Yet Another God Proposal: God of the Wilds


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Abyss Ambulator

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Post Wednesday, 23rd February 2011, 23:53

Yet Another God Proposal: God of the Wilds

Edit: Since posting gods seems to be popular again, I'm bumping this. I'm starting to seriously consider removing the ideas behind forming a pack of animals. While it's cool, it's also complicated and too many gods already grant allies. Also, Bestial Fury is much cooler than allies.

Ok, spent quite a bit of time working this guy out. I basically had two god ideas that were very similar. Both nature and animal focused, with one on the more animalistic aspects and the other on druidic aspects. I ended up combining the two, though this has strong leanings to the former concept. While just about any play style can take advantage of this god, it favors unarmed combat a bit and, coincidentally, favors Felids as well. However, there's nothing stopping from players from using weapons and armor, they just get fewer abilities and slower piety gain.

Wiki page here: https://crawl.develz.org/wiki/doku.php? ... asts_god&s[]=wild&s[]=beasts

Below is a copy of said page with the comments removed.

===== Rrragathor, god of the Wilds (Overview) =====

A god of the Wilds, Predators, and the Hunt. Rrragathor is a god who is primarily themed around animalistic aspects and druidic aspects, with a bit of a stronger leaning towards the former, the result of me combining two separate ideas that never saw the light of day for an animal god and a druid god. While just about any playstyle can take advantage of this god, it favors unarmed combat and, coincidentally, Felids. However, there is nothing to stop a player from using weapons and armor if they so choose. They'll just have a few less abilities and slower piety gain.

I'd like to give thanks to everyone who gave feedback on the forums, as that helped refined this idea quite a bit.

===== Basic Information =====

Rrragathor is the god of the Wilds. It is a nature god, like Fedhas, though goes in a much different direction. Rrragathor watches over the wild, untamed, and savage predators of the world and is interested in keeping the lands pure for them. Everyone else is either prey or a defiler. Followers are encouraged to fight with their own bodies and form a pack to hunt down their prey, stripping themselves of their civilized tools.

Temple god. High chance for an altar in the Lair with the greatest chance on Lair 8. Or Lair 7 if it'd possibly interfere with with the Lair 8 vaults. Also more likely to appear in Swamp, Snake, and possibly Hive, though not as likely as in Lair. Can also appear anywhere that other Temple god's altars appear. Mini-vaults would likely contain wild, predatory animals around it appropriate for depth.

The general idea for a player following this god is they will become more animalistic, gaining some perks for shunning equipment, and possibly will also have their own pack of allies. This god will favor players pursuing unarmed combat or playing Felids, but most of the benefits can be utilized even if you're using a weapon. Alternatively, players can keep their equipment on and, while piety will be slower, can follow Rrragathor and focus on the pack aspects for a more druidic character. This won't be optimal, but it's possible.

====Alternative names ====

* Ragathor (the extra "r"s are supposed to be like growling, but some may see it as purring instead)
* Drapthorr
* Yautja
* Ragthor
* Grakkoth
* Grarrr

====Alternative ideas for title====

* Predators
* Predation
* the Pack
* the Hunt
* the Wild

====Altar ideas====

* A roaring altar
* a savage altar
* a skin covered altar
* a wild altar
* an animalistic altar

====Rank names (not entirely satisfied here)====

* No Stars - Omega <species>
* One Star - Hunting <species>
* Two Stars - Stalking <species>
* Three Stars - Animalistic <species>
* Four Stars - Savage <species>
* Five Stars - Beta <species>
* Six Stars - Alpha <species>

Alternatively...

* No Stars - Predatory <species>
* One Star - Hunting <species>
* Two Stars - Stalking <species>
* Three Stars - Animalistic <species>
* Four Stars - Bestial <species>
* Five Stars - Savage <species>
* Six Stars - Top of the Food Chain

====Species restrictions====

Rrragathor will not accept undead, Demonspawn (maybe), Spriggans (can't eat meat), and Demigods. Possible special messages for rejecting undead and, if also banned, Demonspawn: "Rrragathor does not tolerate defilers of nature!". For Spriggans: "Rrragathor does not accept prey."


=====Piety=====

====Appreciates====

* When you and your pack kill prey (rats, yaks, humanoids, etc.) ("Rrragathor accepts your hunt.")
* When you and your pack kill demons, undead, and angelic beings ("Rrragathor appreciates your killing of a defiler of nature." or something to that effect) (1)
* Rrragathor prefers you do not use equipment(2) ("Rrragathor prefers you don't wear this.")
* When you consume chunks(3)

(1)Undead as defilers are self-explanatory. Demons and angelic beings less so. But basically, they're removed from the wilds and the food chain, so they interfere with it when they interact with nature. Also, so piety isn't very difficult/impossible to gain in Hell and Pan.

