Search found 235 matches

Friday, 3rd March 2017, 17:36

Forum: Game Design Discussion

Topic: Balancing the Council God

Replies: 133

Views: 39962

Re: Balancing the Council God

Also--incidentally to my previous post--there are still some changes to Whirlwind Attack and Wall Jump that may be worth considering. ⋅ In Sil, the Whirlwind equivalent only functions if the player is not adjacent to walls or similar obstructions at the beginning of their movement. It may ...

Friday, 3rd March 2017, 17:13

Forum: Game Design Discussion

Topic: Balancing the Council God

Replies: 133

Views: 39962

Re: Balancing the Council God

I'd also vote for maintaining the status quo. In any case, I think it's important to the experience of the god for me that the martial attacks don't reduce single-target damage over time, and hence that I never have a reason to tab-attack instead of them. I worry that if this were changed, smart WJC...

Thursday, 2nd March 2017, 15:56

Forum: Crazy Yiuf's Corner

Topic: Mix up potion of might + brilliance + agility

Replies: 13

Views: 4355

Re: Mix up potion of might + brilliance + agility

call them "potions of heroism" maybe.

edit: naw, forgot about Oka.

Tuesday, 28th February 2017, 02:47

Forum: Game Design Discussion

Topic: Make swiftness spriggan speed.

Replies: 18

Views: 6465

Re: Make swiftness spriggan speed.

Elitist wrote:Sure, I agree, but what happens to Charms once its removed?

It gets rejoined with Hexes into Enchantments. Spectral Weapon becomes 4th level or shares a school with Summoning.

Tuesday, 28th February 2017, 02:36

Forum: Dungeon Crawling Advice

Topic: YAWCQ (Yet another weapon comparison question)

Replies: 8

Views: 2563

Re: YAWCQ (Yet another weapon comparison question)

The weapon bonus is rolled, so a +1 dagger is normal dagger damage plus (d1), a +4 dagger is normal dagger damage + d4 pretty sure it's based on random2 (http://crawl.chaosforge.org/Random2), so the enchantment bonus bottoms out at 0 rather than 1. (So the +1 dagger adds 0-1 damage (d2-1); the +4 a...

Friday, 24th February 2017, 16:47

Forum: Game Design Discussion

Topic: Item (unrandart) proposal: Lash of the Scorpion

Replies: 8

Views: 3094

Re: Item (unrandart) proposal: Lash of the Scorpion

Loosely related question: has anyone considered some unrandart throwing weapons? Any clear reasons why this would be a good or bad idea? (I think it'd be a good idea, and specifically like the idea of a javelin that pulled targets to you. But there are tons of other options. For example, perhaps sto...

Friday, 24th February 2017, 16:41

Forum: Game Design Discussion

Topic: Balancing the Council God

Replies: 133

Views: 39962

Re: Balancing the Council God

Remember, also, that any conduct needs to affect transmuted forms! Eliminating heavy armor does not affect dragon form. Preventing the use of the martial attacks in forms is also arbitrary; why prevent transmuters from using a viable god? though it's nitpicky, my version of this proposal was limite...

Wednesday, 22nd February 2017, 22:24

Forum: Crazy Yiuf's Corner

Topic: @dev team: if you had a time machine

Replies: 34

Views: 11318

Re: @dev team: if you had a time machine

MainiacJoe wrote:I've seen this sort of hard-number feedback in some people's games when spectating online, and would like to know what sort of rcfile settings they're using to get it. Probably a lot of lua.
Maybe just hellcrawl?

Wednesday, 22nd February 2017, 18:40

Forum: Dungeon Crawling Advice

Topic: What would be the best place to use Heaven on Earth?

Replies: 10

Views: 4056

Re: What would be the best place to use Heaven on Earth?

Yeah, I'm confused about this too. From a design perspective, I think the problem is that Heaven on Earth is both (a) super expensive, yet (b) tactically complex.* Either is fine on its own. However, using a tactically complex ability efficiently takes practice: you need to get a feel for how it wor...

