Search found 85 matches

Wednesday, 16th November 2016, 13:07

Forum: Game Design Discussion

Topic: Wundvrond - tloc style deity

Replies: 33

Views: 14875

Re: Wundvrond - tloc style deity

Well, I'm clearing lair after doing orc with a naga and haven't had any major problems with the conduct other than the stairs glitch I outlined earlier. Though a race more geared toward kiting might see it differently. I have reached the end of my tether once or twice when re-positioning in orc2 wit...

Wednesday, 16th November 2016, 11:30

Forum: Game Design Discussion

Topic: Wundvrond - tloc style deity

Replies: 33

Views: 14875

Re: Wundvrond - tloc style deity

Looks like neither the passive nor active abilities work, also Inv is not trainable. The stairs are blocked when monsters are in view so that works. I'm at *** now without any bonus EV and no "a" other than spit poison. Nice challenge game though :)

Wednesday, 16th November 2016, 10:20

Forum: Game Design Discussion

Topic: Wundvrond - tloc style deity

Replies: 33

Views: 14875

Re: Wundvrond - tloc style deity

Unfortunately it seems to happen every time I take the stairs. The workaround works but it'll get tedious quickly. I will keep testing to see if the other things work though.

Wednesday, 16th November 2016, 10:09

Forum: Game Design Discussion

Topic: Wundvrond - tloc style deity

Replies: 33

Views: 14875

Re: Wundvrond - tloc style deity

Got to temple with a Naga fighter this time. Same thing happened, but ^^^^ that tip from chequers worked.

Wednesday, 16th November 2016, 08:07

Forum: Game Design Discussion

Topic: Wundvrond - tloc style deity

Replies: 33

Views: 14875

Re: Wundvrond - tloc style deity (PLAYABLE!)

Yep in temple, sitting on the altar.

Wednesday, 16th November 2016, 07:56

Forum: Game Design Discussion

Topic: Wundvrond - tloc style deity

Replies: 33

Views: 14875

Re: Wundvrond - tloc style deity (PLAYABLE!)

I played to temple but as soon as I joined Wund I was unable to move. Something with the soul anchor is borked I guess. I Q'd out at that point. Too bad it sounds interesting. I was playing a troll monk BTW, so that might have had something to do with it, starting with ** piety maybe.

Saturday, 12th November 2016, 08:59

Forum: Game Design Discussion

Topic: Make Demigods appealing

Replies: 34

Views: 11709

Re: Make Demigods appealing

How about at creation a damigod chooses the god who spawned them and that mods their start with abilities/stat/aptitudes. The child should have something from their parent.

Thursday, 10th November 2016, 12:05

Forum: Game Design Discussion

Topic: Let Artificer choose starting weapon

Replies: 14

Views: 4872

Let Artificer choose starting weapon

Give the artificer a choice of starting weapon from among short sword, club, hand axe, and unarmed. There's no reason to force a short blade start since they're not particularly stealth based and ,inho, they benefit from going heavy weapon/armour more than sneaking.

Tuesday, 8th November 2016, 09:12

Forum: Game Design Discussion

Topic: Make an option to set the maximum level to train a skill

Replies: 2

Views: 1971

Make an option to set the maximum level to train a skill

In the skill screen make it so you can hit an option to select a skill and set the skill level you want to turn the skill off at.

Saturday, 8th October 2016, 00:31

Forum: Game Design Discussion

Topic: New Hosted Branch: Thorn God

Replies: 49

Views: 24004

Re: New Hosted Branch: Thorn God

Yes there were some messages that just said "you headbutt you".

Friday, 7th October 2016, 05:42

Forum: Game Design Discussion

Topic: New Hosted Branch: Thorn God

Replies: 49

Views: 24004

Re: New Hosted Branch: Thorn God

Playing a game with a TrTr of Wudzu and got a strange message. A bullfrog comes into view. _The bullfrog gives a loud, deep croak! _There is a stone staircase leading up here. You completely miss the bullfrog. You furiously retaliate! You headbutt you. The bullfrog is struck by your spines. The bull...

Wednesday, 28th September 2016, 23:58

Forum: Game Design Discussion

Topic: Accept 'e' as yes for Keep Eating?