(2)Sort of like Ashenzari in that you can still gain piety by using equipment as you can for him with uncursed gear, but using a full set of gear will result in extremely slow piety gain. Additionally, you'll be abilities and mutations for not wearing weapons and/or armor. Jewelry can be worn with the only penalty that your piety gain will be lower.

(3)This is potentially problematic and scummy. I'd personally recommend against it, but leaving the idea here because it is thematic with the god and someone might figure out a way to avoid piety scumming with it.


====Deprecates====

* Necromancy
* Summoning (Suggested on the forums, but I'm only partly sold on this)
* Harming and killing your allies (does not care if your allies die, however)
* Eating fruits, vegetables, and bread (Rrragathor does not approve of a prey's diet!)
* Wearing equipment over god given mutations(1)
* Abandoning it(2)

(1)Rrragathor grants several mutations based on having open equipment slots, such as fur for no body armor. Wearing something in a slot with a god given mutation will eventually cause it to disappear and incur piety loss. This ONLY happens if you wear the piece long enough for him to take away the mutation. If you never took off your robe to begin with, then you won't have to worry.

(2)Rrragathor does not mind if the player switches to Fedhas. However, if they switch to any other god or remain aetheist for so many turns (enough to safely switch to Fedhas, but not long enough to accomplish much godless), Rrragathor will start penance. A player can switch to Fedhas during Rrragathor's penance and he will pause it, but will resume if the player abandons Fedhas or goes under Fedhas' penance for any reason.

The reasoning for this is that both gods are nature gods and are interested in preserving nature. Both of them consider undead to be defilers and harmful to the eco-system. Both watch over a particular part of the natural world as well. This alliance isn't absolutely mandatory for this god and this aspect can be simply tossed out if it is not wanted.


=====Given Abilities=====

In a couple of instances, I have proposals for versions that support "the pack", aka allies, or without it. Lots of gods give allies already and, while thematic, Rrragathor giving some may be too redundant. I'll clearly mark these as "Pack Support" or "No Pack Support". The god will not have both of these sets of abilities as it depends on whether Rrragathor gets designed with allies in mind or for no allies.

====Piety: No stars====


* Gives you Carnivorous 1.
* Prevents the Herbivore mutation and, if the player has it when they join, it gets replace with Carnivore. Note, again, Spriggans cannot join and no other species are naturally Herbivores.

-Pack Support

* Gives you the Fangs mutation, starting at 1 and eventually improves to 3 as your piety grows
* Gives you Claws 1 if you don't wear gloves, Talons 1 if you don't wear boots, and Horns 1 if you don't wear a hat or helmet.. Like Fangs, these eventually grow to 3 as piety increases as long as the slot stays open. Filling the slot will eventually cause the mutation to vanish and also reduce your piety. Maybe an exception for animal skins.

-No Pack Support

* Totemize (None, one time use, No Pack Support): Always has a perfect chance of working and vanished after a successful use. The player targets a monster in LOS and gets a sort of "Are you sure?" type of confirmation if it's a valid target. The player can totemize mammals (Hounds, Jackals), reptiles (Giant Geckos, Snakes), insects (Giant Mites, Giant Cockroaches), and birds (probably need a monster or two created here). What they totemize will affect some of their abilities. This totem cannot be changed, even by leaving and coming back to Rrragathor. The player needs this totem to gain the various mutations and some other benefits.
* Gives Beak 1 (for birds), Fangs 1 (mammals and reptiles), or Antennas 1 (Insects) if the helmet slot is unfilled. These eventually grow to 3 as piety increases.
* Gives you Claws 1 if your gloves slot is unfilled, which eventually grows to 3.
* Gives you either foot claws (mammals and reptiles), talons (birds), or... something for insects if the boots slot remains unfilled (poisoned stinger?). These eventually grow to 3 as piety increases.


====Piety: One Star====

* (Passive) Protection from sickness and nausea, becoming more effective as piety rises.

-Pack Support

* Tame Pack (Food, MP): This is a one-time success ability. After you use it successfully, it disappears. It tames the chosen predator animal (canines, snakes, etc.) and that type of animal becomes the player's pack. This basically lets the player choose what kind of animal they want as an ally throughout the game. Prey animals are not valid targets. Possible categories include canines (Jackals, Hounds, Wolves, Hellhounds), lizards (Geckos, Gila Monsters, Iguanas, Drakes), snakes (Snakes, Anacondas, Vipers), cats (if stuff like wild cats and big cats are ever added), insects (Ants, Bees, Wasps, Moths of Wrath, Spiders), and birds (this area is lacking right now and would need more added, but Griffons, Hippogrifs, etc.). Could also be simplified to "Mammals", "Reptiles", "Insects", and "Birds".