Wednesday, 22nd February 2017, 18:22

Forum: Game Design Discussion

Topic: Balancing the Council God

Replies: 133

Views: 39962

Re: Balancing the Council God

I mean, I can stay still, and hit one things at around 0.7 delay while getting hit back by only 1 or move around around multiple ones, attack at 1.0 delay while being hit by multiples. Shit, the "thanks" was accidental. (Sorry, that sounds way snottier than I ever want to be an an online ...

Wednesday, 22nd February 2017, 16:21

Forum: Game Design Discussion

Topic: Balancing the Council God

Replies: 133

Views: 39962

Re: Balancing the Council God

Yeah, it sounds to me like simply reducing the effectiveness of martial attacks proportional to your heavy armour penalty (lasty's suggestion c or d) is the simplest and most direct way to increase the "glass" factor, and it makes for a readily adjustable knob as you can play around with ...

Tuesday, 21st February 2017, 03:38

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 506395

Re: [proclick] new fork, hellcrawl

Hellmonk wrote:IJC is not merged yet; you have a week to vote one of the other gods off of the meme island to make room for it.

Okawaru is too boring for Hellcrawl.

Friday, 17th February 2017, 17:13

Forum: Game Design Discussion

Topic: !brilliance should boost Evocations

Replies: 21

Views: 6266

Re: !brilliance should boost Evocations

You hardly ever get into a "oh crap my spellcasting skills suck, but if i don't cast this spell i will probably die" other than like weird, contrived circumstances. I guess *maybe* if you are trying to like brilliance cast blink to escape or something. Right. But I get ”oh crap if I could...

Thursday, 16th February 2017, 20:13

Forum: Game Design Discussion

Topic: Remove curses (in general) and changes to Ashenzari

Replies: 15

Views: 5490

Re: Remove curses (in general) and changes to Ashenzari

ok, fair enough. You think Ash should be changed because you don't think equipment swapping should consume a finite resource. All I'm saying is that the question whether this is the case is distinct from the question whether curses should be removed, and should be discussed as such.

Thursday, 16th February 2017, 17:40

Forum: Game Design Discussion

Topic: !brilliance should boost Evocations

Replies: 21

Views: 6266

Re: !brilliance should boost Evocations

Heia wrote:Might is useless for casters. Make it give you archmagi.

At least in early game, !might is not useless for casters at all.

Thursday, 16th February 2017, 17:05

Forum: Game Design Discussion

Topic: !brilliance should boost Evocations

Replies: 21

Views: 6266

!brilliance should boost Evocations

Here are two things that annoy me. (1) Potions of brilliance are useless to non-spellcasters. (2) I have to invest in Evocations to get much use out of wands, even in the early game when I don't know if I'll find enough stuff later to justify the investment (or when I just want to get my weapon skil...

Thursday, 16th February 2017, 16:50

Forum: Game Design Discussion

Topic: Remove curses (in general) and changes to Ashenzari

Replies: 15

Views: 5490

Re: Remove curses (in general) and changes to Ashenzari

Having played Hellcrawl, I've come around to the (hardly original) view that curses (and identification) serve no purpose other than to make the early game more annoying. But this doesn't require letting Ash worshippers to switch equipment at the cost of time and piety alone, much less make this a g...

Tuesday, 14th February 2017, 05:35

Forum: Game Design Discussion

Topic: mutated Zin-ites lose mutations instead of earning piety

Replies: 29

Views: 10638

Re: mutated Zin-ites lose mutations instead of earning piety

So wait, do you have to be free of mutations before you can gain Zin piety in this instance? And does he still provide rMut? As I imagined it, yes to both. But maybe the gift timeout version--where you do still get piety--is better; idk. Probably the only way to know for sure is to test one and see...

Sunday, 12th February 2017, 22:35

Forum: Game Design Discussion

Topic: New mutation potions and Zin

Replies: 2

Views: 1600

Re: New mutation potions and Zin

I notice one side effect of the new mutation potions is that a Zinnie who get a malmutation isn't now allowed to cure it, so slightly oddly Zinnies are more likely to get stuck with mutations than anyone else even though Zin hates mutations. Perhaps Zin's "cure all mutations" could work m...

