Search found 553 matches

Tuesday, 20th August 2013, 08:59

Forum: Game Design Discussion

Topic: Wizlabs

Replies: 8

Views: 2460

Re: Wizlabs

There is nothing wrong with wizlabs named after spells that no longer exist. Some of them were actually made after the removal of those spells.

Sunday, 18th August 2013, 16:57

Forum: Suggestions & Criticism

Topic: Moderation of useless posts in GDD

Replies: 28

Views: 9723

Re: Moderation of useless posts in GDD

It's not about removing bad ideas, it's about removing off-topic discussion, in individual posts and entire threads. It's not a punitive thing.

Tuesday, 13th August 2013, 17:16

Forum: Crazy Yiuf's Corner

Topic: Range display

Replies: 56

Views: 14932

Re: Range display

I've always found that arrow thingy unreadable, I just use Z and look at the actual radius. Numbers would be more useful to me here, but even that's not great. A visual indicator on one line is just useless, it doesn't apply to diagonals and it looks weird. Probably some hybrid of the two would be i...

Monday, 12th August 2013, 08:33

Forum: Game Design Discussion

Topic: Invisibility seems worse at high spell power

Replies: 27

Views: 9575

Re: Invisibility seems worse at high spell power

Whoa, seems messed up to me then. You definitely should not accumulate contamination from being visible. You've read it backward. Having lots of magical contamination gives you glow, not the other way around. Actually, there seems to be a worse problem with magical contamination. The scale is too c...

Sunday, 11th August 2013, 21:50

Forum: Game Design Discussion

Topic: okawaru the no-brainer

Replies: 26

Views: 5794

Re: okawaru the no-brainer

There is this god who gives you two no-brainer abilities and his gifts are useful for most species and backgrounds, too. Don't you think that something should be done with that? At least the bonus from heroism should be scaled by character level or skills or it is too strong and there is no way you...

Sunday, 11th August 2013, 17:50

Forum: Game Design Discussion

Topic: Remove Spellcasting skill

Replies: 34

Views: 8308

Re: Remove Spellcasting skill

Spellcasting skill works fine as it is and you're going to need to come up with a much more convincing argument if you want the entire skill removed. This idea has come up in the past, and there's never been major support for it.

Tuesday, 6th August 2013, 14:02

Forum: Dungeon Crawling Advice

Topic: Summoning

Replies: 10

Views: 2386

Re: Summoning

50% goes to you, the other 50% is split between you and the ally, basically depending on the proportion of damage dealt.

Monday, 5th August 2013, 19:46

Forum: YASD! YAVP! and characters in progress too

Topic: On the topic of "|||||||||||||||||||||||||||"

Replies: 6

Views: 1563

Re: On the topic of "|||||||||||||||||||||||||||"

So "|||||||||||||||||||||||||||||" is the name of the fourth sprint map. I haven't played the map, so I don't know if it's 29 staves, or pipes, or what. Well, it's the ninth sprint map, actually. It's just in the middle of the list because of a bug. more like butting-in-line-sprint, am i ...

Saturday, 3rd August 2013, 11:34

Forum: Game Design Discussion

Topic: Remove sustenance and gourmand

Replies: 29

Views: 9422

Re: Proposal: Remove sustenance and gourmand

The way corpse eating works in this game is fundamentally bad, and attempting to make it more "significant" is not going to have a positive effect. Out of curiosity, what about it is "fundamentally bad"? the additional inventory/command overhead? That it's not usually relevant t...

Friday, 2nd August 2013, 17:43

Forum: Game Design Discussion

Topic: Remove sustenance and gourmand

Replies: 29

Views: 9422

Re: Proposal: Remove sustenance and gourmand

I use both items purely for the convenience. Corpse eating is an annoying part of the game for me and those items make the worst parts of it go away. Therefore I don't like this suggestion because it's just going to make a bad part of the game worse. It's not going to fix anything. The way corpse ea...

