Search found 194 matches

Saturday, 22nd October 2011, 18:43

Forum: Game Design Discussion

Topic: how about the "bone dragon form"?

Replies: 4

Views: 1525

Re: how about the "bone dragon form"?

suryhpez wrote:the "lich form" is good for live the pan and "undead area".
and "dragon form" has special damage, but harder than "lich form" that survival. though many HP.

So they are spells with drawbacks as well as strengths—sounds interesting!

Thursday, 20th October 2011, 06:45

Forum: Dungeon Crawling Advice

Topic: I think we learned an important lesson today.

Replies: 2859

Views: 922988

Re: I think we learned an important lesson today.

I find spiny frogs (like many other things) to be basically trivialized by Ice Form.

Tuesday, 18th October 2011, 17:30

Forum: Game Design Discussion

Topic: Reavers

Replies: 38

Views: 9511

Re: Reavers

Does Fire Elementalist remain competitive against this class? On one hand sticky flame fits the theme to a tee. On the other, it takes the main attraction away from FE. I would say that FE will remain appealing to players who want to play pure casters. A DERe, for example, would be impractical, whe...

Monday, 17th October 2011, 07:39

Forum: Dungeon Crawling Advice

Topic: Transmuter love

Replies: 66

Views: 19363

Re: Transmuter love

This thread will have information on the spell that ended up replacing FD/Evap. Before, the Tm background basically put more emphasis on exploiting FD/Evap than on fighting in forms, so I'm glad to see them go. You can still roll up a Stalker if you want to start with those spells. I've been playin...

Monday, 17th October 2011, 06:59

Forum: Dungeon Crawling Advice

Topic: Transmuter love

Replies: 66

Views: 19363

Re: Transmuter love

Hydro wrote:Replaced? I'm playing 0.9.1

cerebovssquire wrote:and with the 0.10 changes

Saturday, 15th October 2011, 06:55

Forum: Game Design Discussion

Topic: You fail to memorise the spell

Replies: 24

Views: 5409

Re: You fail to memorise the spell

That still doesn't fix the fact that you don't know exactly how likely you are to succeed in casting a spell. Exact values for attributes such as MR and Stealth shouldn't be shown to the player because these numbers are checked against other numbers to determine their effect, so divulging them revea...

Friday, 14th October 2011, 04:57

Forum: Game Design Discussion

Topic: Reavers

Replies: 38

Views: 9511

Re: Reavers

I'm going to necro this thread in the interests of seeing this Reaver suggestion in the game soon; it's my favorite out of all the Reaver proposals on the wiki (https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:background:reaver). If there's enough of a consensus that this is the Reaver we w...

Thursday, 13th October 2011, 19:15

Forum: Dungeon Crawling Advice

Topic: I think we learned an important lesson today.

Replies: 2859

Views: 922988

Re: I think we learned an important lesson today.

Here's one for Real Life:

No sequence of events that begins with you thinking "I'll play Crawl for ten minutes before I go to class" ends with you getting to class on time (if at all).

Thursday, 13th October 2011, 19:12

Forum: Game Design Discussion

Topic: You fail to memorise the spell

Replies: 24

Views: 5409

Re: You fail to memorise the spell

As I see it, repeated failures are the game's way of telling you "Hey, maybe you're not quite ready to start casting that..." If that's the case, then disallowing memorization for a spell under a certain threshold of success will work just as well. "You feel that your magical skills ...

Thursday, 13th October 2011, 17:53

Forum: Dungeon Crawling Advice

Topic: Getting to Rune Number One

Replies: 16

Views: 4503

Re: Getting to Rune Number One

I got my first (and so far only) rune with a TrTm of Cheibriados. It's not a recommended combo or god at all, so I'm guessing I just got lucky…

Tuesday, 11th October 2011, 21:51

Forum: Game Design Discussion

Topic: Secret Doors

Replies: 88

Views: 20282

Re: Secret Doors

Oh, that's kinda cool.

Tuesday, 11th October 2011, 20:35

Forum: Game Design Discussion

Topic: Secret Doors

Replies: 88

Views: 20282

Re: Secret Doors

Also one time only secret door check with closets littering the levels is a decent buff to magic mapping, which is of marginal use save a few specific situations. But I think magic maps don't show hidden areas right? That's inconsistent. Magic does anything. It's Magic. ;) Magic mapping used to do ...

Saturday, 8th October 2011, 18:49

Forum: Dungeon Crawling Advice

Topic: God choice for my NaMo

Replies: 2

Views: 1120

Re: God choice for my NaMo

How about "none of the above"? Going with Kiku would probably be more useful by a pretty large margin. Nagas are better spellcasters than they are non-spellcasters, and the book of Necromancy is very helpful for anyone. Oops, thanked accidentally. Yep, and also with a Monk, you will get K...