Sunday, 12th February 2017, 21:47

Forum: Game Design Discussion

Topic: mutated Zin-ites lose mutations instead of earning piety

Replies: 29

Views: 10638

mutated Zin-ites lose mutations instead of earning piety

Especially after the new mutation potions, Zin incentivizes behavior counter to the spirit of the god. Specifically: --) it's smart to convert to Zin when you have a mutation set you want to preserve. --) if you're paranoid about avoiding mutation, you often have reason not to spend piety with Zin, ...

Tuesday, 7th February 2017, 16:50

Forum: Dungeon Crawling Advice

Topic: How does Augmentation work in Trunk?

Replies: 3

Views: 1765

Re: How does Augmentation work in Trunk?

moderate nerf. Was +4/+8/+12 slaying, now +3/+6/+9 (with a proportionately smaller effect on spellpower).

Monday, 30th January 2017, 14:19

Forum: Crazy Yiuf's Corner

Topic: idea: make 3rd rune identify everything once obtained

Replies: 21

Views: 6621

Re: idea: make 3rd rune identify everything once obtained

Seriously, everyone who thinks identification should stay should play hellcrawl. The early game is so much more fluid and fun.

Thursday, 26th January 2017, 22:37

Forum: Crazy Yiuf's Corner

Topic: How is unarmed still a thing?

Replies: 22

Views: 6001

Re: How is unarmed still a thing?

First, looking at UC without transmutations: (a) +0 two-handed weapons out-damage UC at a similar skill level for low-to-medium skill level. Try fsim with +0 dire flail, fighting 10, skill level 14 for m&f and UC. just looking at the formulae, without claws/forms UC only really pulls ahead even...

Tuesday, 24th January 2017, 22:08

Forum: Game Design Discussion

Topic: Remove Regeneration

Replies: 67

Views: 26909

Re: Remove Regeneration

Player options that directly recovers your HP, while necessary to have some, shouldn't be conveniently available since it contributes a lot to trivializing the game's difficulty. What, you mean like resting? No, seriously, if Regeneration is functionally similar to Heal Wounds you play very differe...

Tuesday, 24th January 2017, 17:29

Forum: Game Design Discussion

Topic: Remove Regeneration

Replies: 67

Views: 26909

Re: Remove Regeneration

I'm not saying there's not a problem with Regeneration, but frankly it's not obvious to me what it is. It would help me at least to break it down, at the cost of repeating things other people have said. So: essentially, Regeneration does two things for you. ⋅ It gives you extra HP during a...

Saturday, 21st January 2017, 12:50

Forum: Game Design Discussion

Topic: Remove torment

Replies: 33

Views: 11661

Re: Remove torment

The most common tormenting monsters can be easily shut down: mummies can be silenced, and tormentors can be one-shot or two-shot with spells or powerful ranged weapons. (Anyone with passable Int and apts should really learn Silence before doing Tomb; it really cuts down on headaches.) That leaves th...

Thursday, 19th January 2017, 11:58

Forum: Crazy Yiuf's Corner

Topic: New species idea: Robots

Replies: 7

Views: 2196

Re: New species idea: Robots

duvessa wrote:better idea than felids

but worse idea than http://angband.oook.cz/forum/showthread.php?t=7792

Wednesday, 18th January 2017, 22:35

Forum: Game Design Discussion

Topic: Weapon-less Ieoh Jian Council (now implemented)

Replies: 81

Views: 35030

Re: Weapon-less Ieoh Jian Council (now implemented)

Alternatively, I could unlock the skill at ****** as a form of capstone. Seems like the way to do it, offhand. Btw, just wanted to point out that your last feedback post is increible. I'm going to take lots from it, because you phrased several of my concerns really well. great to hear it! it's real...

Wednesday, 18th January 2017, 19:40

Forum: Game Design Discussion

Topic: Weapon-less Ieoh Jian Council (now implemented)

Replies: 81

Views: 35030

Re: Weapon-less Ieoh Jian Council (now implemented)

removeelyvilon wrote:3. I really don't see why UC is supposed to be THE way to play this god. Seems to me that the optimal weapon choice would be whatever the best weapon is you find because of boosted cross-training.
Well, at really high skill, UC is better than the best weapon you'd find, no matter what it is.