Replies: 1

Views: 1327

Accept 'e' as yes for Keep Eating?

This way you can hit it thrice to eat a chunk in combat.

Wednesday, 21st September 2016, 06:13

Forum: Crazy Yiuf's Corner

Topic: Unrand Amulet Suggestion: Amulet of Mentality

Replies: 9

Views: 2777

Unrand Amulet Suggestion: Amulet of Mentality

Basically the magic version of the Amulet5 of Vitality MRegen and +15 MP

Sunday, 11th September 2016, 21:18

Forum: Game Design Discussion

Topic: Warn when casting a summon at cap

Replies: 2

Views: 979

Warn when casting a summon at cap

Currently when you cast a summon spell when you are already at cap for the summon you just replace one of the summons, this can result in accidental overcast if you don't know the cap. I'd like to see a warning with a do you want to continue prompt the first time you try to overcast. That way you ge...

Friday, 2nd September 2016, 18:16

Forum: Game Design Discussion

Topic: Let Trog burn manuals of magic skills

Replies: 10

Views: 3524

Re: Let Trog burn manuals of magic skills

Just re-flavor manuals to charms. Charm's are often used as inventory items that give a boost so people will be more likely to understand them quickly.

Thursday, 28th July 2016, 01:45

Forum: Game Design Discussion

Topic: Improve notation on Jivya's touch on attributes

Replies: 1

Views: 1198

Improve notation on Jivya's touch on attributes

It would be nice to have the changes made by the ability to be noted in the message log.
Jivya's power touches on your attributes (-1 Str +1 Dex).

Wednesday, 20th July 2016, 03:39

Forum: Game Design Discussion

Topic: Make mottled dragons/draconians acidic

Replies: 21

Views: 6548

Re: Make mottled dragons/draconians acidic

Another player acid source is the rod of clouds.

The stacking rCorr idea might be a good one. The resist doesn't seem to be as effective as rPois is.

As for the mottled change, sounds like a pretty good idea.

Wednesday, 20th July 2016, 02:59

Forum: Game Design Discussion

Topic: Slimifying a summoner should abjure hostile summons or not?

Replies: 5

Views: 1626

Re: Slimifying a summoner should abjure hostile summons or n

With polymorph if should depend on whether the new form has the INT to maintain a summon spell.

edit.> Actually no it wouldn't because poly doesn't affect the mind, only the body. So I think slimify should end summons, but polymorph should stay as it is.

Saturday, 9th July 2016, 02:20

Forum: Game Design Discussion

Topic: Shop improvements

Replies: 21

Views: 3894

Re: Shop improvements

Another thing that sucks is getting a bazaar that only has food shops in it.

Tuesday, 5th July 2016, 23:30

Forum: Game Design Discussion

Topic: card proposal The Torch

Replies: 23

Views: 4340

Re: card proposal The Torch

Immo isn't useless at all, it's a great way to quickly clear a packed room, and my favorite way to kill The Royal Jelly.

Monday, 4th July 2016, 18:26

Forum: Game Design Discussion

Topic: Battlemage AI

Replies: 4

Views: 1413

Re: Battlemage AI

Why not give the ancestor the same ability to dodge your shots as demonic guardian?

Wednesday, 8th June 2016, 23:14

Forum: Game Design Discussion

Topic: Prevent shape changers from digesting items in the ziggurat

Replies: 9

Views: 3044

Re: Prevent shape changers from digesting items in the ziggu

Why in the name of Trog do slimes and jellys NEED to eat items? Jelly's eat things because they are based off slime/jelly monsters in D&D that did that, though usually they had a type of material they did not eat that was left inside them as loot. Maybe if could be that if you kill a slime that...

Wednesday, 8th June 2016, 23:05

Forum: Game Design Discussion

Topic: God concept: Tuoroni, god of doors, enclosures and borders

Replies: 7

Views: 2511

Re: God concept: Tuoroni, god of doors, enclosures and borde

green wrote:Inmunity to Banishment to the Abyss should be an instant Passive.



Or give a choice of being banished or not.

