Search found 221 matches

Thursday, 12th June 2014, 07:29

Forum: Game Design Discussion

Topic: Making +acc more useful

Replies: 49

Views: 13274

Re: Making +acc more useful

What about a GDR-like effect, where high acc doesn't increase max damage but just makes it less likely to hit at the low end of the damage range the weapon has already achieved through base type, enchantment, skill, etc.? Like GDR, it would reduce swinginess. This makes sense to me because increasi...

Wednesday, 11th June 2014, 05:09

Forum: Game Design Discussion

Topic: Simulacrum bugged?

Replies: 6

Views: 1847

Re: Simulacrum bugged?

Question: can enemies with Simulacrum (which is mainly necromancers, IIRC) still levitate corpses over to themselves to make a simulacrum, or do they have to walk over it first?

Saturday, 7th June 2014, 17:21

Forum: Game Design Discussion

Topic: Walking at the pace of your minions shouldn't screw you

Replies: 19

Views: 7022

Re: Walking at the pace of your minions shouldn't screw you

It would have been nice to be able to just wait until an enemy took a step toward you, and have fine control over turns like that. I tried to implement this at one point. The basic concept worked well, but the way it was implemented it caused a major performance hit; a better implementation is grea...

Thursday, 5th June 2014, 21:27

Forum: Game Design Discussion

Topic: Proposal: Hijamseh, the Blade Collector

Replies: 11

Views: 5176

Re: Proposal: Gijamseh, the Blade Collector

DracheReborn wrote:Getting your weapon replaced by a -5 club seems very Xom-ish. I don't think this god should do that. In any case, you'd just use piety to make it go away.


Yeah, why would the god of weapon collecting have absolute crap in his collection?

Thursday, 5th June 2014, 21:19

Forum: Game Design Discussion

Topic: Trying to eat items you don't have

Replies: 7

Views: 2125

Re: Trying to eat items you don't have

I don't remember it being any other way, and I've been playing since 0.10.

I just avoid putting my permafood in the slots I use often like y or z. That works fine for me.

How did you eat rations in the old system if "eat mode" only worked when you were holding a chunk?

Thursday, 5th June 2014, 21:12

Forum: Crazy Yiuf's Corner

Topic: Remove/Reform Lava Orcs

Replies: 27

Views: 9951

Re: Remove/Reform Lava Orcs

Okay, but where would they show up other than the Volcano and fire vaults? I dunno if it's worth introducing a new kind of enemy that will only show up in a few, rare areas.

Thursday, 29th May 2014, 04:07

Forum: Game Design Discussion

Topic: Random Name Generator

Replies: 14

Views: 6279

Re: Random Name Generator

I keep track of my top 100 runs in an Excel spreadsheet; I generally keep using the same name for characters until it ranks in the top 50, which cuts down somewhat on having to find a new name. I've also used roman numerals after names sometimes (currently on Zelda XII the HECj, for example). But ye...

Friday, 23rd May 2014, 04:36

Forum: Game Design Discussion

Topic: Replace inner flame in AM book with pproj

Replies: 23

Views: 8130

Re: Replace inner flame in AM book with pproj

Mmm, I think Inner Flame works okay as an Arcane Marksman spell, since it's a thing you don't want to be standing next to when it goes off. But yeah, I kinda wish Portal Projectile was in the Arcane Marksman book; I was kinda surprised to find out it wasn't in the book when I was just starting out. ...

Monday, 19th May 2014, 16:08

Forum: Game Design Discussion

Topic: Species Proposal: Plutonians

Replies: 46

Views: 118226

Re: Species Proposal: Plutonians

Since Plutonians don't mutate, should they be able to cast self-transforming spells at all? The undead races can't cast those spells (well, vampires can, but only when they're in their "not-quite-undead" mode).

Saturday, 17th May 2014, 16:09

Forum: Game Design Discussion

Topic: Species Proposal: Beastmen

Replies: 5

Views: 2114

Re: Species Proposal: Beastmen

I don't think it's a big deal for hooves to push off your boots instead of melding them. It sounds like the only time you'll de-mutate is after you've killed most of the things that made you beast up in the first place, so there'd be time to put your boots back on once your feet go back to normal. ....