Wednesday, 18th January 2017, 18:06

Forum: Game Design Discussion

Topic: Weapon-less Ieoh Jian Council (now implemented)

Replies: 81

Views: 35030

Re: Weapon-less Ieoh Jian Council (now implemented)

Steel Neuron wrote:Alternatively, I could unlock the skill at ****** as a form of capstone.
Seems like the way to do it, offhand.

Wednesday, 18th January 2017, 17:38

Forum: Game Design Discussion

Topic: Weapon-less Ieoh Jian Council (now implemented)

Replies: 81

Views: 35030

Re: Weapon-less Ieoh Jian Council (now implemented)

long post, but a number of suggestions come to mind at this point! 1. Any chance Serpent's Lash could made be available at low piety? It'd give IJC worshippers a much-needed early game panic button. 2. We chatted about this in-game a bit, but after winning a DsTr^IJC last week, I'd really consider c...

Wednesday, 18th January 2017, 16:34

Forum: Game Design Discussion

Topic: fr: buff Finisher

Replies: 18

Views: 4842

Re: fr: buff Finisher

Sar wrote:It should have a mediocre/crappy enchantment but also instakill anything with 50% or less HP instead of speed brand

lichform + finisher + scepter of torment would make you literally the grim reaper.

Wednesday, 18th January 2017, 16:05

Forum: Game Design Discussion

Topic: fr: buff Finisher

Replies: 18

Views: 4842

Re: fr: buff Finisher

chequers wrote:I think it should probably go, but I made a quick attempt at an interesting ability.

looks good to me!

Tuesday, 17th January 2017, 23:26

Forum: Game Design Discussion

Topic: fr: buff Finisher

Replies: 18

Views: 4842

Re: fr: buff Finisher

duvessa wrote:cut imo

crawl doesnt need multiple unrand scythes

seems right.

Tuesday, 17th January 2017, 15:09

Forum: Game Design Discussion

Topic: fr: buff Finisher

Replies: 18

Views: 4842

fr: buff Finisher

There's a pull request out for adding fire immunity to Firestarter and bigger slaying and MR bonuses to the necklace of rage, since both are neat in principle but (supposedly?) not generally worth using. I think this is a great idea (independently of the specific changes under consideration); it mad...

Saturday, 14th January 2017, 23:04

Forum: Game Design Discussion

Topic: Complete mutation revamp: a plea for 0.2X

Replies: 17

Views: 5491

Re: Complete mutation revamp: a plea for 0.2X

I think the main problem is that people tend to have one of two playing philosophies about good mutations. #1: Thinks of good mutations as temporary perks. Limits exposure to malmutate using tactics (prioritizes targets who have it, limits line of effect with summons/other enemies) but generally doe...

Friday, 13th January 2017, 20:47

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 3190308

Re: Best/Worst Artifacts

  Code:
z - the amulet of the Good {rC+ rN+ Regen+ Slay+5}.

You can say THAT again!

Friday, 13th January 2017, 12:22

Forum: Crazy Yiuf's Corner

Topic: Rename all in-game references from LOS to "Light Radius"

Replies: 5

Views: 2654

Re: Rename all in-game references from LOS to "Light Radius"

Perhaps even "detection range" or something similarly abstract/game-y?

Wednesday, 11th January 2017, 20:36

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 3190308

Re: Best/Worst Artifacts

  Code:
D - the +0 scale mail of a volcano {rF++ rC+}

volcanic armor that protects you from the heat AND keeps you warm!

Wednesday, 11th January 2017, 19:56

Forum: Dungeon Crawling Advice

Topic: webs and portals bug

Replies: 3

Views: 1550

webs and portals bug

I was just fighting Arachne on Nest:3, who created a web over an ice cave portal. Pretty sure it destroyed the portal!

Wednesday, 11th January 2017, 16:17

Forum: Game Design Discussion

Topic: Simplified Str damage bonus

Replies: 12

Views: 3449

Re: Simplified Str damage bonus

Why do we need different weapon categories and tranformations if they are roughly equal to all other weapons? I mean it is good that short blades are weak and transformations are strong (I would move statue to level 7-8 if it's too powerful for level 6). I don't think the OP's proposal would make a...