Thursday, 1st August 2013, 17:33

Forum: Game Design Discussion

Topic: Thematically Appropriate Scythe Buff

Replies: 34

Views: 10754

Re: Thematically Appropriate Scythe Buff

I don't see why cleaving would make sense here. When people used scythes as weapons, they had the blade attached so it's pointing forwards, so it can be used as a normal polearm weapon. Not really something you'd "cleave" with. More like stab people or hack them to bits. This is very diffe...

Monday, 29th July 2013, 10:38

Forum: Dungeon Crawling Advice

Topic: Do monsters generate in cleared levels?

Replies: 6

Views: 1993

Re: Do monsters generate in cleared levels?

There is no real reason to do that except as a challenge. Some people roll mummies and only go to the next level after the current one is "cleared". This can be interesting with the insanely ood stuff, but becomes pointless after a while. The 20k limit is there because it prevents infinite...

Monday, 29th July 2013, 08:59

Forum: Dungeon Crawling Advice

Topic: Do monsters generate in cleared levels?

Replies: 6

Views: 1993

Re: Do monsters generate in cleared levels?

In most levels, monsters will stop spawning after you spend 20000 turns on it, but the game will spawn insanely OOD stuff. So, you could "fully clear" a level and render it monsterless. There are a few places where this doesn't work, though.

Sunday, 28th July 2013, 12:58

Forum: Dungeon Crawling Advice

Topic: OOD Machine Gun?

Replies: 6

Views: 1991

Re: OOD Machine Gun?

If you're killing stuff, there's nothing wrong with it. Relying entirely on IOOD will bite you in the ass eventually though. There are a lot of situations where the spell is less than ideal. You'll at least want something that does good AOE damage, and something that works well in corridors. Even th...

Sunday, 28th July 2013, 12:51

Forum: Crazy Yiuf's Corner

Topic: Proposal: The raw flesh tastes terrible!

Replies: 38

Views: 11256

Re: Proposal: The raw flesh tastes terrible!

It tastes terrible because it's raw flesh and you don't have gorumand/mutations that makes you like eating it. This is also why you can't eat it until you reach "hungry" status. It's also kind of a tradition for food to just taste awful, going back to Rogue. This message isn't even a minor...

Sunday, 14th July 2013, 05:13

Forum: Contributions

Topic: Passwall Maze Vault

Replies: 9

Views: 5752

Re: Passwall Maze Vault

Putting a zot trap on the other side of a wall with no warnign like that is a bad idea. A tentacled monstrosity that the player is dumped right next to is even worse (you'll get a free turn if you passwall, but good luck getting out). You must not do things like this if the positions are fixed, and ...

Friday, 12th July 2013, 10:59

Forum: Crazy Yiuf's Corner

Topic: Rogue Legacy

Replies: 8

Views: 2768

Re: Rogue Legacy

I played it, it's fun for a few hours, but too grindy and I don't plan on playing it again. Don't go into this thinking the game is a roguelike. There is no character progression when you're actually playing. You only level up at the very start, by spending the gold you found on your previous run. E...

Thursday, 11th July 2013, 09:54

Forum: Game Design Discussion

Topic: Orb of Zot and apportation spell

Replies: 27

Views: 7659

Re: Orb of Zot and apportation spell

I still think it's better to just disallow the technique altogether. It can still refuse to apport a few times as currently, then when it succeeds just jumps straight into your inventory; so apportation is only actually a turn quicker at best. I still don't see the point of that. I agree with what ...

Wednesday, 10th July 2013, 19:56

Forum: Game Design Discussion

Topic: DCSS: Successful Open-Source Game Development

Replies: 31

Views: 8924

Re: DCSS: Successful Open-Source Game Development

I should also say, there isn't even an informal process of ranking what new features should be added, or planning stuff like that. Except for some very large things, everything is done on an ad hoc basis. What gets added is basically up to what _individual_ developers or contributors feel like worki...

Wednesday, 10th July 2013, 19:46

Forum: Game Design Discussion

Topic: DCSS: Successful Open-Source Game Development

Replies: 31

Views: 8924

Re: DCSS: Successful Open-Source Game Development

I remember that thread, it was really just an experiment and I don't think much came out of it. Almost all actual development talk in this game happens in the ##crawl-dev IRC channel, with more complicated things sometimes going on the mailing list or wiki. Sometimes informal votes do happen, but it...

