Search found 1531 matches

Thursday, 10th March 2011, 14:04

Forum: Game Design Discussion

Topic: Unlocking Species

Replies: 44

Views: 13787

Re: Spellcaster backgrounds

I think that this unlocking thing is a rather misguided side of achievement systems. While, I guess, there are some people that need to have the game telling them they achieved stuff to keep them interested, I feel that decorative achievements will suffice to please them. On the other hand, there a...

Thursday, 10th March 2011, 11:18

Forum: Game Design Discussion

Topic: Categorization on Species selection screen

Replies: 11

Views: 2866

Re: Spellcaster backgrounds

Mundane / Specialist / Eccentric ?

Thursday, 10th March 2011, 11:16

Forum: Game Design Discussion

Topic: Option to autocast buff spells.

Replies: 50

Views: 14446

Re: Option to autocast buff spells.

So you're saying that Sif is basically there for non-Wizard backgrounds who want early access to "Book of Minor Magic". Blink and Repel Missiles were two examples, not the whole list. I'm not going to list all the good low-level spells; it should be obvious enough to state that if you inc...

Thursday, 10th March 2011, 03:18

Forum: Game Design Discussion

Topic: Option to autocast buff spells.

Replies: 50

Views: 14446

Re: Option to autocast buff spells.

On miscast protection; usually by the time I'm at 6* piety it's not much of a worry. And a miscast is dangerous whether effects happen or not because you lose a turn. In a sticky situation I'm not going to risk it. Vehumet gives a bonus to your casting abilities for offensive spells, actually reduci...

Thursday, 10th March 2011, 03:15

Forum: Game Design Discussion

Topic: Option to autocast buff spells.

Replies: 50

Views: 14446

Re: Option to autocast buff spells.

Sif Muna is already an extremely powerful god. Channeling is a reliable source of MP restoration, miscast protection lets you get away with casting high-level spells at poor success rates, and you have a much better chance of getting rare spells like Ozocubu's Refrigeration and Airstrike that no ot...

Wednesday, 9th March 2011, 21:11

Forum: Game Design Discussion

Topic: Option to autocast buff spells.

Replies: 50

Views: 14446

Re: Option to autocast buff spells.

"I'd like to see this just as an additional perk of Sif Muna. Would make Sif a slightly more viable option vs. Vehumet." I agree. Amnesia ability is still not very viable. Scrolls are abundant and you want to use them instead of piety-draining ability I was making this point in another th...

Wednesday, 9th March 2011, 20:56

Forum: Game Design Discussion

Topic: Categorization on Species selection screen

Replies: 11

Views: 2866

Re: Spellcaster backgrounds

I'm guessing it's fairly simple to do? As a developer, I fear those words :) Regarding Felids, I think a hyper-intelligent magic-capable cat is pretty mythical (in fact perhaps right out of Egyptian mythology). The humans category is really pretty small (I don't think Demigod or Demonspawn remotely...

Wednesday, 9th March 2011, 19:11

Forum: Game Design Discussion

Topic: Categorization on Species selection screen

Replies: 11

Views: 2866

Categorization on Species selection screen

I also had a shot at doing something similar with species, I hope you see a sort of logic in my groupings. The middle column could be split in two, perhaps one for normal size beings, and another for small / large? Regarding this, I'd say "Mythical" instead of "Hybrid" (and poss...

Wednesday, 9th March 2011, 19:04

Forum: Game Design Discussion

Topic: Spellcaster backgrounds

Replies: 84

Views: 25397

Re: Spellcaster backgrounds

Believer may more accurate, but Zealot sounds a lot better. I support moving OTHER to the far left, too. Patch? :) Done that, although left them on A and B, it somehow feels better. Now I'm going to suggest something radical that people might not like. For me the problem with the Elementalists is t...

Wednesday, 9th March 2011, 18:43

Forum: Game Design Discussion

Topic: Spellcaster backgrounds

Replies: 84

Views: 25397

Re: Spellcaster backgrounds

Moved Warriors to the left and went with Warmages (I too liked the interpolation :) ) Reshuffled things quite a bit - Crusader and Wizard moved to top of their categories as I think they're the most obvious of each category. Moved elementalists back into Mages. Reordered Elementalists and Knights to...

