Snake Sneak
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Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Snake Sneak
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Slime Squisher
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galehar wrote:ebarrett wrote:What about replacing zombies/skeletons standard placement on level creation with something similar (but not equal) to Zonguldrok wizlab mechanics - mindless undead start buried and roll a chance to rise and fight you every turn you are in line of sight of their resting place. All non-vault areas of crypt start completely deserted (well, apparently deserted) apart from some high-level undead (which upon noticing you would call on all still buried undead in a certain radius to rise and walk towards you). Heck, make skeletal warriors a crypt-only monster and bury them too, that'd make them more interesting than Yet Another Pack Monster You Always Fight In Corridors.
Nice. The chance to rise scales with the number of hidden undead in LOS. And when one rise, they all rise at the same time.
This is a nice way to give them "strength by number". I don't see them as wandering the dungeon in bands like orcs or yaktaurs.
Dungeon Master
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Lair Larrikin
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Abyss Ambulator
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Snake Sneak
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mumra wrote:...
I had an idea ages ago for a set of serial vaults with a zombie graveyard theme - someone actually created some serial graveyard vaults more recently, but sadly no zombies
Dungeon Master
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dk wrote:mumra wrote:...
I had an idea ages ago for a set of serial vaults with a zombie graveyard theme - someone actually created some serial graveyard vaults more recently, but sadly no zombies
Actually, it was me who created the undead serial vaults, and there are zombies in the monster list. Feel free to improve the monsterlist of those vaults, I kinda suck at finding the right monsters for vaults (I'm more interessted in Lua-scripting).
Snake Sneak
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mumra wrote:dk wrote:mumra wrote:...
I had an idea ages ago for a set of serial vaults with a zombie graveyard theme - someone actually created some serial graveyard vaults more recently, but sadly no zombies
Actually, it was me who created the undead serial vaults, and there are zombies in the monster list. Feel free to improve the monsterlist of those vaults, I kinda suck at finding the right monsters for vaults (I'm more interessted in Lua-scripting).
Sorry, didn't phrase myself right - I meant no zombies rising up out of the ground (which would be Lua of course...)
Lair Larrikin
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Blade wrote:Not going up and down stairs isn't necessarily a weakness; it means that if there is a pack, there is no separating them off upstairs and fighting one at a time. Obviously it would be a problem if -no- monsters could follow up/down stairs, but I think there is a nice balance right now.
Swamp Slogger
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Abyss Ambulator
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Lair Larrikin
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Roderic wrote:Just my opinion on a raw differentiation (no gimmicks) between living, zombies and skeletons for a same monster
Quickness: skeletons > living > zombies
Hardness: zombies > living > skeletons
Damage: living > zombies = skeletons ?
Crypt Cleanser
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Crypt Cleanser
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Blades Runner
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Tartarus Sorceror
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smock wrote:Why are there no Kiku-worshipping opponents? Summoning corpses and then animating them would be a good threat for a unique or, eg, a type of deep dwarf.
Mines Malingerer
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mikee wrote:Grimm wrote:Zombies in fiction are usually depicted as attacking en masse, so perhaps Crawl zombies could be restricted to special vaults which would confront the player with a huge army of them - like the room of orcs or bees but on an even larger scale and harder to just run from.
There is already a common vault that is basically a ton of zombies in one room, with a few vampires and lesser undead thrown in. It is really tedious, and between vampire summon and all the pointless zombies, it's one of the only times that I just hold down tab. The idea of zombies somehow being stronger when in a large group has some potential, I think, but just "let's have a ton of them" is not the best way to achieve that.
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Snake Sneak
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wesleyshaver wrote:Good point KoboldLord, maybe the zombies can get a frenzy bonus based upon the number of zombies nearby? There has to be a way to make these guys interesting and challenging. Help us out by offering some suggestions.
Snake Sneak
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KoboldLord wrote:I don't see any good reason to trash the good parts of the game trying to kludge a location that doesn't work as well. A branch themed around slow, unsupported melee brutes that have no abilities and can't even heal is not a good one to put right at the end of the game.
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hxy wrote:Skeletal warriors can cast animate dead, so don't lead them near corpses.
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