Saturday, 8th October 2011, 06:13

Forum: Game Design Discussion

Topic: Skill training

Replies: 34

Views: 30855

Re: Skill training

By the way, why does one have to be wearing a shield to train Shields?

Friday, 7th October 2011, 06:29

Forum: Game Design Discussion

Topic: Re-evaluating monster fleeing behaviour

Replies: 40

Views: 11937

Re: Re-evaluating monster fleeing behaviour

As far as I understand it, you don't like the most basic combat tactic, thast is: to manoeuvre. You want the need for it in melee effectively removed from the game. To avoid the need for a certain tactic is to choose another strategy. -> (g) IS the solution for your problem. Maneuvering is: A) A ba...

Wednesday, 5th October 2011, 19:50

Forum: Game Design Discussion

Topic: Food reform

Replies: 164

Views: 43871

Re: Food reform

I'm somewhat confused about how easy_eat_chunks works. I turned it on, but it seems to let me eat a white chunk with one keypress only when I'm Very Hungry. Is this a bug, or is there something I'm missing about the option? And when I'm Very Hungry and I have both a white chunk and a brown chunk, it...

Tuesday, 4th October 2011, 16:31

Forum: Game Design Discussion

Topic: Cloud traps

Replies: 111

Views: 21739

Re: Cloud traps

I'm also in full support of removing traps and secret doors entirely, along with the associated skill. They feel like a holdover from other roguelikes more than anything else, and it's not like they're interesting right now. Seconded. Would like fog/blinking to be available once in a while, instead...

Tuesday, 4th October 2011, 07:18

Forum: Dungeon Crawling Advice

Topic: Eating chunks

Replies: 20

Views: 3725

Re: Eating chunks

Are you sure you didn't get a mutation that made you unable to eat meat?

Tuesday, 4th October 2011, 07:12

Forum: Game Design Discussion

Topic: Class: Alchemist & Scribe

Replies: 7

Views: 1522

Re: Class: Alchemist & Scribe

Note that some devs are already considering expanding the current Poison Magic school into a more general Alchemy school. If that happens, the Venom Mage class will turn into an Alchemist, which will start with FD/Evap. However… ...As a class-unique ability they could 'sip' potions and identify them...

Tuesday, 4th October 2011, 06:40

Forum: Game Design Discussion

Topic: Elemental Magic Schools Differentiation

Replies: 52

Views: 16332

Re: Elemental Magic Schools Differentiation

Puff should not be able to push any enemy into neither Deep Water nor Lava (and shallow water should be difficult), as that, as you mention, would make it way too overpowered and a no-brainer for any magic wielding character that finds a book with it. If Puff can push an enemy into any other kind o...

Monday, 3rd October 2011, 20:31

Forum: Game Design Discussion

Topic: Improve Condensation Shield

Replies: 12

Views: 3658

Re: Improve Condensation Shield

Are folks using CS yet? CS was pretty awesome in a recent OgIE game of mine. It's not at all annoying to use effectively, now that you only need the spell memorized to start training Shields skill from level 0. Swinging around a giant spiked club with CS and Ozocubu's Armour going was a lot of fun,...

Sunday, 2nd October 2011, 23:54

Forum: Game Design Discussion

Topic: Cloud traps

Replies: 111

Views: 21739

Re: Comments about latest Trunk features (.10)

Players have access to ways of minimizing the chances of that happening though, by, for instance, adapting nethack-style exploration (keep in minds where traps are likely to spawn and generally spend a few times searching every few steps). I would hate to have to do that. In addition, it's complete...

Friday, 30th September 2011, 15:48

Forum: Game Design Discussion

Topic: Subsequent Trog gifts strictly worse than previous ones

Replies: 54

Views: 14078

Re: Subsequent Trog gifts strictly worse than previous ones

dpeg wrote:If the item is really good, it will reduce the further appeal of the god (and this happens with books, weapons and armour items).

What if the gift was taken away only if you abandoned the god?

Friday, 30th September 2011, 00:26

Forum: Game Design Discussion

Topic: Help the Hex School

Replies: 50

Views: 15908

Re: Help the Hex School

1) Hexes, I think, isn't just debuffs. It's mostly supposed to be things that happen to monsters who aren't you. It's just mostly debuffs because why do you want to Haste somebody trying to kill you? The Charms/Hexes division has a lot of gray areas, most of which seem to be based on a distinction ...

Thursday, 29th September 2011, 17:39

Forum: Game Design Discussion

Topic: Help the Hex School

Replies: 50

Views: 15908

Re: Help the Hex School

A Haste Other spell doesn't make much sense as having an element of Hexes, in my opinion. It's purely a buff. In addition it's not entirely clear why it would be two spell levels easier to haste someone else than it would be to haste oneself. I personally like the idea of many more Charms buffs bein...

