Species evolutions


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Abyss Ambulator

Posts: 1217

Joined: Sunday, 14th April 2013, 04:01

Post Monday, 22nd September 2014, 20:28

Species evolutions

Based on the recent Troll thread, and the mutations thread which turned into a troll thread (ba dum pish), it seems that people are fond onto the idea of the various crawl races growing over time in some way. While I think this is a design space that could get very crowded very fast, I thought it might be interesting to brainstorm different ways theoretical species could grow.

Existing examples:

Naga- gain constrict
Gargoyle- AC gain, flight
Tengu- flight
Draconians- colors
Demonspawn- duh
Felid- extra lives
Vampire- bat transform
Mummies- Necro buff

Trolls and Ogres almost have this with their guaranteed strength up making them grow inevitably more powerful. Elves really used to have glamour powers, but let's pretend that never happened.

I personally think it would be interesting to have a species get increased LOS and stealth at various points, as a different way of conveying a creature on the prowl.
Three wins: Gargoyle Earth Elementalist of Ash, Ogre Fighter of Ru, Deep Dwarf Fighter of Makhleb (0.16 bugbuild :( )

Ziggurat Zagger

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Joined: Friday, 8th February 2013, 12:00

Post Monday, 22nd September 2014, 20:48

Re: Species evolutions

For most species size should change along with XL.
XL 27 (or just every 100k turns) should descrease Int and Dex and Str.
No weapon can be used to attack more than N times (I mean a specific weapon here, not a weapon category, alternatively it could lose enchantment level after N attacks, even if artefact), no spell can be cast more than X times (X depends on Int and skills).
Getting to too low HP too many times should decrease max HP (or Str/Dex).
Potions effect should decrease after using them too many times.

For this message the author Sandman25 has received thanks: 2
duvessa, Sar
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Blades Runner

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Joined: Saturday, 18th December 2010, 04:50

Post Tuesday, 23rd September 2014, 06:18

Re: Species evolutions

TeshiAlair wrote:I personally think it would be interesting to have a species get increased LOS and stealth at various points, as a different way of conveying a creature on the prowl.


Wouldn't increased LOS hurt stealth?
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Pandemonium Purger

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Location: Limbo

Post Tuesday, 23rd September 2014, 07:47

Re: Species evolutions

Sandman25 wrote:For most species size should change along with XL.
XL 27 (or just every 100k turns) should descrease Int and Dex and Str.
No weapon can be used to attack more than N times (I mean a specific weapon here, not a weapon category, alternatively it could lose enchantment level after N attacks, even if artefact), no spell can be cast more than X times (X depends on Int and skills).
Getting to too low HP too many times should decrease max HP (or Str/Dex).
Potions effect should decrease after using them too many times.

is this a combination of nethack and various other annoying RPG elements
take it easy
  Code:
!lg * won !DD-- min=turns -log
<Sequell> 20749. Bloax, XL24 VSTm, T:13320: http://crawl.lantea.net/crawl/morgue/Bloax/morgue-Bloax-20140907-000920.txt

Did you know that I like ruining crawl every now and then? Go check it out.
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Ziggurat Zagger

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Joined: Wednesday, 23rd October 2013, 07:56

Post Tuesday, 23rd September 2014, 09:37

Re: Species evolutions

Adom has aging (you can also die of old age) and learned spells have a limited number of uses (but they get stronger with each cast) unless cast straight from a book. Nethack has running out of casts.
DCSS: 97:...MfCj}SpNeBaEEGrFE{HaAKTrCK}DsFESpHu{FoArNaBe}
FeEE{HOIEMiAE}GrGlHuWrGnWrNaAKBaFi{MiDeMfDe}{DrAKTrAMGhEnGnWz}
{PaBeDjFi}OgAKPaCAGnCjOgCKMfAEAtCKSpCjDEEE{HOSu
Bloat: 17: RaRoPrPh{GuStGnCa}{ArEtZoNb}KiPaAnDrBXDBQOApDaMeAGBiOCNKAsFnFlUs{RoBoNeWi

Cocytus Succeeder

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Joined: Saturday, 2nd February 2013, 09:52

Post Tuesday, 23rd September 2014, 09:58

Re: Species evolutions

Aging? Interesting. Is there really anyone who seriously suggests that a character is getting noticably older withing a few days (or hours)?

Of course, the whole XP system does not make any sense either, but that's another point.
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Ziggurat Zagger

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Joined: Wednesday, 23rd October 2013, 07:56

Post Tuesday, 23rd September 2014, 10:17

Re: Species evolutions

In Adom, in-game time can be years. Traveling in the wilderness can take days and days. Ghosts have an aging attack. Short-lived races can die of old age. Aging is also one of the effects of drinking from pools (I've died more than once that way). In the quickling tree, time goes extra-fast.

(I haven't played Adom in years so no idea about current version.)
DCSS: 97:...MfCj}SpNeBaEEGrFE{HaAKTrCK}DsFESpHu{FoArNaBe}
FeEE{HOIEMiAE}GrGlHuWrGnWrNaAKBaFi{MiDeMfDe}{DrAKTrAMGhEnGnWz}
{PaBeDjFi}OgAKPaCAGnCjOgCKMfAEAtCKSpCjDEEE{HOSu
Bloat: 17: RaRoPrPh{GuStGnCa}{ArEtZoNb}KiPaAnDrBXDBQOApDaMeAGBiOCNKAsFnFlUs{RoBoNeWi

Ziggurat Zagger

Posts: 11111

Joined: Friday, 8th February 2013, 12:00

Post Tuesday, 23rd September 2014, 14:12

Re: Species evolutions

Bloax wrote:is this a combination of nethack and various other annoying RPG elements


I have never played Nethack. Annoying realism + trying to get late game more varied. Also better players will have stronger characters (less times with low HP, less use of potions, less time for winning etc.). You as speedrunner were supposed to like it ;)
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Ziggurat Zagger

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Post Tuesday, 23rd September 2014, 15:17

Re: Species evolutions

Players always eat but never poop.
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Pandemonium Purger

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Post Tuesday, 23rd September 2014, 15:24

Re: Species evolutions

Why do you think the world above comes to an end after a colossal amount of turns?
Yeah, that's all you and your farting. You monster.
take it easy
  Code:
!lg * won !DD-- min=turns -log
<Sequell> 20749. Bloax, XL24 VSTm, T:13320: http://crawl.lantea.net/crawl/morgue/Bloax/morgue-Bloax-20140907-000920.txt

Did you know that I like ruining crawl every now and then? Go check it out.

For this message the author Bloax has received thanks:
tedric

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