Search found 1620 matches

Tuesday, 31st December 2013, 09:56

Forum: Game Design Discussion

Topic: Statues coming to life

Replies: 20

Views: 4505

Re: Statues coming to life

That particular vault is bad yes. Did you know it also hides an item behind trees? This is the only place in the game where an item is hidden behind trees, and you cannot see it, and there's not really any indication that it's there--except if you've read the .des file. Nah, there's a Crypt:$ map w...

Wednesday, 25th December 2013, 17:08

Forum: Crazy Yiuf's Corner

Topic: Remove Haste as a spell.

Replies: 54

Views: 16055

Re: Remove Haste as a spell.

Bah! Humbug!

Monday, 23rd December 2013, 19:41

Forum: Game Design Discussion

Topic: Remove mimics

Replies: 8

Views: 3361

Re: Remove mimics

How did you know it needed the horn if you didn't approach it? x v?

Either way this is hilarious. Sorry about that BS. I'd be fine with mimics not being allowed to pretend to be a trove quite this well.

Monday, 23rd December 2013, 19:32

Forum: Game Design Discussion

Topic: Remove Tileschat Logging

Replies: 20

Views: 7663

Re: Remove Tileschat Logging

Do you have any actual examples of this being abused? I agree it isn't always useful, but it sometimes is and it doesn't seem like it hurts much to keep it around. Also "I've seen examples of the logs being used weirdly, and there are kids playing this game" is a strange argument for you ...

Sunday, 22nd December 2013, 17:25

Forum: Game Design Discussion

Topic: Remove Tileschat Logging

Replies: 20

Views: 7663

Re: Remove Tileschat Logging

I've seen examples of the logs being used weirdly And I've seen examples of the game's spectating chat being used weirdly. It's primary purpose is for discussing someone's game, not for sharing private information. You can't really stamp out people wanting to socialize, even in silly tileschat. The...

Sunday, 22nd December 2013, 17:11

Forum: Game Design Discussion

Topic: Make Haste similar to new Swiftness

Replies: 135

Views: 32451

Re: Make Haste similar to new Swiftness

There seems to be pretty widespread agreement that Haste is problematic Well for one name, elliptic, who is both a dev and one of the absolute best crawl players, thinks that haste spell is not too powerful. (I have not particularly asked him whether it has design problems, but I suspect he thinks ...

Sunday, 22nd December 2013, 15:21

Forum: Game Design Discussion

Topic: Make Haste similar to new Swiftness

Replies: 135

Views: 32451

Re: Make Haste similar to new Swiftness

After reading comments for that mantis ticket I suspect that the patch won't be accepted :( The reason is simple - monsters are balanced based on Haste effect. Expecting that everyone uses the spell is a clear indication of something wrong with the spell. You can use Polearms or Long Swords or Cros...

Sunday, 22nd December 2013, 02:30

Forum: Game Design Discussion

Topic: Remove Tileschat Logging

Replies: 20

Views: 7663

Remove Tileschat Logging

Awhile ago, bh removed tileschat logging only for the change to be reverted because it disabled other logging people wanted to keep around . Is a work-around for this possible? It really clutters up your morgue files for no purpose, unless somebody wants to pop up saying it's a good idea. Edited to ...

Sunday, 22nd December 2013, 01:39

Forum: Game Design Discussion

Topic: Make Haste similar to new Swiftness

Replies: 135

Views: 32451

Re: Make Haste similar to new Swiftness

Also I am sure you know there is no spell "Heal Wounds" you may notice that heal wounds is not a spell, and for a very good reason. Yeah bros I noticed, please re-read: I could do this for all the good buff spells or consumables . But whatever. dpeg, I mostly meant in terms of "no-br...

Sunday, 22nd December 2013, 00:39

Forum: Game Design Discussion

Topic: Make Haste similar to new Swiftness

Replies: 135

Views: 32451

Re: Make Haste similar to new Swiftness

The current problem with Haste is that it is too often the correct choice... The problem with rmsl is that it is too often the best choice. The problem with heal wounds is that it is too often the best choice. I could do this for all the good buff spells or consumables. The game has a pretty big su...

