Hell/Pan rework idea


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Slime Squisher

Posts: 395

Joined: Wednesday, 6th July 2016, 02:40

Post Tuesday, 10th January 2017, 06:49

Hell/Pan rework idea

Hell: Each branch depth 7 -> 1 (or 2 is okay). Increase rate of hell effect. Kick trvial monsters
(Geh 1~6, Tar 1~6, ... are totally meaningless now. )

Pan: Make each floor more flavoured and characteristic.
Increase density of monster and reduce the overall length
http://crawl.akrasiac.org/scoring/players/papilio.html

Done 15-rune wins with all playable species, backgrounds, gods!
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Shoals Surfer

Posts: 253

Joined: Monday, 20th June 2016, 15:27

Post Tuesday, 10th January 2017, 09:55

Re: Hell/Pan rework idea

It is my understanding that the devs are are already on the task of reworking Hell/Pan.

http://s-z.org/neil/git/?p=crawl.git;a= ... eads/bosch

Commits:

"Seperate and revise hell effects"
"Re-assess and rescale Hell floor spawns"
"Cut each Hell from seven floors to four"

And from 0.20 plan:

  Code:
Extended revamp - Big targets: Hell, Pan. Slash number of Hell floors, slow down hell effects but strengthen with a custom list; make Pan rune floors spawn consistently through better odds on tracked lord kills, provide special announced nasty demonic floor vaults. Requires decent vault work, stronger layout validators, effects refactoring, monster table updates. Goal is to set the two branches in a roulette to reduce extended's length / redundancies (demonic rune is a big question mark- might need mini-branch to balance it out, might need its own branch.)


Full details: https://crawl.develz.org/wiki/doku.php? ... n_roulette

Halls Hopper

Posts: 80

Joined: Tuesday, 3rd January 2017, 21:47

Post Tuesday, 10th January 2017, 10:31

Re: Hell/Pan rework idea

removeelyvilon wrote:"Cut each Hell from seven floors to four"

  Code:
Goal is to set the two branches in a roulette to reduce extended's length / redundancies



This achieves literally nothing except turning regular Crawl one step closer into Crawl sprint. Good to know that this game is in good hands :lol:

Spider Stomper

Posts: 217

Joined: Thursday, 2nd June 2016, 00:52

Post Thursday, 12th January 2017, 22:06

Re: Hell/Pan rework idea

IIRC the trivial monsters are there to make [[Shadow Creatures]] not gamebreaking
I'm with tasonir on this one.

Slime Squisher

Posts: 395

Joined: Wednesday, 6th July 2016, 02:40

Post Thursday, 12th January 2017, 23:52

Re: Hell/Pan rework idea

Midn8 wrote:IIRC the trivial monsters are there to make [[Shadow Creatures]] not gamebreaking


Making monster set harder does not break the game, shadow creatures considered.
http://crawl.akrasiac.org/scoring/players/papilio.html

Done 15-rune wins with all playable species, backgrounds, gods!

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