Search found 3027 matches

Thursday, 21st February 2013, 14:19

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: Absurdly lucky SETm

Replies: 6

Views: 1484

Re: CIP: Absurdly lucky SETm

Nikola and a ghoul vault, both of which went down to Sticks to Snakes spam (great spell!) Waiiiiiit, Chain Lightning + Blink Nikola went down to snake spam? Super poison stacking + constriction I take it? Poison stacking had something to do with it. I wasn't getting constriction, since I was only u...

Thursday, 21st February 2013, 13:17

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: Absurdly lucky SETm

Replies: 6

Views: 1484

Re: CIP: Absurdly lucky SETm

Updated dump: I've cleared Lair, Orc, Snake and Swamp. Snake's naga warriors weren't bad thanks to Agony + Blade Hands, and the greater nagas went down okay to Blade Hands if they were alone, especially with a few of my own naga zombies for backup. Swamp had Nikola and a ghoul vault, both of which w...

Wednesday, 20th February 2013, 14:24

Forum: Game Design Discussion

Topic: Prevent Banishment of Player Ghosts

Replies: 17

Views: 3867

Re: Prevent Banishment of Player Ghosts

I agree with mikee. Many gods have kill buttons that make ghosts pointless; some even give full experience instead of half. Most of them remain useful into the late game, whereas Banishment's usefulness decreases as the game goes on and enemy MR gets higher. Brothers in Arms remains an effective kil...

Wednesday, 20th February 2013, 02:49

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: Absurdly lucky SETm

Replies: 6

Views: 1484

CIP: Absurdly lucky SETm

Res.Fire : . . . See Invis. : . - Unarmed Res.Cold : . . . Warding : . I - +2 robe {Archmagi} Life Prot.: . . . Conserve : . (no shield) Res.Poison: + Res.Corr. : . J - +0 helmet Res.Elec. : . Clarity : . O - +2 cloak {rPois} Sust.Abil.: . . Spirit.Shd : . D - +2 pair of dwarf gloves {Str+3} Res.Mu...

Friday, 15th February 2013, 18:54

Forum: Game Design Discussion

Topic: In Soviet Russia, god abandons you! (Overworld god)

Replies: 12

Views: 3758

Re: In Soviet Russia, god abandons you! (Overworld god)

I'd be a huge fan of the "Wanderer" class getting a start with Quinby, and then restructuring it so that runes granted a lot of piety and entering a new branch for the first time gave some. The idea being - you now are in a race against time from the moment you start until the end. I'd be...

Friday, 15th February 2013, 18:46

Forum: Game Design Discussion

Topic: Proposal: cap weapon damage by Strength

Replies: 20

Views: 6554

Re: Proposal: cap weapon damage by Strength

If the math had one-handed weapons' base damage capped to str and two-handed weapons capped to 2*str (or 0.5*str and str, alternately), then it would open up design space for high-damage one-handed weapons that would only see their full damage potential on very strong characters . . .

Monday, 11th February 2013, 19:41

Forum: Game Design Discussion

Topic: Proposal: guarantee 10-20 ?/! at Crypt end

Replies: 103

Views: 27081

Re: Slight adjustment to crypt

Submerge is not a popular mechanic. Basing an entire branch around it would be inadvisable. It's not popular because of the land/water dichotomy. Players want to be on land and are penalized in water. Submerging monsters want to be in water and cannot go on land. Because of that, the water effectiv...

Monday, 11th February 2013, 19:15

Forum: Game Design Discussion

Topic: Proposal: guarantee 10-20 ?/! at Crypt end

Replies: 103

Views: 27081

Re: Slight adjustment to crypt

* Undead can submerge in the ground. I don't too much like the idea of changing the mechanics of well-known monsters just within this branch; it's probably explainable but it's a strange and non-obvious jump of logic. For submerging undead, we could create a new type of floor tile, "grave dirt...

Monday, 11th February 2013, 16:26

Forum: Dungeon Crawling Advice

Topic: Dealing with Hell Sentinels

Replies: 14

Views: 3932

Re: Dealing with Hell Sentinels

* Summon Butterflies. Thusfar in all my trials, hundreds and hundreds of butterflies are not enough to drain the Hell Sentinel's HP. Also, he still seems to catch up with me. Perhaps the butterflies are not as deadly as I thought, but let it not be said that nobody ever suspects the butterfly :P. S...