Wednesday, 9th March 2011, 17:34

Forum: Game Design Discussion

Topic: Spellcaster backgrounds

Replies: 84

Views: 25397

Re: Spellcaster backgrounds

Bluh, no, elementalists -are- still mages. They go under mages. The point is the simplify the process for new users. Many of the Zealots are still Warriors. But they are also Zealots. It's about breaking the choices down into logical groups that make the overall presentation clearer, and for me eli...

Wednesday, 9th March 2011, 17:32

Forum: Game Design Discussion

Topic: Option to autocast buff spells.

Replies: 50

Views: 14446

Re: Option to autocast buff spells.

Also importantly, you could permanently re-cast Extension with a laundry list of buffs up, Selective Amnesia all the buffs, and get permanent and free flight, swiftness, rElec, rPois, deflect missiles, stoneskin, and so on without spending either spell slots or equipment slots on these effects. You...

Wednesday, 9th March 2011, 17:20

Forum: Game Design Discussion

Topic: Spellcaster backgrounds

Replies: 84

Views: 25397

Re: Spellcaster backgrounds

Working from Smock's last version (I like the elementalists in their own section), spaced out the columns a bit more. Moved Fighter and Berserker to top of their respective categories, they're the most straight-up melee characters. Moved Gladiator up also, should be next to Fighter. Oh, and fixed th...

Wednesday, 9th March 2011, 17:06

Forum: Game Design Discussion

Topic: Spellcaster backgrounds

Replies: 84

Views: 25397

Re: Spellcaster backgrounds

Having categories like Warrior, Zealot, Hybrid and Mage and Other would help give some clarity to a background screen that is bewildering to newbies. Eg, MAGES ZEALOTS HYBRIDS WARRIORS a- Conjurer j- Abyssal Knight of Lugonu p- Arcane Marksman v- Asssasin b- Air Elementalist k- Berserker of Trog q-...

Monday, 7th March 2011, 18:41

Forum: Game Design Discussion

Topic: Option to autocast buff spells.

Replies: 50

Views: 14446

Re: Option to autocast buff spells.

MrMisterMonkey wrote:on mitigating annoyance, spells designed purely to get around bad interface are kind of bad.


Very true - but the interface could be fixed *before* removing the mitigating feature :)

Monday, 7th March 2011, 16:15

Forum: Game Design Discussion

Topic: Traps

Replies: 20

Views: 4057

Re: Traps

How about just limiting the range of controlled teleports in certain circumstances. For some of the vault tele door traps, you need a way to get around the teleport to grab the goodies. Either stasis or controlled teleport are viable solutions; outright preventing control teleport means there's no ...

Monday, 7th March 2011, 16:11

Forum: Game Design Discussion

Topic: Option to autocast buff spells.

Replies: 50

Views: 14446

Re: Option to autocast buff spells.

The plan is to cast permanent buff with Z (or shift-click) and, normal casting with z. It won't be so useful for animal forms because there is also a plan to limit them more (no wand and no evaporate). Still good for statue form and necromutation. See the wiki for details. Extension has been remove...

Monday, 7th March 2011, 15:48

Forum: Game Design Discussion

Topic: Spellcaster backgrounds

Replies: 84

Views: 25397

Re: Spellcaster backgrounds

Don't know how to get around this, but I do think the game is missing out on a melee-style Brands user. Crusaders? Ok, I hadn't quite realised what Crusaders were. In that case I'd suggest moving them so they're next to Enchanter and Arcane Marksman in the menu. Perhaps the menu overall needs split...

Monday, 7th March 2011, 15:37

Forum: Game Design Discussion

Topic: Traps

Replies: 20

Views: 4057

Re: Traps

How about just limiting the range of controlled teleports in certain circumstances. For some of the vault tele door traps, you need a way to get around the teleport to grab the goodies. Either stasis or controlled teleport are viable solutions; outright preventing control teleport means there's no w...

Monday, 7th March 2011, 13:10

Forum: Game Design Discussion

Topic: Spellcaster backgrounds

Replies: 84

Views: 25397

Re: Spellcaster backgrounds

Ok, I can see the rationale behind the 4-letter descriptions. I think this still leaves a problem with Conjurors because Fire/Earth vs Ice/Air will result in a significantly different playstyle - since Ice/Air spells are geared a lot more towards evasion and self-buffs. Additionally we now have the ...

