Search found 857 matches

Friday, 13th June 2014, 04:13

Forum: Game Design Discussion

Topic: Making +acc more useful

Replies: 49

Views: 13472

Re: Making +acc more useful

The problem here is that accuracy has diminishing returns. You can have a 95% hit rate and a ton of accuracy would only get you to a 97% hit rate. Meanwhile damage is linear (you can have +150% damage or even +200% damage for example) so damage always turns out to be better than accuracy. The only w...

Tuesday, 6th May 2014, 02:17

Forum: Game Design Discussion

Topic: Destroying Wands

Replies: 14

Views: 4091

Re: Destroying Wands

Monsters, spells, clouds, and so on shouldn't interact with floor items. Jellies are already interesting enough with their acid attacks and having monsters pick up items doesn't add anything to the game except for tedious stashing and pickup exclusions in vaults. Also Orc Jesus could just gift your ...

Sunday, 4th May 2014, 18:02

Forum: Game Design Discussion

Topic: New Species: Water Nymph

Replies: 15

Views: 3644

Re: New Species: Water Nymph

The rotting from hunger could be completely removed if it's found to be annoying... though I doubt it will be. You could play perfectly fine with using berserk or high level spells sparingly... you know, as if you were a spriggan or something. Just instead of chomping down on that pile if 20 rations...

Sunday, 4th May 2014, 16:24

Forum: Game Design Discussion

Topic: New Species: Water Nymph

Replies: 15

Views: 3644

Re: New Species: Water Nymph

The rot is based on the would be hunger you would take for things like spells or god abilities (including berserk). If your spells are hungerless they don't rot you. You can cure rot with potions and such. The rotting rate can be increased or decreased to be balanced... but I was thing along the lin...

Sunday, 4th May 2014, 06:38

Forum: Game Design Discussion

Topic: New Species: Water Nymph

Replies: 15

Views: 3644

New Species: Water Nymph

I wanted a species that plays much differently than any other. 1. They have human like HP and MP. The minus-HP-plus-gimmick species were fun at first but now they're just getting ridiculous. 2. They're made of water. This means when they berserk their water boils instead of their blood. Yes they can...

Sunday, 4th May 2014, 03:07

Forum: Game Design Discussion

Topic: Remove Halfling; Integrate into Kobold

Replies: 39

Views: 9564

Re: Remove Halfling; Integrate into Kobold

I prefer Kobolds because they're cooler.

Friday, 18th April 2014, 02:33

Forum: Game Design Discussion

Topic: Redesign other buffs to work more like Repel missiles

Replies: 21

Views: 5910

Re: Redesign other buffs to work more like Repel missiles

I will only ever be happy with buffs when I don't have to cast them before fights... and especially not before fights while standing on stairs. This goes for haste, repel missiles, forms, etc. Why not just have deflect missiles last forever, but cost MP every time a missile is deflected? Haste last ...

Friday, 7th February 2014, 13:01

Forum: Game Design Discussion

Topic: buffs since .14 is harder

Replies: 3

Views: 1520

buffs since .14 is harder

It is sort of lame that nagas spit poison sucks after a few floors. It would be nice if it grew stronger as you leveled or you could train it with a skill. Tengu should get perma flight from turn 0. It is one of the weakest species because summoning sucks now and the reaver thing never worked. Octop...

Friday, 7th February 2014, 12:26

Forum: Dungeon Crawling Advice

Topic: Turning Item Destruction Off

Replies: 16

Views: 4654

Re: Turning Item Destruction Off

Now to just get these patches in the actual game...

Friday, 31st January 2014, 22:44

Forum: Game Design Discussion

Topic: poison and resting

Replies: 3

Views: 1739

poison and resting

Make fatal poison red and nonfatal poison yellow. You cant rest with fatal poison like starving but resting with yellow poison doesnt keep stopping you.

Also maybe add a sleep action that makes you rest with regen but things dont wake you up unless they hit you and then you take extra damage

Friday, 17th January 2014, 15:15

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 81457

Re: New God: Seth, the Shadow King

To explain more, some people hate autoexplore because it's jarring, you have to look around: where am i? Same thing here, it's not fun.

Friday, 17th January 2014, 15:13

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 81457

Re: New God: Seth, the Shadow King

Is the god unique? Yes. Is it fun? For the most part yes. Shadow step is annoying to use and jarring because your placement is hard to predict. If the piety cost was removed and the placement was more deterministic people might actually use it.

Friday, 17th January 2014, 14:56

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 81457

Re: New God: Seth, the Shadow King

Are people really giving up all the other gods just for a stealth boost...? Other than to just try out the god, which combinations would this god be the best god for? Any stabber would want a backup plan when stabbing isn't reasonable, not a second stabbing enabler. If you are holding down tab then ...