Monday, 11th February 2013, 14:50

Forum: Game Design Discussion

Topic: Proposal: guarantee 10-20 ?/! at Crypt end

Replies: 103

Views: 27081

Re: Slight adjustment to crypt

"EyesForHimAlone" - He has the unique ability to reduce your vision to only the squares between you and him (ie: the smallest square/rectangle that will contain you both). That isn't to say, mind you, that you're mesmerized. You are ALLOWED to try to walk into the blackness behind you, bu...

Monday, 4th February 2013, 14:52

Forum: Dungeon Crawling Advice

Topic: Early game baileys

Replies: 14

Views: 2978

Re: Early game baileys

I used to die in ice caves frequently, but after I got used to the challenges on tap, I've found that most of my characters can clear them, but that it's always good to keep an escape method and be willing to use it in case the frost giant picked up a rod of demonology or you don't actually have res...

Friday, 1st February 2013, 13:32

Forum: Game Design Discussion

Topic: Item Destruction

Replies: 54

Views: 22318

Re: Item Destruction

As stated multiple times before I understand you can just drop things everywhere. Again the issue isn't item destruction but avoiding item destruction: it's too easy and you're constantly doing it yet it adds nothing meaningful or tactical to the game. It's like, for example, your armor got damaged...

Thursday, 31st January 2013, 19:02

Forum: Game Design Discussion

Topic: Item Destruction

Replies: 54

Views: 22318

Re: Item Destruction

However that "careful play" can be tedious since there are no tactical decisions and it really just comes down to "oh I found a stashable BRB." Though the distance to a stash is generally speaking the distance from where you're at to any corner wall, or, more often, pretty much ...

Thursday, 31st January 2013, 02:01

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP: MiBe first true streak (3 runes)

Replies: 1

Views: 917

YAVP: MiBe first true streak (3 runes)

This is my first true win streak, following my HEAE a few days ago. This was a pretty easy run (man, MiBe is really easy), with relatively few lucky or unlucky moments. Lotta tabbing. Cleave helped cut down the tedious bits, but I still decided that I didn't want to go for extended, even after savin...

Wednesday, 30th January 2013, 20:43

Forum: Game Design Discussion

Topic: Make Cheibriados Better

Replies: 186

Views: 49815

Re: Make Cheibriados Better

Make conjurations' range a function of strength, with the the idea being that you conjure up the damaging mess in your hand and then have to throw it. Maybe the double the square root of your strength is the number of spaces your conjurations can go, but never past the current limits? Go ahead and ...

Wednesday, 30th January 2013, 13:32

Forum: Game Design Discussion

Topic: Item Destruction

Replies: 54

Views: 22318

Re: Item Destruction

There is no destruction upon items in your inventory. However, if you quaff a potion while being subject to a cold attack (I mean, a cold attack happens during your quaffing action) there is a really high chance of the potion shattering (60%+). When it's your turn, your action can't be interrupted ...

Monday, 28th January 2013, 01:01

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP: HEAE -- Tornado really is that good

Replies: 10

Views: 2306

YAVP: HEAE -- Tornado really is that good

I took another stab at air elementalists, and I've learned why everyone says Tornado is so good: It alone can kill just about anything. Being able to cast it let me storm right into Snake:5's rune vault without any trouble, and also made Elf, Slime, Abyss, Pan, and the entrance to hell pretty easy. ...

Friday, 25th January 2013, 20:33

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: OpCj of Sif Muna > YASD

Replies: 23

Views: 4714

Re: CIP: OpCj of Sif Muna - Spell Selection advice

1. Re-memorize Lightning bolt, it's loud as hell, but it does do non-cold damage and my air magic is almost as high as my ice (Although I don't have any enhancers for air) Unfortunately I always feel like I'm overpaying for lightning bolt, it does do decent damage as long as you're bouncing it, but...

Thursday, 24th January 2013, 20:35

Forum: Game Design Discussion

Topic: Contaminate artifact property

Replies: 32

Views: 6561

Re: Contaminate artifact property

Right, it's a huge, relevant drawback for the infinitesimal minority of weapons/jewelry that are have this property and are good enough to use but not good enough that they shouldn't be swapped out. For those minority, it basically changes them from "sometimes useful" to "never useful...

Thursday, 24th January 2013, 19:20

Forum: Game Design Discussion

Topic: Contaminate artifact property

Replies: 32

Views: 6561

Re: Contaminate artifact property

The reason I think that something of the sort is needed is that the current implementation is both boring or binary: either it's worth using, or it isn't. This describes basically every item in Crawl. Fair point; I expressed that badly. What I meant to say is that the property does essentially does...