Saturday, 17th May 2014, 16:03

Forum: Game Design Discussion

Topic: Proposal: Sif Muna rewards prior knowledge

Replies: 11

Views: 3951

Re: Proposal: Sif Muna rewards prior knowledge

She could grant piety for training Spellcasting, which would work in a pinch. We could also do something like the old Ashenzari vaults: put a randart spellbook with a single low-level spell next to the altar.

Friday, 16th May 2014, 22:09

Forum: Game Design Discussion

Topic: Species Proposal: Beastmen

Replies: 5

Views: 2114

Re: Species Proposal: Beastmen

Hmm, this is a neat take on the whole 'werewolf species' idea. Instead of a full-blown form change, you just mutate a lot when you get into trouble, meaning you aren't locked into a particular style of combat (since your equipment mostly stays the same, though suddenly growing horns or talons could ...

Thursday, 15th May 2014, 18:54

Forum: Game Design Discussion

Topic: Increased feedback on damage

Replies: 21

Views: 4583

Re: Increased feedback on damage

Makes sense to me. Might make for more fiddly bits to pay attention to, but I'm sure the Tab-happy people out there won't be paying attention anyways.

Thursday, 15th May 2014, 18:50

Forum: Game Design Discussion

Topic: Species Proposal: Plutonians

Replies: 46

Views: 118226

Re: Species Proposal: Plutonians

WalrusMcFishSr wrote:Should get a bonus when using Plutonium Sword :D

Wouldn't outside sources of contamination boost their regen rate, too? So, in a sense, they 'do' get a bonus when using the Plutonium Sword (and any other radioactive artifact): they can take it off to heal faster.

Thursday, 15th May 2014, 18:42

Forum: Game Design Discussion

Topic: New buff: Damage buffer

Replies: 11

Views: 3276

Re: New buff: Damage buffer

I'd be okay with this sort of thing. I presume your natural regeneration continues to function while you're still taking gradual damage? Having this as a god ability (perhaps applied to equipgod, perhaps somebody else) seems like the best way to go, though maybe having it commonly available through ...

Wednesday, 7th May 2014, 21:28

Forum: Game Design Discussion

Topic: Proposed Unique: Aten

Replies: 16

Views: 4089

Re: Proposed Unique: Aten

I could formalize these ideas into code if there's interest, but unfortunately I'm bad as a sprite artist. Hey, don't worry about that. If push comes to shove, you can just make a placeholder sprite that looks kinda like a reskinned unseen horror or something. We've used crappy placeholder sprites ...

Friday, 2nd May 2014, 21:25

Forum: Game Design Discussion

Topic: Species Concept: "Homophant"

Replies: 28

Views: 6944

Re: Species Concept: "Homophant"

Calling them Heirophants works for me. I'd considered it as a name suggestion, but I hadn't bothered to look up what it actually meant. An alternative to a trample mechanic might be a push-through maneuver: you bash an enemy for some damage, and move to the other side of them. (But if there's no spa...

Wednesday, 30th April 2014, 02:45

Forum: Game Design Discussion

Topic: Species Concept: "Homophant"

Replies: 28

Views: 6944

Re: Species Concept: "Homophant"

"Pachmen are an exotic, sentient species of elephantine humanoids that hail from the frozen lands of the far North" is probably sufficient flavor to justify a +2 Ice, -1 Fire and the only ice spell they don't go well with is Ensorcelled Hibernation. Ice Elementalist start plus the other s...

Tuesday, 29th April 2014, 07:17

Forum: Game Design Discussion

Topic: Consolidate Digging and Disintegration

Replies: 9

Views: 2656

Re: Consolidate Digging and Disintegration

Still, there is something to be said for having a wand that can deal heavy damage and is resisted by MR instead of AC/EV/elemental resists. Even if we took out disintegrating statue enemies, I'd still carry a wand of disintegration for fighting things like boggarts or Sonja. Disintegration also work...