Wednesday, 11th January 2017, 15:49

Forum: Crazy Yiuf's Corner

Topic: The Mutation Game

Replies: 10

Views: 3006

Re: The Mutation Game

FR: reduce the frequency of bad mutations from non-Malmutate / non-Contamination enough so that gambling on mutation moves from bad idea to viable-albeit-suboptimal. I know Ds does it "right", but still, gambling can be fun at times if you know you aren't going wipe out your bank account ...

Wednesday, 11th January 2017, 15:17

Forum: Game Design Discussion

Topic: Simplified Str damage bonus

Replies: 12

Views: 3449

Re: Simplified Str damage bonus

VeryAngryFelid wrote:So OP suggests replacing (base weapon damage * {Str-10}/39}]) with ({Str-10}/2}). Basically all weapons will be treated as triple sword in old formula. Why is it better?

Because short blades are too weak, and statue form is too strong. Among other things.

Wednesday, 11th January 2017, 14:56

Forum: Game Design Discussion

Topic: Simplified Str damage bonus

Replies: 12

Views: 3449

Re: Simplified Str damage bonus

effectively, weapon damage is: 1d(base weapon damage * [1 + {Str-10}/39}] * [1 + {weapon skill}/50] * [1 + {fighting skill}/60]) plus 1d(slaying + enchantment + 1) - 1 (The Str, skill, and fighting multipliers are actually randomized themselves in each case, but these are their expected values. And ...

Wednesday, 11th January 2017, 13:11

Forum: Game Design Discussion

Topic: Simplified Str damage bonus

Replies: 12

Views: 3449

Re: Simplified Str damage bonus

I imagine that formula would give extremely overpowered results (as far I know, base damage is multiplicative with weapon skill and fighting) Maybe not quite so much as you think! In the current system, you get 1 point of additional base damage per 2.6 points of Str with a 15 base damage weapon. (O...

Saturday, 7th January 2017, 03:08

Forum: Crazy Yiuf's Corner

Topic: "bararchians" could totally just be elves

Replies: 17

Views: 6783

Re: "bararchians" could totally just be elves

PleasingFungus wrote:frogs aren't a reskin of elves, you goofs

Fair enough and I take your point but when you think about it like every frog in fairy tales or video games actually is a reskin of a prince or knight or the like.

Friday, 6th January 2017, 00:17

Forum: Crazy Yiuf's Corner

Topic: "bararchians" could totally just be elves

Replies: 17

Views: 6783

"bararchians" could totally just be elves

4th edition Dungeons and Dragons tried to deal with high elves by giving them a limited teleport ability and a silly made-up name, and reflavoring them to be more like fairies. Now Crawl is trying to deal with high elves by giving them a limited teleport ability and a silly made-up name, and reflavo...

Thursday, 5th January 2017, 23:48

Forum: Game Design Discussion

Topic: make Hell 9 levels total, Pan 5 but really hard.

Replies: 1

Views: 929

make Hell 9 levels total, Pan 5 but really hard.

Hell and Pan can easily be made way shorter and way sweeter, viz.: ⋅ Hell has nine levels total, counting the vestibule. ⋅ The vestibule is as-is, but only has one staircase which you create the old-school way with the horn of Geryon. ⋅ The remaining eight levels are di...

Thursday, 29th December 2016, 15:44

Forum: Dungeon Crawling Advice

Topic: STR and DEX vs Slaying for Melee/Ranged

Replies: 12

Views: 3931

Re: STR and DEX vs Slaying for Melee/Ranged

Not that anyone really cares (though it may be helpful to the OP), but ftr my math was way off in the earlier post. Also ftr, even in very early game a point of Str is usually worth 1/4 to 1/3 a point of slaying, so the added Str from races like Mi really does make a difference (especially since the...

Tuesday, 27th December 2016, 18:07

Forum: Game Design Discussion

Topic: New hosted branch: Ieoh Jian Council. Feedback here!

Replies: 84

Views: 31935

Re: New hosted branch: Ieoh Jian Council. Feedback here!

It's a roll involving your weapon skill and the target monster's HD. Ever considered using invocations instead of weapon skill (and maybe raising the odds at high skill levels)? Seems thematic (deeper spiritual insight into the IJC -> mystic martial arts knowledge -> Pai Mei) and it'd give Invo mor...
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