Friday, 17th January 2014, 03:15

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 81457

Re: New God: Seth, the Shadow King

I've tried the new god and I'm not really impressed. I tend to compare all gods to Trog. Why should I pick this god over Trog? First, I don't get why the invisibility ability isn't just plain old invisibility. It's kind of like if a god gave you a levitation ability when there's a flight spell and f...

Tuesday, 31st December 2013, 00:10

Forum: Dungeon Crawling Advice

Topic: Auto Butcher Version 3

Replies: 22

Views: 7607

Re: Auto Butcher Version 3

It's possible to have it only butcher after exploring with ch_stop_running(). The issue is, though, if you're standing on a corpse when you press "o." To avoid using macros (since I've found 90% of people won't touch a script that involves setting a macro because it's too much effort) I'd ...

Friday, 27th December 2013, 21:58

Forum: Dungeon Crawling Advice

Topic: Auto Butcher Version 3

Replies: 22

Views: 7607

Re: Auto Butcher Version 3

variouselite wrote:could it make a difference if im clicking the autoexplore button on the interface instead of pressing 'o'

This shouldn't be an issue. If it's not working then Crawl can't find your init file and you could just create one in the same folder as crawl.exe.

Friday, 27th December 2013, 21:53

Forum: Dungeon Crawling Advice

Topic: Auto Butcher Version 3

Replies: 22

Views: 7607

Re: Auto Butcher Version 3

It works fine with auto_sacrifice and eating doesn't stop exploration. Specifically, you sacrifice the corpses if you can't eat their chunks at the moment. If you step over a corpse, and don't do anything with it, and get hungry, you will backtrack and grab it. ready() is a lua hook. Crawl calls it ...

Friday, 27th December 2013, 20:52

Forum: Dungeon Crawling Advice

Topic: Auto Butcher Version 3

Replies: 22

Views: 7607

Re: Auto Butcher Version 3

I've modified the script so it now works when you start exploring on a corpse. Previously, it only butchered once you stopped exploring on a corpse and not when you started exploring on a corpse.

Friday, 27th December 2013, 20:31

Forum: Dungeon Crawling Advice

Topic: Auto Butcher Version 3

Replies: 22

Views: 7607

Re: Auto Butcher Version 3

Oh, it's working for you now? Yes, butchering is done while exploring (with the "o" key).

Friday, 27th December 2013, 20:27

Forum: Dungeon Crawling Advice

Topic: Auto Butcher Version 3

Replies: 22

Views: 7607

Re: Auto Butcher Version 3

MrPlanck, there might be an issue with my script. I'm trying to figure out what it could be though. It works perfectly fine for me and Sandman25....

Friday, 27th December 2013, 20:24

Forum: Dungeon Crawling Advice

Topic: Auto Butcher Version 3

Replies: 22

Views: 7607

Re: Auto Butcher Version 3

BlackSheep, can you post your RC file? I'm curious if there's some interaction that I didn't think of.

Friday, 27th December 2013, 20:05

Forum: Dungeon Crawling Advice

Topic: Auto Butcher Version 3

Replies: 22

Views: 7607

Re: Auto Butcher Version 3

MrPlanck wrote:I tried it. All it seems to do is mark corpses for pickup.


What version of Crawl are you running?

Friday, 27th December 2013, 19:11

Forum: Dungeon Crawling Advice

Topic: Auto Butcher Version 3

Replies: 22

Views: 7607

Re: Auto Butcher Version 3

You might have another init.txt somewhere and Crawl is finding that one instead.
Try having init.txt in the same folder as crawl.exe instead of in the settings folder.

Friday, 27th December 2013, 17:13

Forum: Dungeon Crawling Advice

Topic: Auto Butcher Version 3

Replies: 22

Views: 7607

Auto Butcher Version 3

This script will automatically butcher corpses and eat chunks for you! Just copy this into your RC file and it works! There's NO NEED to fumble around with macros or anything like that. It works with every species: spriggans, mummies, trolls, hill orcs, and more! Just copy it, paste it, and forget i...

Thursday, 26th December 2013, 13:36

Forum: Game Design Discussion

Topic: Unfair Death (Drowning)

Replies: 37

Views: 11368

Re: Unfair Death (Drowning)

I've had one unfair drowning death (my flight expired at the same time as deep water rushed under me in Shoals) but I think that's been fixed now. Other than that it's been pretty easy to avoid. I think it might be good for drowning to go the same way as instant stat-death though, simply because in...