Saturday, 21st December 2013, 07:29

Forum: Game Design Discussion

Topic: Proposal: potion to remove Drainedstatus

Replies: 26

Views: 7413

Re: Proposal: potion to remove Drainedstatus

The more I think about this, the more sure I feel it would just give me anther status to be annoyed about when I can't cure it. Right now, drain feels unique, and if you dick about it's nasty but otherwise fine.

Friday, 20th December 2013, 22:55

Forum: Game Design Discussion

Topic: Make Haste similar to new Swiftness

Replies: 135

Views: 32451

Re: Make Haste similar to new Swiftness

Ugh, can we just lock this thread down before the descriptivist vs. prescriptivist argument on "power" can really get going? Haste: The Spell is not problematic as long as Haste: The Wand and Haste: The Potion are so widely available, in my opinion. But then again, I think Haste isn't over...

Friday, 20th December 2013, 18:17

Forum: Game Design Discussion

Topic: Open Proposal: unrandart potions?

Replies: 21

Views: 6664

Re: Open Proposal: randart potions?

Any powerful temporary effect would be next to worthless; assuming these potions would be rare, you might get a shot or two of some desirable effect, but it wouldn't really change the game very much. Powerful consumables have a home in Crawl already anyway: decks of cards. I tend to think consumable...

Friday, 20th December 2013, 17:16

Forum: Game Design Discussion

Topic: Make Haste similar to new Swiftness

Replies: 135

Views: 32451

Re: Make Haste similar to new Swiftness

Swiftness is easier to get castable, and more useful as a utility spell, yes. It is much less powerful than haste, assuming powerful means "Having greater affect". Swiftness increases your movement speed. Haste increases your movement speed, casting speed, attacking speed, item use speed,...

Monday, 16th December 2013, 19:08

Forum: Game Design Discussion

Topic: Mimic self

Replies: 9

Views: 2408

Re: Proposal: Mimic

This sounds a little too fiddly for Crawl (and would be worse than casting enslave for all but packs of similar enemies, if then), but keep it in mind for Metal Gear Solid: The Roguelike.

Tuesday, 10th December 2013, 07:36

Forum: Game Design Discussion

Topic: Species: Crystal Dwarf

Replies: 42

Views: 12439

Re: Species: Crystal Dwarf

So I guess the main question would be, is there a more interesting upside than massive defenses that fits the flavor of a soulless golem but given that the soulless golem idea does seem like a reasonable flavor for the half piety (most gods would be reluctant to accept a soulless construct, but cou...

Tuesday, 10th December 2013, 07:24

Forum: Game Design Discussion

Topic: Stop Casting ability for Ray status

Replies: 10

Views: 3484

Re: Stop Casting ability for Ray status

Or, if you can't be bothered, feel free to heed NOPE's advice in the other thread and post it to mantis.

Tuesday, 10th December 2013, 00:18

Forum: Dungeon Crawling Advice

Topic: distortion brand still sends mobs to the abyss?

Replies: 8

Views: 2066

Re: distortion brand still sends mobs to the abyss?

I remember having to face multiple uniques in the Abyss because they got sent there during melee. So when I went to the abyss later, I had a YASD, and the thought in my head "i'm never going to try and win with a distortion brand" While this makes the Abyss a much bigger pain for most cha...

Monday, 9th December 2013, 18:14

Forum: Game Design Discussion

Topic: Proposal: Gaia, god of Earth

Replies: 9

Views: 2357

Re: Proposal: Gaia, god of Earth

Sandman how many more gods do you have to propose? Do you have a fire god so we can get our godly Earth, Wind, and Fire cover band started? Regardless, this is just EE plus some extremely broken abilities that are hugely situational and, in those situations, breaks the game in ways other gods can't ...

