanics.

Replies: 31

Views: 8758

Re: New mechanics.

Why reroll at all? It could just be a property of the potion type, possibly randomized each game (like the unided appearance of a potion type), possibly fixed.

Still not convinced it's a good idea at all btw.

Wednesday, 28th May 2014, 12:43

Forum: Game Design Discussion

Topic: Weightless experimental branch playable on CSZO

Replies: 68

Views: 20383

Re: Weightless experimental branch playable on CSZO

OK, great, now get rid of item destruction. :D
So happy.

Thursday, 15th May 2014, 10:56

Forum: Game Design Discussion

Topic: Level generators

Replies: 46

Views: 14138

Re: Level generators

Well, I think variety is interesting. And positioning sometimes being not so important means variety.

Edit: but yeah, I don't really like octagon either.

Thursday, 15th May 2014, 10:37

Forum: Game Design Discussion

Topic: Level generators

Replies: 46

Views: 14138

Re: Level generators

There are some mismatched code tags in the last post. Also some layouts are missing their name. It was very interesting to see all the layouts laid out next to each other like this, thanks! I mostly agree about the open space thing, I think really open levels are interesting to have occasionally, bu...

Tuesday, 13th May 2014, 23:42

Forum: Game Design Discussion

Topic: God: Qazlal Stormbringer

Replies: 156

Views: 50424

Re: God: Qazlal Stormbringer

Actually, since branches do have background noise, what about just making Q increase it, maybe even passively? Or is it another stated-for-removal obscure mechanic? I think the worst excesses of background noise have been toned down a bit at some point, but I'm not really sure. I'm not aware of any...

Tuesday, 29th April 2014, 11:26

Forum: Game Design Discussion

Topic: Permanent buffing

Replies: 16

Views: 4782

Re: Permanent buffing

That "solution" does literally nothing to address the problem of being good at low success rates. The problem is "i can cast the spell outside combat" and your suggestion is something that only matters in combat; it is totally unrelated. I think it might help a little, because a...

Monday, 28th April 2014, 23:50

Forum: Game Design Discussion

Topic: Permanent buffing

Replies: 16

Views: 4782

Re: Permanent buffing

I'll just say the current version of rmsl is very awful and I am disgusted by the fact that I now learn it on literally every character who finds it and I really really really don't want any more spells like that. So it's too good at low success rate? Maybe just mentioning that would be more produc...

Monday, 28th April 2014, 14:36

Forum: Dungeon Crawling Advice

Topic: Gastronok died over deep water

Replies: 16

Views: 3702

Re: Gastronok died over deep water

Letting people only sometimes get items that are in deep water would lead to pretty silly crap. Stashing in water is good, and letting people perform an elaborate dance of fly and apport for slightly safer item storage would be bad.

Friday, 25th April 2014, 12:05

Forum: Dungeon Crawling Advice

Topic: If you could choose your demonspawn muts

Replies: 46

Views: 14150

Re: If you could choose your demonspawn muts

Mana facet is fun.

Thursday, 24th April 2014, 10:06

Forum: Dungeon Crawling Advice

Topic: CeHu basics

Replies: 21

Views: 6527

Re: CeHu basics

Don't use a shield with a bow. I'm not sure what the penalties are, but they are huge, something like halved firing speed. As a Ce you can easily and reliably run away from most things. So choose your battles well, fight in safe areas, and kite when you need to. Of course when you are new you don't ...

Tuesday, 22nd April 2014, 23:58

Forum: Suggestions & Criticism

Topic: Problems with "thanks"

Replies: 20

Views: 8842

Re: Problems with "thanks"

I just use it for 1 (+1) and 2 (thank you). 2 is usually not about effort for me, but about making me laugh. I appreciate funny jokes. It's usually pretty obvious which one it is.

Thursday, 17th April 2014, 12:31

Forum: Dungeon Crawling Advice

Topic: Mp regeneration needs a serious buff

Replies: 92

Views: 29667

Re: Mp regeneration needs a serious buff

So what even is the problem with MP regeneration? Bloax complains that having to rest is so boring that he killed a character because of it. Bart complains that characters that try to damage monsters using only spells get a higher turncount. Did I get that right? Is there anything else? If I did und...

Wednesday, 16th April 2014, 14:17

Forum: Technical Support

Topic: CSZO down?

Replies: 3

Views: 1258

Re: CSZO down?

It's down. Nobody knows why, hopefully it's not going to take very long to be fixed. Also see http://crawl.develz.org/wordpress/cszo-broken

Tuesday, 15th April 2014, 11:26

Forum: Dungeon Crawling Advice

Topic: Mp regeneration needs a serious buff

Replies: 92

Views: 29667

Re: Mp regeneration needs a serious buff

Oh, and if you want you can write a macro to rest to full MP and then autoexplore, and map that macro to 'o'. It may not be as simple as 5o, you only want to rest before exploring if you're not at full MP already, and you might want to check if enemies are in sight before trying to rest. But it's do...
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