Wednesday, 10th July 2013, 09:39

Forum: Game Design Discussion

Topic: DCSS: Successful Open-Source Game Development

Replies: 31

Views: 8924

Re: DCSS: Successful Open-Source Game Development

Regarding 27, my theory was always that the original Rogue had 26 levels, so he made Crawl have 26 + 1. This only applies to the dungeon, though.

Wednesday, 10th July 2013, 09:06

Forum: Game Design Discussion

Topic: DCSS: Successful Open-Source Game Development

Replies: 31

Views: 8924

Re: DCSS: Successful Open-Source Game Development

Ah, that's true. I think the survey was open for a couple more months after that though.

Wednesday, 10th July 2013, 08:47

Forum: Game Design Discussion

Topic: DCSS: Successful Open-Source Game Development

Replies: 31

Views: 8924

Re: DCSS: Successful Open-Source Game Development

If you want some easy stats on the number of players, wins, etc, you could look at the tournament stats. There's one for every majopr release. Here's the one for 0.12: http://crawl.develz.org/wordpress/0-12-tournament-results If you look through the backlog of that blog, you can see similar posts fo...

Monday, 8th July 2013, 10:37

Forum: Technical Support

Topic: Auto-constrict?

Replies: 3

Views: 1509

Re: Auto-constrict?

Constriction is always "automatic" this way, even for nagas. This means you can begin constriction, and then cast spells or something while the effect continues. In terms of gameplay, it's basically a damage over time effect that triggers on melee attacks, and only works on adjacent enemie...

Friday, 28th June 2013, 14:18

Forum: Game Design Discussion

Topic: Suggestion: slightly more enemy variety in lower dungeon

Replies: 93

Views: 25575

Re: Suggestion: slightly more enemy variety in lower dungeon

Shiren the wanderer isn't really like that. It has a lot of unique enemy behaviours, about 3/4 of enemies are just pallete swaps of other ones but with higher stats. Anyway, with crawl, most monsters in the dungeon will still have to fit the mold of melee/range/spellcaster type enemies. Stuff with w...

Thursday, 27th June 2013, 11:36

Forum: Contributions

Topic: Question about new Sprint modules

Replies: 10

Views: 3828

Re: Question about new Sprint modules

Multilevel sprints would be cool, and I could see letting sprints define their own XP and piety multipliers. However, I would still advise you to keep it fairly short. I think a multi-level sprint should be a series of small-medium levels, rather than one big one. It's ok if some players can take th...

Thursday, 27th June 2013, 02:15

Forum: Game Design Discussion

Topic: Discussion: Improving Skalds

Replies: 221

Views: 74483

Re: Discussion: Improving Skalds

I would defer to evilmike's view on this and make it not a song. I find the idea of some of these spells being mutually exclusive is quite interesting; on the other hand it's also interesting when they combine together. The only problem is ontoclasm might be upset if the icon needs to change again ...

Tuesday, 25th June 2013, 21:07

Forum: Game Design Discussion

Topic: Discussion: Improving Skalds

Replies: 221

Views: 74483

Re: Discussion: Improving Skalds

If one spell is named "song of whatever" then it's sort of thematic and it's a good idea. I don't like having more than one spell like this, though. It raises the question of how you can sing two songs at once (this is not something I'd ever want to restrict btw). Also, song of slaying can...

Monday, 24th June 2013, 11:30

Forum: Dungeon Crawling Advice

Topic: Why are shields so useless?

Replies: 20

Views: 5534

Re: Why are shields so useless?

crate didn't say you're unlikely to ever find one, just that good two handers are a lot more common. All of them can be found quite early, and in good quantity which means you're likely to find a branded one (with great swords, practically guaranteed in deeper levels). Getting 2 handers to min delay...

Friday, 21st June 2013, 16:36

Forum: Game Design Discussion

Topic: Proposal: Altars stay relevant

Replies: 22

Views: 5234

Re: Proposal: Altars stay relevant

Altars used to be "more relevant" several versions ago, with regard to sacrifices. Overall, altar-based gameplay was never good, so it's been reduced over time. Now, the only uses are really for conversion and for permanent gifts. Arguably, we don't even need the latter, vehumet already gi...