Tuesday, 29th April 2014, 07:13

Forum: Game Design Discussion

Topic: Species Concept: "Homophant"

Replies: 28

Views: 6944

Re: Species Concept: "Homophant"

Name suggestion: Galadon (no real connection to elephants besides the tenuous "-don" part; I just think it sounds kinda cool) trampling monsters off staircases doesn't have an effect. You can shove things off of staircases you were planning to climb. Trampling stuff doesn't seem all that i...

Tuesday, 29th April 2014, 06:34

Forum: Game Design Discussion

Topic: Display Level Boundaries More Clearly

Replies: 1

Views: 1127

Re: Display Level Boundaries More Clearly

Makes sense to me. The edges of Shoals and certain lava-y areas already have their own separate terrain to mark the boundaries (open sea and endless lava), and if you can't dig through it anyways...

Tuesday, 29th April 2014, 06:28

Forum: Game Design Discussion

Topic: God: Iaar, the Devourer

Replies: 13

Views: 3269

Re: God: Iaar, the Devourer

As far as the name goes, how about just "The Hollow" or "The Hunger"? Using a word emphasizes the difference from other gods (in that powers come from essence rather than piety), as well as making it really obvious what he wants you to go do. T is already taken, though H is stil...

Tuesday, 29th April 2014, 06:23

Forum: Game Design Discussion

Topic: Species: Yeti

Replies: 17

Views: 4095

Re: Species: Yeti

This discussion is kinda reminding me of the Fjoad species proposal somebody came up with a while back: viewtopic.php?f=8&t=9782&hilit=fjoad.

Monday, 28th April 2014, 09:39

Forum: Game Design Discussion

Topic: Species: Yeti

Replies: 17

Views: 4095

Re: Species: Yeti

I'm not sure allowing them GC/GSC/large rocks would instantly skew them towards using those weapons. Formicids can use large rocks (and used to be able to use GC/GSC), and I don't recall that being a huge deal. Sure, you can *use* large-sized items, but we can make those aptitudes low enough to make...

Friday, 25th April 2014, 22:07

Forum: Game Design Discussion

Topic: New Spell: Sky Beast

Replies: 25

Views: 6200

Re: New Spell: Sky Beast

I don't even use Spider Form all that much outside of the first gnoll/orc packs This is unwise. Spider Form is very good for a long time thanks to its combination of Venom branded UC and increased movement speed. You can kite any speed 10 or less melee dude to death easily (goliath/boulder beetles,...

Sunday, 20th April 2014, 07:58

Forum: Game Design Discussion

Topic: New Spell: Sky Beast

Replies: 25

Views: 6200

Re: New Spell: Sky Beast

Bwoooooo, zombie thread! I'd be up for a flying, electric Transmutation. I've often felt that the game kinda discourages learning both Air Magic and Transmutations, since there's no overlap between the two schools, and there's a bunch of overlap between Earth Magic and Tmut (Stoneskin, Petrify, Stat...

Sunday, 20th April 2014, 07:40

Forum: Game Design Discussion

Topic: Webtiles: Increase the visibility of ghosts

Replies: 9

Views: 3766

Re: Webtiles: Increase the visibility of ghosts

Yeah, player ghosts could stand to have the transparency turned down a notch. I think it's cool they use the same tileset as the player, though. Red box around all enemies. We will never get a complaint about this again. True... but then we'll start getting complaints about the red boxes around ever...

Friday, 18th April 2014, 20:24

Forum: Game Design Discussion

Topic: Sethygir: Sea God and Water Addition

Replies: 113

Views: 32230

Re: Sethygir: Sea God and Water Addition

Sounds like the EP conversion would hurt more for frail races than robust ones, though at least you get a boost to your max EP depending on your piety, so maybe that would help out the deep elves and felids and whatnot.

Also, I suggest "Admiral" for the max-piety title.

Wednesday, 16th April 2014, 20:36

Forum: Game Design Discussion

Topic: Species: Poltergeist

Replies: 12

Views: 2715

Re: Species: Poltergeist

From what I've seen, it's not exactly taboo, but people generally prefer simpler species concepts.