Thursday, 26th December 2013, 07:33

Forum: Game Design Discussion

Topic: Unfair Death (Drowning)

Replies: 37

Views: 11368

Re: Unfair Death (Drowning)

Also I'd like to suggest that flight is removed from tornado.

Flight is meant to be a tool used to get over water. Tornado's flight just randomly kills you when you fail to notice that you just got trampled.

Thursday, 26th December 2013, 07:26

Forum: Game Design Discussion

Topic: Unfair Death (Drowning)

Replies: 37

Views: 11368

Re: Unfair Death (Drowning)

You wash up on the last tile of shallow water or dry land that you visited. Alternatively, you could wash up on the closest tile of shallow water or dry land. Isn't that much obvious?

Thursday, 26th December 2013, 07:11

Forum: Game Design Discussion

Topic: Unfair Death (Drowning)

Replies: 37

Views: 11368

Unfair Death (Drowning)

Drowning deaths, 99.99% of the time, are ridiculously unfair instant kills. Can drowning just be removed? The game could just remember where you first went over deep water and move you there. The same goes for lava (though I suppose you could take some minor damage if you don't have rf+). Dungeon Cr...

Wednesday, 25th December 2013, 02:22

Forum: Dungeon Crawling Advice

Topic: Lich Form...

Replies: 58

Views: 14729

Re: Lich Form...

Necromutation is my favorite spell.

Friday, 13th December 2013, 21:23

Forum: Crazy Yiuf's Corner

Topic: new evocable hats

Replies: 12

Views: 3243

Re: new evocable hats

So a similar effect can be added to might. Pass out 100% of the time or something.

Friday, 13th December 2013, 21:19

Forum: Game Design Discussion

Topic: swords

Replies: 56

Views: 15304

swords

In movies swords tend to be a defensive weapon: deflecting bullets, blocking attacks, and such. Like spears and axes swords really should have a specialness to them. I say either allow them to passively deflect attacks, like sheilds, and even give some the reflect brand, or simply give them all the ...

Friday, 13th December 2013, 20:54

Forum: Crazy Yiuf's Corner

Topic: new evocable hats

Replies: 12

Views: 3243

Re: new evocable hats

How can you laugh at evocable might and not berserk? Anyway, there's weakness following it. It could be nerfed even more if needd too: it's only a proposal.

Friday, 13th December 2013, 20:35

Forum: Game Design Discussion

Topic: Proposal: Okawaru does not gift branded arrows/bolts

Replies: 21

Views: 5309

Re: Proposal: Okawaru does not gift branded arrows/bolts

I honestly feel branded ammo should be removed. Branded launchers are good enough. Actually all ammo should be removed... meleeing rats to save ammo isn't fun or interesting at all. Honest question: why does ammo exist? Is weapon swapping for popcorn intentional? Why? What does mindlessly swapping y...

Friday, 13th December 2013, 19:48

Forum: Crazy Yiuf's Corner

Topic: new evocable hats

Replies: 12

Views: 3243

new evocable hats

Crown: evoc enslavement Jester's hat: evoc random effects beam Scary mask: evoc fear Sleeping cap: evoc self sleep and curing potion Bear hat: evoc might followed by weakness, dur based on evoc skill All have limited charges, can be recharged with scrolls. Artifacter starts with 1 hat, 1 wand, and 1...

Monday, 9th December 2013, 02:15

Forum: Game Design Discussion

Topic: Fedhas and Treeform

Replies: 7

Views: 2094

Fedhas and Treeform

Fedhas should give invocable Treeform. I feel this would make him a bit more useful and popular. At the moment I don't see any reason to choose Fedhas over the other gods.

Saturday, 7th December 2013, 02:07

Forum: Game Design Discussion

Topic: Starting Evocables/Assassin Background?

Replies: 18

Views: 4937

Re: Starting Evocables/Assassin Background?

So... we should remove invisibility from enchanters?

Saturday, 7th December 2013, 01:48

Forum: Game Design Discussion

Topic: Starting Evocables/Assassin Background?

Replies: 18

Views: 4937

Re: Starting Evocables/Assassin Background?

In Crawl assassins don't do assassinating and enchanters don't do enchanting. The background names are vastly misleading... and to play as an assassin as the rest of the world knows it you have to start as an enchanter or find a form of invisibility. Why does another background, who's supposed to be...

Saturday, 7th December 2013, 00:46

Forum: Game Design Discussion

Topic: Starting Evocables/Assassin Background?

Replies: 18

Views: 4937

Starting Evocables/Assassin Background?

It makes little sense that many backgrounds start with books but only one starts with evocables. I propose that assassins start with cloak of invisibility instead of needles. The cloak is no more powerful than any of the starting books and honestly right now playing an assassin like an assassin is l...