Thursday, 20th June 2013, 10:27

Forum: Dungeon Crawling Advice

Topic: EE: How to kill OoF

Replies: 27

Views: 6919

Re: EE: How to kill OoF

Flying/levitation gives massive resistance to shatter. It's not complete immunity but the spell is a waste of MP against those enemies. That includes orbs of fire and curse toes. That's something I've forgotten before. I played a gimmicky character once that was casting shatter by mid-lair, and crui...

Saturday, 15th June 2013, 16:40

Forum: Game Design Discussion

Topic: Suggestion: mini-quests/more flavour

Replies: 16

Views: 4267

Re: Suggestion: mini-quests/more flavour

A quest system is never going to be added to crawl.

Friday, 7th June 2013, 10:45

Forum: Game Design Discussion

Topic: Proposed unrandart: Vow of Silence

Replies: 40

Views: 10715

Re: Proposed unrandart: Vow of Silence

Bishops in medieval times did actually participate in wars, but they weren't any different from typical knights in this sense. They would've used swords and spears just as often as any other feudal lord. IIRC, the explanation for bishops using maces is that they were forbidden from bloodshed, but m...

Friday, 7th June 2013, 01:40

Forum: Game Design Discussion

Topic: Proposed unrandart: Vow of Silence

Replies: 40

Views: 10715

Re: Proposed unrandart: Vow of Silence

Bishops in medieval times did actually participate in wars, but they weren't any different from typical knights in this sense. They would've used swords and spears just as often as any other feudal lord.

Wednesday, 5th June 2013, 10:24

Forum: Game Design Discussion

Topic: Vehumet Suggestion

Replies: 27

Views: 5678

Re: Vehumet Suggestion

Yes, lots of gods help casters (some more than others), but kiku is one of the three in Crawl which are specifically designed as "spellcaster gods". It's not even just the book gifting, his corpse drop power is meant to be used with spells, and everything he does scales off your necromancy...

Tuesday, 4th June 2013, 13:22

Forum: Game Design Discussion

Topic: Unrandart: Lajatang

Replies: 18

Views: 4868

Re: Unrandart: Lajatang

I am not sure about the self targeting, it can induce bad behaviour -suppose that player obtains single bad mutation - He will repeat self target silver ball - wait heal in hope that the blast will cure the mutation. That's not fun. I like the rest, thought. Yeah, thing that cures mutation like thi...

Wednesday, 29th May 2013, 14:10

Forum: Contributions

Topic: Work in progress: reviving the Enchanted Forest as a branch

Replies: 73

Views: 22392

Re: Work in progress: reviving the Enchanted Forest as a bra

Another option is having both branches but shortening them. I really don't like this one, I'd rather have it be an alternate to an existing branch. I like the system used with Lair branches, it adds variety. And this seems better than adding more levels to the game. The way I see it, the two best b...

Friday, 24th May 2013, 15:52

Forum: Game Design Discussion

Topic: Discussion: Improving Skalds

Replies: 221

Views: 74483

Re: Discussion: Improving Skalds

If you use the spell on a flame branded blade, you should get a flame branded ally and it will be good for killing hydras. The thing is supposed to fight alongside you though, it's not like a summoning spell, where you can just stay back and let it attack. You'd need to attack the hydra up close to ...

Friday, 17th May 2013, 13:28

Forum: Game Design Discussion

Topic: Discussion: Improving Skalds

Replies: 221

Views: 74483

Re: Discussion: Improving Skalds

Nah. I'd rather focus on spells that are fun to use. The book has one "boring but useful" spell, shroud of golubria, but that's fine because it has a lot of utility and it's the only spell like that in the book. The rest basically encourage you to use them situationally, or will have some ...

Thursday, 16th May 2013, 15:25

Forum: Game Design Discussion

Topic: Buff unrandarts

Replies: 71

Views: 16204

Re: Buff unrandarts

how's this for a sword that buffs you:

the +5 double sword of This is a Cool Good Idea {+Permahaste +MUT +Curse}

Saturday, 11th May 2013, 23:58

Forum: Dungeon Crawling Advice

Topic: Did .12 up the spawn rate?