Tuesday, 7th June 2016, 22:15

Forum: Dungeon Crawling Advice

Topic: Pakellas will collect and distill excess magic

Replies: 1

Views: 1019

Re: Pakellas will collect and distill excess magic

Sorry, found it. S/he gifts Mana potions.

Sunday, 5th June 2016, 19:09

Forum: Game Design Discussion

Topic: Make Shields take 0.5 aut to put on/remove

Replies: 35

Views: 10786

Re: Make Shields take 0.5 aut to put on/remove

Additionally, make equipping a two hand weapon automatically remove your shield and current weapon. As it stands it's annoying to be prompted when trying to switch weapons and shields taking long periods of time to remove doesn't offer much in terms of gameplay, since the response to "shields ...

Friday, 3rd June 2016, 09:18

Forum: Game Design Discussion

Topic: God concept: Tuoroni, god of doors, enclosures and borders

Replies: 7

Views: 2511

Re: God concept: Tuoroni, god of doors, enclosures and borde

If it's not too OP perhaps he could grant an ability to apply a rune to a closed door to turn it into a runed door, with a duration based on Inv.

Wednesday, 1st June 2016, 11:06

Forum: Game Design Discussion

Topic: Create Yes and No Buttons for mouse controls

Replies: 0

Views: 696

Create Yes and No Buttons for mouse controls

There are time when I like to play with just mouse but I'm always forced to reach for the keyboard when a yes/no question comes up, when the game asks a y/n question a clickable box would be nice. Unless there is a way to do it that I miss every time.

Tuesday, 31st May 2016, 21:12

Forum: Game Design Discussion

Topic: Remove Line of Effect requirement from 'a'ttack command

Replies: 6

Views: 1576

Re: Remove Line of Effect requirement from 'a'ttack command

Or when you are in a room with T-Wall pillars that you are behind but your summon and target aren't. But again if the pillars were just rock you wouldn't see the enemy.

Tuesday, 31st May 2016, 21:00

Forum: Game Design Discussion

Topic: Remove Line of Effect requirement from 'a'ttack command

Replies: 6

Views: 1576

Re: Remove Line of Effect requirement from 'a'ttack command

I can see that, but controlling your own summons should be something you can always do.

Tuesday, 31st May 2016, 20:32

Forum: Game Design Discussion

Topic: Remove Line of Effect requirement from 'a'ttack command

Replies: 6

Views: 1576

Re: Remove Line of Effect requirement from 'a'ttack command

It does use smite targeting. You cannot smite through a transparent wall. A transparent wall is the same as a non-transparent wall for all purposes except for actually seeing through it. Really the problem here is transparent walls, since they don't act like players expect and imo they don't add en...

Tuesday, 31st May 2016, 20:01

Forum: Game Design Discussion

Topic: Remove Line of Effect requirement from 'a'ttack command

Replies: 6

Views: 1576

Remove Line of Effect requirement from 'a'ttack command

When a summoner is trying to order his allies to attack an enemy he can see but whose firing line passes through a clear wall can't issue the attack command. The 'a'ttack command, from the 't'alk menu should use smite targeting.

Friday, 27th May 2016, 02:50

Forum: Game Design Discussion

Topic: Buffs to octopodes.

Replies: 37

Views: 10601

Re: Buffs to octopodes.

Well, since you get one of several tempmuts with appendage, you'd be encouraged to cast it until you got the one that would let you stab. Then it would be the sole source of unarmed stabs, so if you ever stab things ever (and you're unarmed) it would be really strong, so it's yet another level 1 sp...

Thursday, 26th May 2016, 14:52

Forum: Game Design Discussion

Topic: Buffs to octopodes.

Replies: 37

Views: 10601

Re: Buffs to octopodes.

Not for Blade Hands because that's more Long Blades style than Short Blades like the spike is.

Thursday, 26th May 2016, 13:26

Forum: Game Design Discussion

Topic: Buffs to octopodes.

Replies: 37

Views: 10601

Re: Buffs to octopodes.

Hi new here, created my account for this. Beastly Appendage gives the tentacle spike mutation.This should allow an Octopode to stab with its unarmed skill like a dagger.
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