Monday, 9th December 2013, 17:09

Forum: Game Design Discussion

Topic: Fedhas and Treeform

Replies: 7

Views: 2058

Re: Fedhas and Treeform

It's also worth pointing out that the rTorment has its uses. Apparently timbw used it in a speedrun attempt to get the golden rune with good results.

Monday, 9th December 2013, 11:42

Forum: Game Design Discussion

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

Replies: 21

Views: 5246

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

epsilon wrote:2) Isn't brand effects stack? I died plenty of times to flaming poison arrows.


Nessos' flaming poison arrows are the only example of this in the game, and won't work for the player even if you pick up his bow and arrows.

Sunday, 8th December 2013, 23:10

Forum: Game Design Discussion

Topic: Give TSO Attention-Grabbing Ability

Replies: 8

Views: 2816

Re: Give TSO Attention-Grabbing Ability

Just make it so the enemies never get distracted if you follow TSO, because you have a huge glowing halo all around you, and it's really hard to not notice you. No idea how hard would that be code-wise, though. I like this idea better than my idea. I mean, an ability to get somebody's attention is ...

Sunday, 8th December 2013, 23:00

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 80487

Re: New God: Seth, the Shadow King

Necessitating LOS would make shadow teleporting into a slightly different kind of jumping. It would let you more easily jump to non-enemies, but it would also lose the attacking component; it seems like if you blink into an enemy's shadow, you'll just end up letting it get a free hit on you, unless ...

Sunday, 8th December 2013, 15:16

Forum: Game Design Discussion

Topic: New God/Artefact - Scepter of the Lich King

Replies: 45

Views: 13918

Re: New God/Artefact - Scepter of the Lich King

I think that makes a bit more sense than INSTANT LICH JUST ADD WATER. Without mentioning anything else, it's worth pointing out that Crawl has an Instant-Lich-Just-Add-Water spell, and it's how every player becomes a Lich. I'm not sure about that flavor. Is necromutation the spell that actual liche...

Sunday, 8th December 2013, 15:10

Forum: Game Design Discussion

Topic: Janasort, the God of Gates

Replies: 4

Views: 2918

Re: Janasort, the God of Gates

Let me save dpeg the trouble of writing the fact that he is pretty serious about each god getting their own letter of the alphabet, and J is taken by everybody's favorite slime god. And as long as I'm here, I'll add that having a door-based god sounds like amazing flavour, but most of these powers a...

Sunday, 8th December 2013, 05:23

Forum: Game Design Discussion

Topic: Give TSO Attention-Grabbing Ability

Replies: 8

Views: 2816

Give TSO Attention-Grabbing Ability

I am a big fan of bh's changes to TSO and Oka, but I think TSO could use one more change: What if we gave TSO a 0* ability that allows the player to maintain the attention of any single target? I'd prefer doing away with TSO punishing you for attacking enemies who are distracted altogether, but I ge...

Saturday, 7th December 2013, 19:41

Forum: Game Design Discussion

Topic: What are manuals for?

Replies: 28

Views: 8739

Re: What are manuals for?

No I meant the skill training investment obviously. Sorry, I see what you mean now. You'd still need to invest the skill training into the skill to get the bonus from the aptitude. Yes, you would just use it immediately, but to get any advantage out of it you'd still need to train the relevant skil...

Saturday, 7th December 2013, 19:36

Forum: Game Design Discussion

Topic: Starting Evocables/Assassin Background?

Replies: 18

Views: 4882

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 b...

Saturday, 7th December 2013, 00:25

Forum: Game Design Discussion

Topic: What are manuals for?

Replies: 28

Views: 8739

Re: What are manuals for?

galehar wrote:No I meant the skill training investment obviously.


Sorry, I see what you mean now.

Friday, 6th December 2013, 23:08

Forum: Game Design Discussion

Topic: What are manuals for?

Replies: 28

Views: 8739

Re: What are manuals for?

What if instead of a temporary +4 bonus to an aptitude, instead you got a *permanant* +1 (or +2?) shift in aptitude on use Then, there's no reason not to use it. The current one requires investment, so there's a choice. If by "investment" you mean "uses up 1/52 of your carrying capac...