Sunday, 6th March 2011, 00:31

Forum: Game Design Discussion

Topic: Spellcaster backgrounds

Replies: 84

Views: 25397

Re: Spellcaster backgrounds

Hmm... I wrote a further edit to that post and was then told "you can no longer edit this post"! I listed Enchanter as one of the "Magic Specialist" backgrounds - but this is clearly not the case. It's really a hybrid fighter/spellcaster, as is Arcane Marksman. Since the recent s...

Sunday, 6th March 2011, 00:06

Forum: Game Design Discussion

Topic: Spellcaster backgrounds

Replies: 84

Views: 25397

Spellcaster backgrounds

I've been having some thoughts about the various magic user backgrounds. These follow on from my own playing and a number of other threads here so I thought I'd sum up my own ideas in one place. There are really quite a lot of magic backgrounds but a lot of them had only very minor differentiations;...

Saturday, 5th March 2011, 23:13

Forum: Game Design Discussion

Topic: Keyboard mapping

Replies: 6

Views: 1837

Re: Keyboard mapping

First one must determine which keyboard layout the player is using. One man's "w" is not in the same place as another's. That's why I mentioned international keyboard layouts :) As I said, such information might be already available from the OS (definitely in Windows, maybe with some 3rd-...

Saturday, 5th March 2011, 22:54

Forum: Game Design Discussion

Topic: Holding down key on message history

Replies: 5

Views: 1896

Re: Holding down key on message history

galehar wrote:True, we should really change the default.


Yeah... I can't really see any argument for having it enabled. ESC is a consistent way to exit any screen and that's all I use.

Saturday, 5th March 2011, 22:48

Forum: YASD! YAVP! and characters in progress too

Topic: CIP - Yet another wizard...

Replies: 8

Views: 3163

Re: CIP - Yet another wizard...

* Toads are not afraid of fire. Nor are Worms or Elephants. Use that against them. :twisted: What I've found is really effective, if you can't find anything more powerful than magic dart, for any poison-susceptible monster is; - Lure into corridor - Cast conjure fire right in front of you - Wait ti...

Saturday, 5th March 2011, 18:52

Forum: Game Design Discussion

Topic: Holding down key on message history

Replies: 5

Views: 1896

Re: Holding down key on message history

Ah thanks, although I'm thinking that should absolutely be a default setting rather than requiring editing config!

Saturday, 5th March 2011, 18:24

Forum: Game Design Discussion

Topic: Holding down key on message history

Replies: 5

Views: 1896

Holding down key on message history

So, I *know* holding down keys is dangerous. I stopped doing this, ever, after about my 3rd or 4th death that way :) Then it happened unexpectedly. It was just after a fight and for some reason wanted to check back through the message history for some reason or another. Can't remember the exact scen...

Saturday, 5th March 2011, 18:09

Forum: Game Design Discussion

Topic: Keyboard mapping

Replies: 6

Views: 1837

Re: Keyboard mapping

Absolutely - it'd be hugely complex, especially taking into account varying international layouts (although I'm pretty sure there are existing APIs that could help, in fact I'm certain Windows has such support).

Saturday, 5th March 2011, 17:20

Forum: Game Design Discussion

Topic: Keyboard mapping

Replies: 6

Views: 1837

Keyboard mapping

Something I've been finding a bit tricky as I've progressed further in the game with a magic user, is managing the number of keys that diffierent spells are on. To play at any reasonable speed it's kind of essential to cast spells by their letter key, however the default assignation to alphabetical ...

Saturday, 5th March 2011, 17:05

Forum: YASD! YAVP! and characters in progress too

Topic: YASD - Really REALLY stupid :(

Replies: 3

Views: 1444

Re: YASD - Really REALLY stupid :(

Yeah I'd noticed the macro feature but hadn't really thought to use it. Still doesn't solve the problem of extending individual buffs tho, I can't just cast them all every time one runs out ... and I start finding it really hard to remember which buff is on which key once I have about three or more!...

Saturday, 5th March 2011, 07:14

Forum: YASD! YAVP! and characters in progress too

Topic: YASD - Really REALLY stupid :(

Replies: 3

Views: 1444

YASD - Really REALLY stupid :(

Hi all, I'm new here :) Been getting horribly addicted to this game lately, I played Nethack a lot a few years ago but never really got that far and got pretty bored with it. I guess I'm enjoying Crawl so much because it fixes so many of the things that turned me off Nethack in the first place! So, ...
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