Wednesday, 28th September 2011, 20:17

Forum: Game Design Discussion

Topic: Proposed L1/2 transformation: Aspect of Demon

Replies: 58

Views: 14660

Re: Proposed L1/2 transformation: Aspect of Demon

I'm trying Beastly Appendages with a TrTm; it's pretty amazing. When you have some modicum of Unarmed skill and claws AND horns or something, things die FAST.

Edit: Actually, this is probably way biased by the fact that I have 2,2 slaying. Will test further.

Wednesday, 28th September 2011, 17:19

Forum: Game Design Discussion

Topic: Why are there no "stealth" gods?

Replies: 13

Views: 4841

Re: Why are there no "stealth" gods?

I had a sudden weird idea, somebody tell me off if it gets to be a bad idea: Make Cheibriados more stealth-god based. Chei's a god of slowness, so maybe he could translate into deliberate stepping that could in turn lead into stealth-based bonuses? Also, he's got Step out of Time, which fits into t...

Wednesday, 28th September 2011, 17:15

Forum: Game Design Discussion

Topic: Proposed L1/2 transformation: Aspect of Demon

Replies: 58

Views: 14660

Re: Proposed L1/2 transformation: Aspect of Demon

Hooray! I've been waiting for this change for ages. Congrats to smock for the spell idea that finally made it happen. Now I can no longer use Evaporate to take out an entire gnoll castle as an XL4 transmuter, and that is a GOOD THING.

Tuesday, 27th September 2011, 02:23

Forum: Game Design Discussion

Topic: Improve the early game

Replies: 112

Views: 22682

Re: Improve the early game

I'm pretty new to the game, is there a structural problem with adding a background-specific ability or ability set to the fighter? Yes. A general design guideline of Crawl (and, in my opinion, one of its greatest strengths as a roguelike) is that backgrounds have no permament distinctions. That is,...

Sunday, 25th September 2011, 15:28

Forum: Game Design Discussion

Topic: Starting backgrounds - small tweaks

Replies: 26

Views: 5849

Re: Starting backgrounds - small tweaks

I'd also support the idea of evening out Gladiators and Fighters by taking away the helmet from the former and possibly giving it to the latter. Gladiators already have lighter armour and a more usable shield as well as nets to differentiate them and help them survive; they don't need the helmet exc...

Sunday, 25th September 2011, 02:39

Forum: Game Design Discussion

Topic: Subsequent Trog gifts strictly worse than previous ones

Replies: 54

Views: 14078

Re: Subsequent Trog gifts strictly worse than previous ones

It seems to me that gifting improving based on your standing with the god would be more appropriate for Okawaru than for Trog.

Saturday, 24th September 2011, 00:36

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.10)

Replies: 48

Views: 13440

Re: Comments about latest Trunk features (.10)

Saw a gnoll pack and they were all wielding clubs, which is a first (or maybe the first time I noticed). Do they not spawn with polearms anymore?

Friday, 23rd September 2011, 21:26

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.10)

Replies: 48

Views: 13440

Re: Comments about latest Trunk features (.10)

I think XuaXua's concern is that the disturbance is ALWAYS adjacent to the invisible monster and NEVER on the same square.

Friday, 23rd September 2011, 20:14

Forum: Game Design Discussion

Topic: Voting on implementables! [Updated]

Replies: 98

Views: 101804

Re: Vote on what features you'd most like to see implemented

I've heard people say "it's not supposed to represent a development toward 1.0" but I think it makes a lot of people assume that's what's going on. I think after 0.10 is released after 0.9, it will become apparent to everybody that the period was never supposed to be a decimal point. And ...

Thursday, 22nd September 2011, 17:42

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.10)

Replies: 48

Views: 13440

Re: Comments about latest Trunk features (.10)

"You hit the ooze. The ooze is stunned!"

Is this the M&F stunning effect that people were talking about recently? I had no idea that it went in.

Thursday, 22nd September 2011, 08:18

Forum: Crazy Yiuf's Corner

Topic: How do you pronounce Gods'/other names?

Replies: 11

Views: 3658

Re: How do you pronounce Gods'/other names?

You know, I didn't even notice the 'y' in "Elyvilon" until this thread. I like pronouncing most names like Latin or Greek: rhotic r's (meaning they touch the roof of the mouth like in Spanish), generally short vowels unless accented. Some interesting ones: Beogh: BEH-och, last syllable Ger...

Wednesday, 21st September 2011, 19:32

Forum: Game Design Discussion

Topic: Starting backgrounds - small tweaks

Replies: 26

Views: 5849

Re: Starting backgrounds - small tweaks

Extra gold is not useful early on—as often as not, you can reach Lair without seeing a single shop—and is not useful later on, when most characters are swimming in it anyway. I support enchanted equipment, and possibly knowledge of consumables.

