Corrosion and Transmutations


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Snake Sneak

Posts: 103

Joined: Wednesday, 10th December 2014, 18:51

Post Thursday, 28th May 2015, 10:45

Corrosion and Transmutations

In trunk (0.17) corrosion effects seem to come from all sorts of monsters now.

Which I don't have that much of a problem with except that their is very little option for felids and octopodes who generally rely on tmut spells. Especially felids since they don't have many slots.

What I don't understand is how or why corrosion should have an effect on something like dragon form (I keep meaning to read the status message as I'm curious as to what it says on repairing your scales).

If we are going to go with corrosion happening on fur and scales perhaps some of the tmut spells could have some rCorr?

EDIT - Apparently the status message is "Repair your equipment".. Which for a felid makes no since.

Dungeon Master

Posts: 1613

Joined: Thursday, 16th December 2010, 21:54

Post Thursday, 28th May 2015, 13:30

Re: Corrosion and Transmutations

Corrosion doesn't depend on equipment or slots at all any more (see this and this), since it was mostly just messy and unnecessarily complicated, and an artefact of when corrosion actually permanently corroded individual pieces of equipment instead of applying a general debuff. The expiry message is now fixed too.

You can invent your own exciting flavour for how corrosion actually works now, I guess (eg "magic").

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agentgt, Lasty

Dungeon Master

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Post Thursday, 28th May 2015, 21:56

Re: Corrosion and Transmutations

the victim is coated with a thin, sizziling film of alchymical reagents, amplifying blows recieved & slowing those dealt

it's canon now.

Snake Sneak

Posts: 103

Joined: Wednesday, 10th December 2014, 18:51

Post Thursday, 28th May 2015, 22:26

Re: Corrosion and Transmutations

You've been slimed!

Thanks for the quick expiry notice fix Marvin!

I can accept crawl physics (my question was more of the actual code mechanics which you answered :) ).

Those Rust Devils really should be worth some more XP or at least have a more dangerous color text. (Speaking of which I have always wondered why that breaks for zombie and skeleton centaurs ... ie red when they really should be yellow or grey at times).

Dungeon Master

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Joined: Thursday, 12th June 2014, 05:19

Post Thursday, 28th May 2015, 22:44

Re: Corrosion and Transmutations

agentgt wrote:Those Rust Devils really should be worth some more XP or at least have a more dangerous color text. (Speaking of which I have always wondered why that breaks for zombie and skeleton centaurs ... ie red when they really should be yellow or grey at times).

The danger text is based on their XP value vs your level. I've noticed the undead centaur thing too, as have others; haven't been able to replicate it for testing.

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Arrhythmia

Dungeon Master

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Joined: Sunday, 5th August 2012, 14:52

Post Friday, 29th May 2015, 14:19

Re: Corrosion and Transmutations

Undead centaurs are sometimes undead centaur warriors. I'm pretty sure that fully explains it.

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and into, PleasingFungus

Dungeon Master

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Post Friday, 29th May 2015, 16:35

Re: Corrosion and Transmutations

That would explain it!

On a related note, the way that derived undead keep their original creatures' stats (HD, etc) but lose the names is... kind of awful.

Probably that should be in a different thread, though. (Or just fixed. One of those.)

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and into, Lasty, njvack

Tartarus Sorceror

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Location: South Carolina

Post Friday, 29th May 2015, 16:38

Re: Corrosion and Transmutations

Maybe it can be like chunks, and there will just be "zombies" that act the same no matter what kind of corpse they come from. Bigger corpses make more zombies?

Ziggurat Zagger

Posts: 11111

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

Post Friday, 29th May 2015, 16:40

Re: Corrosion and Transmutations

Why do zombies keep their names provided HD is not displayed anywhere in the game? They don't inherit anything (HP/AC/EV/abilities/spells etc.) and basically there is no direct correlation for danger of zombie and the living monster.

Make it "Zombie 15" and "Zombie 22" (joke)

Dungeon Master

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Joined: Sunday, 5th August 2012, 14:52

Post Friday, 29th May 2015, 17:01

Re: Corrosion and Transmutations

They inherit HP/AC/EV/attacks/speed from the source monster, but adjusted in a consistent way.

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Sandman25
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Pandemonium Purger

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Joined: Thursday, 16th April 2015, 22:39

Post Friday, 29th May 2015, 17:02

Re: Corrosion and Transmutations

PleasingFungus wrote:On a related note, the way that derived undead keep their original creatures' stats (HD, etc) but lose the names is... kind of awful.

Actually it's kind of fun. ;) Adds mystery when you see a derived undead.

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