Thursday, 24th January 2013, 18:27

Forum: Game Design Discussion

Topic: Contaminate artifact property

Replies: 32

Views: 6561

Re: Contaminate artifact property

I think the model is wrong in that (if I'm reading it right) there's only a 1 in 1000 chance of increasing contamination instead of decreasing it. Here's a Python implementation: from random import randint contam = 0 turns = 0 glow_level = 6 contam_increase_time = 1000 contam_timeout = 40 contam_inc...

Wednesday, 23rd January 2013, 20:40

Forum: Game Design Discussion

Topic: Contaminate artifact property

Replies: 32

Views: 6561

Re: Contaminate artifact property

Uh, you realize those odds are easy to calculate, and they are 1 in 3,125? How many instances of glow do you get in a typical game? The odds aren't just 1/5 to the 5th, because if you make it to 2 contam, your next check will have a 4/5 chance to take you to 1 contam, not to 0, meaning that you sti...

Wednesday, 23rd January 2013, 20:03

Forum: Game Design Discussion

Topic: Contaminate artifact property

Replies: 32

Views: 6561

Re: Contaminate artifact property

The point I keep hammering on is that a 20% chance of gaining 1 contam instead of losing 1 is meaningless in the long term. If you rest enough you'll eventually lose your glow unless you get very unlucky. Right, if you do anything enough (rest or not) you'll eventually lose your glow -- in most cas...

Wednesday, 23rd January 2013, 19:58

Forum: Dungeon Crawling Advice

Topic: Multiple stabber-related Short Q's

Replies: 30

Views: 7693

Re: Multiple stabber-related Short Q's

Inspired by the others pasting code, I took a look at these same files, and found two things: 1) flaming weapons add noise in approximately the same way as electric weapons, but with 400 instead of 800 as the value. 2) all noise values generated in apply_damage_brand() seem to be overwritten in adju...

Wednesday, 23rd January 2013, 19:18

Forum: Game Design Discussion

Topic: Contaminate artifact property

Replies: 32

Views: 6561

Re: Contaminate artifact property

Contam clears at 1 point per 40 turns on average iirc. You are suggesting adding 1/1000. Compare those two numbers :p Yes, I understand. The more important part of the proposal is that when you would naturally clear contamination by timeout, you have a 1 in 5 (or so) chance to instead add 1 contami...

Wednesday, 23rd January 2013, 18:40

Forum: Game Design Discussion

Topic: Contaminate artifact property

Replies: 32

Views: 6561

Re: Contaminate artifact property

Pressing 5 a lot is not a good response, because waiting won't necessarily clear the contamination, and if waiting would clear it then behaving normally (aside from casting Haste/CBlink) will also clear it. Taking it off becomes free as long as you aren't already carrying at least 3 contamination, m...

Wednesday, 23rd January 2013, 18:18

Forum: Game Design Discussion

Topic: Contaminate artifact property

Replies: 32

Views: 6561

Re: Contaminate artifact property

not sure why you're suggesting reverting to the old contam except worse.... I'm really surprised that everyone seems to be taking this interpretation. My proposal is not at all like the old one. My proposal makes this property give contamination a chance to escalate slowly, whereas the old version ...

Wednesday, 23rd January 2013, 18:14

Forum: Game Design Discussion

Topic: Contaminate artifact property

Replies: 32

Views: 6561

Re: Contaminate artifact property

The old implementation gave you glow over time. This made items with Contam either completely useless, or you could get around it by swapping frequently. Your implementation just sounds like taking the worst of both implementations. You'd get contaminated over time and get hit with more glow when y...

Wednesday, 23rd January 2013, 16:11

Forum: Game Design Discussion

Topic: Contaminate artifact property

Replies: 32

Views: 6561

Re: Contaminate artifact property

With the numbers you have now, your contamination would likely just decay normally. If you increase the amount of contamination, we're back to where we started only worse: Contam artifacts generate glow over time and if you take one off, you're doubly screwed. The idea was to pick a number where it...

Wednesday, 23rd January 2013, 16:04

Forum: Dungeon Crawling Advice

Topic: Multiple stabber-related Short Q's

Replies: 30

Views: 7693

Re: Multiple stabber-related Short Q's

2) You cannot miss on a sleep/paralysis stab as far as I know. +acc helps a bit for confuse stabs though. You can "miss" if you're in water and you slip, but accuracy won't help with that. Re: stabbing with elec-brand daggers, I'm fairly certain that elec only makes noise in water, even w...