Replies: 14

Views: 2770

Re: Did .12 up the spawn rate?

Nope. You just had an unlucky couple of games. Maybe the number 12 is cursed for you.

Saturday, 11th May 2013, 23:55

Forum: Game Design Discussion

Topic: Long Blades effect idea

Replies: 48

Views: 12311

Re: Long Blades effect idea

1. Overlap with constriction. 2. No encouragement for positioning etc. No. 1. Constriction is a damage over time effect, it does not reward consecutive attacks. It also continues to work while you cast spells, attack other targets, etc. The only limitation is on your movement. The proposed weapon e...

Saturday, 11th May 2013, 23:35

Forum: Game Design Discussion

Topic: New Species: Gargoyle

Replies: 215

Views: 57882

Re: New Species: Grotesk

[*]Self petrification. (Stolen from here .)[/list] Grotesks take longer to petrify than other races. Up to twice as long at level 1, x3 at level 7, x4 at level 15 (or something like that). Same defensive bonuses (rTorment, damage reduction) while petrifying as when petrified. Perhaps a boost to the...

Friday, 10th May 2013, 14:08

Forum: Game Design Discussion

Topic: Buff unrandarts

Replies: 71

Views: 16204

Re: Buff unrandarts

But... as far as I can tell, there's a lot more to getting changes into Crawl than "here is my proposal and a patch implementing it." You'll need buy-in from the dev team; ##crawl-dev is probably a good place to hang out for that. Well, if your patch is of good quality and is in-line with...

Friday, 10th May 2013, 14:02

Forum: Crazy Yiuf's Corner

Topic: We need more fanart! Post your Fanart here

Replies: 15

Views: 3226

Re: We need more fanart! Post your Fanart here

someone please post fannar fanart

Friday, 10th May 2013, 13:58

Forum: Game Design Discussion

Topic: Award for killing Unique Hell/Pan lords

Replies: 37

Views: 11433

Re: Award for killing Unique Hell/Pan lords

You get their names in your kill list and bragging rights if you kill all of them. I wouldn't mind a more tangible reward for some, but I'd stick to the system we already use. 3 of the unique demon lords drop unique artifacts (and the staff of dispater isn't bad). I'm not including the horn of geryo...

Tuesday, 7th May 2013, 22:01

Forum: Game Design Discussion

Topic: Discussion: Improving Skalds

Replies: 221

Views: 74483

Re: Discussion: Improving Skalds

Hm, I kind of like the infusion/slaying synergy. Infusion gets you your first couple of kills and song boosts you thereafter. Yeah the idea is that infusion is an immediate, but expensive damage buff, with the MP cost preventing you from using it all the time. Damage is nice, but running out of MP ...

Tuesday, 7th May 2013, 15:19

Forum: Game Design Discussion

Topic: Discussion: Improving Skalds

Replies: 221

Views: 74483

Re: Discussion: Improving Skalds

I admit I haven't played the patch yet, but just reading about song of slaying it sounds like it is too powerful for a level 2 spell unless it caps or has a duration in the ten turn range. Because I can envision situations in Lair or Orc already where you're tearing though green rats / regular orcs...

Tuesday, 7th May 2013, 14:05

Forum: Game Design Discussion

Topic: Discussion: Improving Skalds

Replies: 221

Views: 74483

Re: Discussion: Improving Skalds

lain's patch implementing most of evilmike's proposal in case anyone wants to test it As lain said it's a bit messy and unfinished but apparently playable if anyone wants to try it out and give feedback! Cool! I wasn't expecting anything this quickly, I'll take a look at it when I have the time. Th...

Thursday, 2nd May 2013, 10:53

Forum: Game Design Discussion

Topic: Specially Designed Smart Monsters

Replies: 49

Views: 9179

Re: Specially Designed Smart Monsters

Yeah for crawl the best approach to AI isn't making stuff as smart as possible, it's using it to give certain monsters unique, well defined behaviours. This is usually done with spells, abilities, etc, but AI is another tool for accomplishing this. This applies to all monsters including uniques. It'...
PreviousNext

Return to advanced search

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