Friday, 6th December 2013, 22:39

Forum: Game Design Discussion

Topic: Species: Crystal Dwarf

Replies: 42

Views: 12439

Re: Species: Crystal Dwarf

What if you took away a boatload of their resistances and gave them some kind of temperature-based "processing power," such that getting hit by cold attacks or being in water allows them to think faster, improving their spellcasting abilities at the cost of melee abilities/defenses? Maybe ...

Friday, 6th December 2013, 04:15

Forum: Game Design Discussion

Topic: Breaking the Pinata

Replies: 33

Views: 9250

Re: Breaking the Pinata

Devs already complain that there is too much expericence in the game. Which is easier rewriting all the monsters in the database or just changing a couple of line of code? Even if you take it as given that the devs believe there's too much XP in the game, I don't think "changing a couple of li...

Thursday, 5th December 2013, 20:47

Forum: Game Design Discussion

Topic: Breaking the Pinata

Replies: 33

Views: 9250

Re: Breaking the Pinata

1. They do open up new possibilites for players, but they don't address the other points which are very valuable. They don't address scumming, and they don't stabalize experience levels. I don't understand why stabilizing experience levels is necessary or desirable. You seem to think it's necessary...

Thursday, 5th December 2013, 02:32

Forum: Game Design Discussion

Topic: Breaking the Pinata

Replies: 33

Views: 9250

Re: Breaking the Pinata

The logical conclusion of this idea already exists, and it's called Brogue.

Tuesday, 3rd December 2013, 15:34

Forum: Crazy Yiuf's Corner

Topic: Item destruction reform

Replies: 8

Views: 2331

Re: Item destruction reform

Look, Crawl isn't a game about describing a sensible world, but this doesn't make any sense. My scrolls got hot, so their mass increases? What? The real problem this idea has (besides being complicated) is that it takes the most annoying part of item destruction, the added inventory management overh...

Tuesday, 3rd December 2013, 15:29

Forum: Game Design Discussion

Topic: CK starting weapons.

Replies: 45

Views: 11624

Re: CK starting weapons.

It's a bit uncomfortable how winning and streaking in tournaments with xom means taking xom at the altar and with chaos knight to dump xom on turn 1. I mean, I've watched dck win quite a few CK without leaving Xom, and the idea that leaving him on turn 1 is the best move in the middle of a streak s...

Tuesday, 3rd December 2013, 15:12

Forum: Game Design Discussion

Topic: Purge the devil: Remove item destruction

Replies: 96

Views: 34025

Re: Purge the devil: Remove item destruction

(of course, this kind of COMMON SENSE suggestion is the kind of suggestions devs worldwide don't even look twice at) Right, because insulting devs really makes them want to code patches for the game. To wit: However, given the amount of "retarded" and "why don't they finally..."...

Monday, 2nd December 2013, 10:29

Forum: Game Design Discussion

Topic: Rune lock

Replies: 188

Views: 67423

Re: Rune lock

Whatever happened to putting in some kind of passage from the Elven Halls to the other side of the rune lock? If Elf is undesired, I think a path through Hall of Blades (with the creation of new Halls portal vaults) found someplace in Depths could be cool. Either way, I like the high-risk-high-rewar...

Monday, 2nd December 2013, 08:57

Forum: Game Design Discussion

Topic: Purge the devil: Remove item destruction

Replies: 96

Views: 34025

Re: Purge the devil: Remove item destruction

One of the ideas that was thrown about when this came up in the SA thread is similar to Lava Orc's heat-thing. Have build-up effects which can prevent item use like blurry-vision (as in, waste a turn to not consume the item) and step up to a 0% success chance when in a cloud. So, a puff of flame/fr...

Saturday, 30th November 2013, 08:45

Forum: Game Design Discussion

Topic: Mutation: Slayer

Replies: 6

Views: 2364

Re: Mutation: Slayer

I'm a) kind of surprised this isn't already a thing (and/or wouldn't be surprised if this is a previously proposed thing) and b) wouldn't mind seeing this as a %HP thing, although I know that's not hyperpopular. If "Slayer" doesn't work, how about "Rioter" or "Riot."