Wednesday, 16th April 2014, 20:30

Forum: Game Design Discussion

Topic: Equipment god

Replies: 121

Views: 29655

Re: Equipment god

morbid weapon (an enemy weapon hitting you has a chance to become free (spectral weapon) and attacks its owner; once the owner is dead, the weapon drops to the ground) Tiny thing here: wouldn't it make more sense if this was a dancing weapon, not a spectral one? Not if we wanted to let the monster ...

Wednesday, 16th April 2014, 20:27

Forum: Game Design Discussion

Topic: The Abyss, its monster set, and more!

Replies: 23

Views: 6589

Re: The Abyss, its monster set, and more!

I think willingly entering an Abyss portal from the Depths should put you on Abyss:1 (or maybe 2). If you planned to enter the abyss, you've already decided you're going to be spending a lot of time there, so it's not as much of a big deal if it takes you a while to work your way down to the level y...

Wednesday, 16th April 2014, 20:17

Forum: Game Design Discussion

Topic: Suggestion for new unique: O'Malley

Replies: 19

Views: 5021

Re: Suggestion for new unique: O'Malley

Yeah, I can see melee-only characters having problems with this guy. Then again, all you'd have to do is set off one of his zombie friends and then book it, as they'd probably chain reaction off of each other. Plus, it's not like every unique needs to be easy to beat with every possible character. I...

Wednesday, 16th April 2014, 02:38

Forum: Game Design Discussion

Topic: The Abyss, its monster set, and more!

Replies: 23

Views: 6589

Re: The Abyss, its monster set, and more!

...banishment should send different characters to different Abyss levels. You could model this on character XL, or also the banishing source's depth. Doing something like this could allow Banishment strength to be based on monster strength (and not just the severity of the MR check). Deep elven dem...

Sunday, 13th April 2014, 22:16

Forum: Game Design Discussion

Topic: Wandering mushrooms & toadstools

Replies: 2

Views: 1102

Wandering mushrooms & toadstools

Are wandering mushrooms supposed to be able to switch places with toadstools? I've noticed that happening a bunch in my latest Fedhasite runs, and I hadn't remembered that happening before.

Sunday, 13th April 2014, 21:58

Forum: Game Design Discussion

Topic: Where are the mummy wardens?

Replies: 11

Views: 3665

Re: Where are the mummy wardens?

We could put in mummified felids. That'd fit in nicely with the whole theme.

Wednesday, 9th April 2014, 20:13

Forum: Game Design Discussion

Topic: Zin's Recite vs. enemy gargoyles

Replies: 20

Views: 5157

Re: Zin's Recite vs. enemy gargoyles

We could base eligible Recite targets off of intelligence, then, i.e. Recite only affects stuff of normal intelligence or better.

Although... that would mess up Recite's effects on the undead, since a lot of them have low intelligence... Hmmm.

Tuesday, 8th April 2014, 02:39

Forum: Game Design Discussion

Topic: Proposal: limit the amount of times Boris comes back

Replies: 31

Views: 7478

Re: Proposal: limit the amount of times Boris comes back

I've only seen Boris twice in one game before (though I generally die before I get to where he spawns, so maybe that's a factor).

Tuesday, 8th April 2014, 02:37

Forum: Game Design Discussion

Topic: Zin's Recite vs. enemy gargoyles

Replies: 20

Views: 5157

Re: Zin's Recite vs. enemy gargoyles

Were they just resisting the recitation effects? I think the only book that could affect them is the book of Apostates, which does fairly minor stuff to non-priest enemies (confuse, daze, sleep, etc.), and it's possible that nothing happened to them when you used Recite.

Tuesday, 8th April 2014, 02:34

Forum: Game Design Discussion

Topic: Remove Lorocyproca

Replies: 6

Views: 2003

Re: Remove Lorocyproca

tasonir wrote:The only question I have here is why ghost moths are apparently the size of ogres.