Wednesday, 23rd January 2013, 15:47

Forum: Game Design Discussion

Topic: Contaminate artifact property

Replies: 32

Views: 6561

Contaminate artifact property

I just noticed a post about artifacts with the contaminate property, and I thought that I had some better ideas than the present implementation. It seems to me that the property works best if the following things are true: 1) using contaminate artifacts should be a choice, and the choice should be o...

Tuesday, 22nd January 2013, 14:12

Forum: Dungeon Crawling Advice

Topic: Potion of Experience question

Replies: 17

Views: 5501

Re: Potion of Experience question

If you do decide that holding off on one of the very good but rare potions is the right choice, just drop it immediately. It's much safer on a random floor tile than it is in your inventory. Exceptions: don't drop it in Slime, in front of a jelly, or in a freezing cloud. :p

Tuesday, 22nd January 2013, 13:56

Forum: Game Design Discussion

Topic: Randart and fixedart spells (split from New Vehumet)

Replies: 18

Views: 3299

Re: New Vehumet

I like Galehar's proposal, and it does seem like there are a lot of interesting, unique-feeling ideas on the wiki. Acid conjurations are already mentioned a few times on there, and I think those would make excellent unique/randart spells. Some other things to consider would be conjurations that give...

Monday, 21st January 2013, 14:42

Forum: YASD! YAVP! and characters in progress too

Topic: CiP -> YAVP VpEn Kiku - cosmopolitan army leader

Replies: 16

Views: 5420

Re: CiP VpEn Kiku - Geryon did not like Tukima

I lost a promising KoEn just last night or so. It had Tukima's and Silence, which did really good work on Nicola, Ilsiuw, the unique efreet, and the greater nagas in Snake:5. It had boots of running, a hat of magic resistance, tons of Enchant Armour scrolls (mostly used), and then died in Vaults to ...

Friday, 18th January 2013, 13:36

Forum: Game Design Discussion

Topic: Combat and Weapon Skill reform (SECOND VERSION)

Replies: 55

Views: 11021

Re: Combat and Weapon Skill reform (SECOND VERSION)

Almost. Damage is mutliplied by (1 + weapon_skill / 25) and also by (1 + fighting_skill / 30). For accuracy, they contribute exactly the same way. They both add random2(skill) to your to_hit roll. Didn't know that -- thanks, galehar! Given that, Steel Neuron's proposal is even more limited than I r...

Thursday, 17th January 2013, 18:30

Forum: Game Design Discussion

Topic: Combat and Weapon Skill reform (SECOND VERSION)

Replies: 55

Views: 11021

Re: Combat and Weapon Skill reform (SECOND VERSION)

Right now fighting is actually more useful than it is in your proposal (for a single weapon type), I don't know why you think that making it worse is making it better. I don't think that's true. As I understand his proposal, Fighting still gives HP, it just also gives a larger bonus to hit/dam/spee...

Thursday, 17th January 2013, 15:26

Forum: Game Design Discussion

Topic: Summon player clone

Replies: 19

Views: 4014

Re: Summon player clone

Seems to fulfill essentially the same function to me, but it seems like several people disagree. Fair enough.

Thursday, 17th January 2013, 14:42

Forum: Game Design Discussion

Topic: Summon player clone

Replies: 19

Views: 4014

Re: Summon player clone

ebarrett wrote:
Lasty wrote:In a lot of ways, isn't this basically casting Tukima's Dance?

No? Like, not at all?


It summons a clone of you that can only use your weapon to bash things. Tukima's Dance makes your weapon go off and mindlessly bash things on its own. Surely you can see the similarity.

Thursday, 17th January 2013, 13:54

Forum: Dungeon Crawling Advice

Topic: yredelemnul advice

Replies: 1

Views: 1100

yredelemnul advice

I don't usually take Yred as a god, so I don't yet have much experience with it, but I've got a decent DrAr going who adopted Yred at an early altar, and I'd like to know whether investing into Invocations makes a big difference for Yred. Right now I've got 20 Polearms and am wielding a glaive, I've...

Thursday, 17th January 2013, 13:41

Forum: Game Design Discussion

Topic: Summon player clone

Replies: 19

Views: 4014

Re: Summon player clone

In a lot of ways, isn't this basically casting Tukima's Dance?