Wednesday, 27th November 2013, 23:19

Forum: Technical Support

Topic: 0.14 - OS X

Replies: 4

Views: 1483

Re: 0.14 - OS X

Or alternately, a link to a good guide on how to build new Trunk releases ourselves? I was also surprised to see that the latest trunk build is older than 0.13, though, like, no pressure/worries, this is a volunteer project, etc.

Wednesday, 27th November 2013, 22:50

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 100102

Re: Formicids (Was: Dwants)

Wow. How long does the new swiftness give you slow movement? That's one powerful nerf.

Tuesday, 26th November 2013, 06:02

Forum: Game Design Discussion

Topic: Proposal: Okawaru Passive

Replies: 27

Views: 7375

Re: Proposal: Okawaru Passive

Sandman25 wrote:Okawaru allows spells and hates allies dying, it makes quite a difference.


He doesn't mind the allies dying thing anymore.

Monday, 25th November 2013, 19:09

Forum: Game Design Discussion

Topic: Change "Staff" to "Rod" for Trog Acquirement

Replies: 11

Views: 3704

Re: Change "Staff" to "Rod" for Trog Acquirement

If magic skills are 0 (including Spc) then a rod is guaranteed in staff acquirement yes. As long as I'm once again suggesting things I can't really help implement, why not just remove this special case, too, or just extend the situation we already have w/r/t book acquirement under Trog (which treat...

Monday, 25th November 2013, 18:44

Forum: Game Design Discussion

Topic: Change "Staff" to "Rod" for Trog Acquirement

Replies: 11

Views: 3704

Change "Staff" to "Rod" for Trog Acquirement

Not much more to say. If acquiring "staff" under Trog always results in a rod, why not just say so in the acquirement menu? We modify the acquirement menu for Fedhas, turning "food" into "fruit," could we do it for Trog?

Sunday, 24th November 2013, 22:28

Forum: Game Design Discussion

Topic: Make Shadow Creatures level 6-7

Replies: 4

Views: 1961

Re: Make Shadow Creatures level 6-7

You're crazy. Shadow Creatures is a) unreliable, b) doesn't last terribly long, and because of that c) isn't as MP efficient as Ugly Things, probably, in the long run. Those ugly things stick around for a long while, and do very decent damage. I watched gammafunk kill several hundred HEIE summoners,...

Friday, 22nd November 2013, 21:50

Forum: Game Design Discussion

Topic: New evokable: jar of reversal

Replies: 23

Views: 6221

Re: New evokable: jar of reversal

As long as we're suggesting evocations that will never be in the game, I accidentally wrote this variation on njvack's idea. With an evocations-based chance for success on the order of ring of tele, the jar of whatever will redirect some percentage of magical damage into itself, placing a status on ...

Friday, 22nd November 2013, 18:04

Forum: Game Design Discussion

Topic: Opinions on lava orcs?

Replies: 33

Views: 9435

Re: Opinions on lava orcs?

I mean, LO are much less broken now that the speed mechanics have been removed. Now, you're left with a species that gets rF+ and loses scrolls with tension. What more can be added or taken away for it to be considered "ready for release"? Personally, I think you decouple temperature from ...

Friday, 22nd November 2013, 14:52

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 112856

Re: DCSS Text Improvement Taskforce

This leaves the question of a house style. Before launching into adding much description, would there be much interest in an edit of the descriptions with the aim at being more consistent? They certainly can use an edit for clarity and grammar, as well as the elimination of idiosyncrasies like those...

Friday, 22nd November 2013, 14:07

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 112856

Re: DCSS Text Improvement Taskforce

dpeg: Thanks! I'm still working on ideas, so let me just continue the discussion here. Sorry for the wall of text. I'm still looking for the free time to really dig into the material, but I've been planning on starting with uniques. My main question: what is the ideal description for a monster? Our ...
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