Because Invisible Psychic Mothra should be at least fairly large? *shrug*

Sunday, 6th April 2014, 07:03

Forum: Game Design Discussion

Topic: A goblin, 12 orcs and an ogre come into view

Replies: 5

Views: 2444

Re: A goblin, 12 orcs and an ogre come into view

A goblin, 12 orcs, and an ogre walk into a dungeon...

Saturday, 5th April 2014, 07:13

Forum: Game Design Discussion

Topic: God Proposal: Griggy the Thorned

Replies: 66

Views: 22226

Re: God Proposal: Griggy the Thorned

I'd tend to lean towards allowing thorns to persist while transformed -- partly because divine abilities often overcome otherwise immutable effects (like Lugonu's Bend Space and stasis) and partly because I like transmuters. Of course, if having those abilities while in bat form or dragon form or so...

Friday, 4th April 2014, 23:39

Forum: Game Design Discussion

Topic: God Proposal: Griggy the Thorned

Replies: 66

Views: 22226

Re: God Proposal: Griggy the Thorned

Question: how would this god interact with Transmutations?

Wednesday, 2nd April 2014, 05:37

Forum: Game Design Discussion

Topic: God Proposal: Griggy the Thorned

Replies: 66

Views: 22226

Re: God Proposal: Griggy the Thorned

Another wrath idea: he could temporarily meld one of your armor slots.

Monday, 31st March 2014, 20:29

Forum: Game Design Discussion

Topic: God Proposal: Griggy the Thorned

Replies: 66

Views: 22226

Re: God Proposal: Griggy the Thorned

Would the thorn armor give you GDR?

Monday, 31st March 2014, 16:08

Forum: Game Design Discussion

Topic: Wasting enchant scrolls when equipment is melded

Replies: 2

Views: 1384

Re: Wasting enchant scrolls when equipment is melded

Probably. I play transmuters a bunch, and I'm pretty sure you've never been able to enchant things that are melded into your body.

Monday, 31st March 2014, 08:29

Forum: Game Design Discussion

Topic: God Proposal: Griggy the Thorned

Replies: 66

Views: 22226

Re: God Proposal: Griggy the Thorned

Brambles grow over time on the armour [...] increasing the encumbrance rating of the armour. It'd kinda suck to be a mage worshipping this guy, then. Granted, I guess the whole spines thing means he's probably better suited for melee characters, anyways. The ability to do a demi-Tree Form sounds fu...

Sunday, 30th March 2014, 04:37

Forum: Game Design Discussion

Topic: Unrandart Proposal: Bloodied Targe

Replies: 17

Views: 3076

Re: Unrandart Proposal: Bloodied Targe

Or there could just be a cap on the number of flayed ghosts you have, a la Summons.

Saturday, 29th March 2014, 23:29

Forum: Game Design Discussion

Topic: Unrandart Proposal: Bloodied Targe

Replies: 17

Views: 3076

Re: Unrandart Proposal: Bloodied Targe

(note that bleeding does nothing). Bleeding saps a percentage of the monster's HP each turn. While it doesn't kill things like poison does, it can still add up to a fair bit of damage -- yellow draconians can bring a hill giant to like 1/3rd health with a couple hits of their acid breath (and only ...

Saturday, 29th March 2014, 20:14

Forum: Game Design Discussion

Topic: Unrandart Proposal: Bloodied Targe

Replies: 17

Views: 3076

Re: Unrandart Proposal: Bloodied Targe

That works better, though I'm still not sure about flinging in two new mechanics at once (i.e. the shield bash and flayed ghosts, though they work together thematically, at least -- by that, I mean the whole torture flavor). Also, I think this would work better as at least a shield, rather than a bu...

Saturday, 29th March 2014, 20:06

Forum: Crazy Yiuf's Corner

Topic: New "dual" base types for short blade randarts

Replies: 17

Views: 3865

Re: New "dual" base types for short blade randarts

swordchucks Yes. We could, at the very least, add them as an unrandart. You could say staves also have the "no brainer" of never caring about shields, but in reality that's just part of what defines the whole weapon type. I'll use a shield if I plan to use an enhancer staff. My one DgEE g...
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