Wednesday, 4th December 2013, 05:51

Forum: Game Design Discussion

Topic: Interface proposal, Autopickup Limits

Replies: 18

Views: 4468

Re: Interface proposal, Autopickup Limits

I hate to say this but you're just working around a problem instead of fixing it.
This is just like auto sacrifice: instead of removing blood sacrifices they automated it.

Wednesday, 4th December 2013, 05:42

Forum: Game Design Discussion

Topic: Fire and Ice Brands

Replies: 10

Views: 3700

Fire and Ice Brands

So here's what I'm thinking: 1. I'd like to see fire weapons be interesting and viable throughout the game. 2. I'd also like to see some tabbers choose lighter armour instead of heavier armour. Why not hit two birds with one stone? 1. Fire weapons have a passive chance to cast a fire spell when they...

Wednesday, 4th December 2013, 04:21

Forum: Game Design Discussion

Topic: Purge the devil: Remove item destruction

Replies: 96

Views: 34362

Re: Purge the devil: Remove item destruction

I get the argument for item destruction. Give the player a choice: you choose between having more consumables over the course of the game or more consumables on you at any given time. However this argument only applies to a small subset of consumables: the others just aren't useful to carry in large...

Tuesday, 3rd December 2013, 03:47

Forum: Game Design Discussion

Topic: Purge the devil: Remove item destruction

Replies: 96

Views: 34362

Re: Purge the devil: Remove item destruction

At this point it's just ridiculous that item destruction isn't gone yet. How long will this waiting game last?

Wednesday, 27th November 2013, 00:03

Forum: Game Design Discussion

Topic: Proposal: Okawaru Passive

Replies: 27

Views: 7479

Re: Proposal: Okawaru Passive

Trog allows spells too though. Actually, they're the best spells in the game! For example, the "spear to the face" spell does damage and has range comparable to crystal spear, costs way less, and you can even cast it in gold dragon armor. If you're talking about things like regeneration an...

Tuesday, 26th November 2013, 04:55

Forum: Game Design Discussion

Topic: Proposal: Okawaru Passive

Replies: 27

Views: 7479

Re: Proposal: Okawaru Passive

Right now Oka is just a weaker Trog. His gifts are worse and his abilities are worse.

I like the idea of Oka improving your existing gear. It would be cool if heroism and finesse were removed entirely his abilities were replaced with abilities involving equipment.

Tuesday, 26th November 2013, 04:27

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 101272

Re: Formicids (Was: Dwants)

Does the -rpois + stasis race HAVE to be a challenge race? At the very least their aptitudes could be buffed a little. Wins: 3xFoBe 2xFoFi 2xFoGl 1xFoAK 1xFoAM 1xFoAr 1xFoCK 1xFoFE 1xFoHe 1xFoIE 1xFoNe 1xFoTm 1xFoVM 1xFoWr Looking at that, I don't think it would hurt to buff their magical aptitudes ...

Thursday, 1st August 2013, 03:26

Forum: Game Design Discussion

Topic: Demigod Suggestion

Replies: 53

Views: 17006

Re: Demigod Suggestion

No. It's a feature request and I think it would fit demigods nicely. At the moment they don't feel godly at all.

Thursday, 1st August 2013, 03:08

Forum: Game Design Discussion

Topic: Demigod Suggestion

Replies: 53

Views: 17006

Demigod Suggestion

I think it would be cool if demigods had no level cap so they can really start feeling godly.

Monday, 29th July 2013, 14:11

Forum: Game Design Discussion

Topic: Humans are Terrible

Replies: 51

Views: 13536

Re: Humans are Terrible

You honestly think, that humans fail horribly at being jack of all trades compared to high elves (which may be on the chopping block BTW)?? Not compared to high elves specifically. High elves make better casters and Hill Orcs make better noncasters. Whatever you want to do can be done better with a...

Monday, 29th July 2013, 13:11

Forum: Game Design Discussion

Topic: Humans are Terrible

Replies: 51

Views: 13536

Re: Humans are Terrible

Mankeli wrote:
snow wrote:Humans have no niche at all...jack of all trades...

Nice misquote. You left out the part where they fail horribly at being a jack of all trades compared to some other species though.

Monday, 29th July 2013, 12:19

Forum: Game Design Discussion

Topic: Humans are Terrible

Replies: 51

Views: 13536

Humans are Terrible

They feel like either really crappy high elves or really crappy hill orcs depending on if you learn spells or not. Humans have no niche at all... I mean I get that they're going for the jack of all trades thing but plenty of other species fill that niche and do it better: when it comes down to it hu...
PreviousNext

Return to advanced search

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.