Thursday, 17th January 2013, 13:31

Forum: Game Design Discussion

Topic: Combat and Weapon Skill reform (SECOND VERSION)

Replies: 55

Views: 11021

Re: Combat and Weapon Skill reform (SECOND VERSION)

Please see my earlier comment on how few characters train to anywhere near 27 skill level in a weapon - even primary melee fighters. Unless you are going to completely change the weapon speed and damage formulas, this is going to cause most characters to be much weaker in melee. My understanding is...

Wednesday, 16th January 2013, 20:10

Forum: Game Design Discussion

Topic: Combat and Weapon Skill reform (SECOND VERSION)

Replies: 55

Views: 11021

Re: Combat and Weapon Skill reform (SECOND VERSION)

I think the round 2 proposal is much much implementable; it strikes me as being largely in keeping with existing plans except for two things: 1) making fighting a more generalist weapon skill, and 2) allowing for multiple weapon procs per weapon by tying procs to skill. At this point, I quite like t...

Wednesday, 16th January 2013, 19:53

Forum: Game Design Discussion

Topic: The Vaults: monster set

Replies: 32

Views: 7094

Re: The Vaults: monster set

Also iron dragons, statues, oklob plants, curse skulls, curse toes, iron elementals, giant eyeballs, eyes of draining, shining eyes, eyes of devastation, mummy priests, nagas, naga magi, naga warriors, greater nagas, naga ghosts, oklob saplings, burning bushes, lightning spires, catoblepae, smoke d...

Wednesday, 16th January 2013, 13:38

Forum: Game Design Discussion

Topic: The Vaults: monster set

Replies: 32

Views: 7094

Re: The Vaults: monster set

Re: ranged golems, I believe that Crawl doesn't currently have any slow, ranged threats (aside from Gastronok before he hastes himself). There's average speed, fast, and immobile ranged threats, but nothing that chases you slowly. In the right setting, it could be an interesting challenge.

Tuesday, 15th January 2013, 19:02

Forum: Game Design Discussion

Topic: Combat and Weapon Skill reform (SECOND VERSION)

Replies: 55

Views: 11021

Re: Proposal for a Combat and Weapon Skill reform

I like your proposals, and I think they're largely well thought-out. However, they do radically change Crawl and they would take a lot of work to implement (game balance would be shifted throughout the entire game; monsters would need to be adjusted to handle new player powers; loot drops would get ...

Tuesday, 15th January 2013, 13:48

Forum: Game Design Discussion

Topic: Player magic resistance feedback

Replies: 28

Views: 8563

Re: Player magic resistance feedback

50d2 is way less likely to be 100 than 1d100. 50d2 is strongly biased to be around 75.

Friday, 11th January 2013, 18:48

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP: VpAs

Replies: 9

Views: 2205

Re: YAVP: VpAs

Speaking of stabbers, more "fighterish" approach with nets, needles and evocable invisibility is quite viable. It provides you coverage against the almost all the powerful monsters (OOF's and electric golems will still shrug your dirty tricks off, but at least you'll hit them harder than ...

Friday, 11th January 2013, 14:35

Forum: Dungeon Crawling Advice

Topic: Evocations

Replies: 26

Views: 6721

Re: Evocations

Odd. I find that the times that the paralyze, confuse and enslave wands are useful is when I'm at 0 skill, don't have any spare XP to use leveling Evo and am trying to get away. By the time I have enough XP to put into evocations, most things don't seem to be very susceptible to those wands and I'm...

Friday, 11th January 2013, 14:16

Forum: Game Design Discussion

Topic: Hexes School - Status Targeting Spells

Replies: 23

Views: 5151

Re: Hexes School - Status Targeting Spells

Seems like it would be more fun / have more synergy if any buff/debuff triggered the explosion. If it's just buffs that trigger it, it pretty much only works for characters who cast Haste and against a small number of high-level uniques.

Friday, 11th January 2013, 14:01

Forum: Game Design Discussion

Topic: FR: Allow inscribe on bare hands

Replies: 40

Views: 10159

Re: FR: Allow inscribe on bare hands

A lot of people are glossing right over the possibility of just having a key to toggle on/off "allow barehanded attacks". It seems like the easiest to implement and most straight-forward way to implement this. Are there are issues with the suggestion that make people prefer inscribing-base...
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