Wednesday, 21st September 2011, 19:30

Forum: Game Design Discussion

Topic: God of Deceit

Replies: 10

Views: 2482

Re: God of Deceit

Thing is, that doesn't sound like an ability that needs a god to perform. As a general rule, gods should give godly benefits.

Wednesday, 21st September 2011, 17:48

Forum: Game Design Discussion

Topic: An early boss idea

Replies: 12

Views: 3017

Re: An early boss idea

Right, it's a huge break in consistency from any unique in Crawl; a special case we don't really need.

Wednesday, 21st September 2011, 17:46

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.10)

Replies: 48

Views: 13440

Re: Comments about latest Trunk features (.10)

So the experience screen is now set to focus by default, and to turn focus mode off we have to change the option "skill_focus", right? I don't see that option in the options file, and just adding "skill_focus = false" doesn't change anything. Is this a bug, or am I doing somethin...

Wednesday, 21st September 2011, 08:38

Forum: Game Design Discussion

Topic: Starting backgrounds - small tweaks

Replies: 26

Views: 5849

Re: Starting backgrounds - small tweaks

If I'm remembering correctly, the basic foundations of combat maneuvers are planned for .10. Fighters' Fighting skill, the highest out of any background, should give them at least a little advantage in performing maneuvers, assuming that maneuvers' success and effectiveness will be modified by Fight...

Tuesday, 20th September 2011, 07:47

Forum: Dungeon Crawling Advice

Topic: Mummy Wanderer - Need Help!

Replies: 17

Views: 3173

Re: Mummy Wanderer - Need Help!

...but after dying the 80th time to starvation/poisoned food... I'm not sure if you're doing the food game right. Did you know that corpses that have their name in white text leave clean chunks that you can eat with no risk of sickness? If I'm not playing a corpse-sacrificing god, I butcher every w...

Monday, 12th September 2011, 00:10

Forum: Game Design Discussion

Topic: Demigods feedback and help wanted!

Replies: 91

Views: 23161

Re: Minion names and builds (Demigods)

Edit: Also came to mind, maybe Lugonu doesn't hate the Demigod like the other gods do. This Demigod is ticking them off, so why should she do anything about it? Seeing the other gods get riled up over this would probably make her happy. I agree, but think that she would try to make the demigod's li...

Sunday, 11th September 2011, 21:07

Forum: Game Design Discussion

Topic: Improve the early game

Replies: 112

Views: 22682

Re: Improve the early game

I personally consider the practice of picking up rubbish clubs and stones to throw at everything to be an unfortunate artifact of the system, and not a desirable play style. I do not think it is newbie-friendly to call a background a 'fighter' and have it almost entirely incapable of fighting, such...

Sunday, 11th September 2011, 17:09

Forum: Game Design Discussion

Topic: Proposed L1/2 transformation: Aspect of Demon

Replies: 58

Views: 14660

Re: Proposed L1/2 transformation: Aspect of Demon

This is a good direction to be heading in. If we can come up with a well-made XL1/2 spell or two to put in the Transmuter background, then we could start discussing taking Fulsome Distillation/Evaporate out. With regard to the proposed spell: Definitely very interesting. I'm not sure about its assoc...

Sunday, 11th September 2011, 06:23

Forum: Dungeon Crawling Advice

Topic: The 'Questions too small to need their own thread' thread

Replies: 3005

Views: 758730

Re: The 'Questions too small to need their own thread' threa

I don't think so. The snort is coming from all the way deep inside the labyrinth, so it would be distant either way.

Sunday, 11th September 2011, 06:21

Forum: Game Design Discussion

Topic: Demigods feedback and help wanted!

Replies: 91

Views: 23161

Re: Minion names and builds (Demigods)

[quote=nicolae]Troll names: Trolls strike me as the "rend flesh first, introduce self later" type. Simple, violent compound nouns like Bloodfang, Fleshripper, Snarltooth, Goreclaw, that kind of thing.[/quote] I've always thought of troll names as being simple, monosyllabic, and guttural—&q...

Saturday, 10th September 2011, 23:16

Forum: Dungeon Crawling Advice

Topic: I think we learned an important lesson today.

Replies: 2859

Views: 922988

Re: I think we learned an important lesson today.

If you worship Elyvilon, do not try to kill Kirke with Lightning Bolts if she has pigs behind her. They will turn neutral the instance she dies and then die to the same bolt that killed her, giving you penance for shooting at hostile monsters. Alternatively, press . instead of enter when targeting ...

Monday, 5th September 2011, 18:42

Forum: Game Design Discussion

Topic: Enchanters should be renamed.

Replies: 8

Views: 2299

Re: Enchanters should be renamed.

I fail to see how it would be lots of confusion. People who know and love the game arent going to be 'confused' and new players arent going to know what any of the names mean unless they look it up. More like it would be more work to update the wiki and learndb and help docs. A prompt wiki update a...
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