* Tame X (Food, MP): Replaces Tame Pack after the player has chosen a pack animal. Tames animals that fall into that category, which will then follow the player, even through different floors. Higher invocations increases odds of success and lets the player tame stronger species.

* Gives you "Body Slot 1" mutation if you do not wear armor. The exact type depends on your pack. Canine/Cat/Mammal users get fur, Snakes/Lizards/Reptiles get scales, Insects get Chitin, and Birds get feathers. These are not the same as the normal mutations of their type. Since the player has to sacrifice armor to use them, they should have a bit more AC than normal (2, 4, and 6 or 3, 6, and 9 perhaps). All have the same AC, but at rank 3 (reached as your piety goes up), each has a different resist. Possibly do rCold for fur, rFire for scales, rPois or rAcid for Chitin, r...something for feathers. Not entirely sure since I'd rather avoid overlap. Could also do different bonuses instead of or in addition to the resists, such as Control Flight for feathers.

No Pack Support

* Gives you the Body Slot 1 mutation if you do not wear armor. Mammals get Fur 1, Reptiles get Scales 1, Insects get Chitin, and Birds get Feathers. Other than being totem based instead of pack, it's the same as the "Pack Support" version.

====Piety: Two Stars====

* Pounce (Food, MP): Player targets a monster and blinks next to it via shortest distance. The player also gets a free attack on the monster, including a stab if applicable. This is partly for flavor and partly to prevent the player from pouncing pack members and summons to escape a situation (they'd get piety loss), as this is supposed to be an offensive ability. The player cannot leap over monsters and other obstacles that cannot be walked through, excluding deep water and lava. If it's too strong to do at LOS range, shorten the range to only a few squares. Maybe increase it as piety grows? Another suggested alternative is for a "Pounce" timeout to prevent repeated pouncings. A minimal range (can't pounce something next to you or one square away) could also be implemented.

-Pack Support

* Howl: (Food, MP): Calls to your pack members on the floor you are on as well as the one immediately above and below. Sort of like recall, but different. Instead of all of your pack members poofing over to you, they instead instantly know where you are located and will make an effort to move to where the player most recently howled (this includes animals you haven't tamed yet!). Even if already enroute, pack members will stop and go towards the new Howl location if the player Howls again. There's a chance, increasing with invocations, pack members on the adjacent floors may hear the howl, which will cause them to instantly appear on the floor you are on around one of the sets of stairs. I'm not sure if DCSS keeps track of monster movements on floors the player is not on, otherwise they can actually make their way to the stairs properly. Note that this is noisy and, while it won't alert other types of monsters to your location, it may wake them up and put them on patrol mode!

Alternatively, just let your pack members know where you're at for so many turns, even if you don't howl again for a bit. That way the player doesn't have to rest while waiting for members to arrive. Also may or may not be a good idea to grant pack members Swiftness until they reach the player's LOS for so many turns.


====Piety: Three Stars====

* (Passive) Chance for the player to increase their satiation level with biting attacks, similar to vampires. Only works on living monsters. ...although it could be amusing to pop a flavor message for attacks against undead on occasion, such as "The Orc Zombie tastes terrible!"

* (Passive) Player attacks can trample, but only if they do not have weapons equipped. This includes pounces! May or may not allow for knocking monsters into deep water or lava?

* Roar (Food, MP, Piety): Sort of like a Scroll of Fear. Most effective on prey animals, least effective on predator animals, neutral effectiveness on everything else. Does not affect your pack, but may affect other allies.


====Piety: Four Stars====

* (Passive) Rrragathor protects the player from the elements. rFire and rCold for sure, maybe a few others with rAcid coming to mind to help make up for the lack of damage reduction provided by armor. Granted only if the player wears no armor.


====Piety: Five Stars====

* High Pounce (Food, MP, Piety): Maybe include this, not not entirely sold on it yet. Basically pounce, but let's the player target any monster they can see, including leaping over statues, plants, monsters, etc. Has all the other restrictions Pounce has.

-Pack Support

* Hunting Call (Food, MP, Piety): The ability has all the effects of Howl, but in additional can call in new pack members from the depths of the dungeon. These new pack members will slowly file in from the staircases and make their way to where the player used Hunting Call at most recently (or Howl if the player does that while they are on the floor). The number increases with invocations and, if they're not guaranteed to be allied, then the chance of them being friendly increases too. Maybe can be used in portal vaults (except Lab), Abyss, and Pan to get fresh allies. In portal vaults, they appear near the entrance the player used. In the Abyss, they'll be generated from somewhere out of LOS, but will get lost of the player teleports. In Pan, they appear near portals to the next level or the exit to the main dungeon.

-No Pack Support

* Bestial Fury (Food, MP, Piety): With the wild power of Rrragathor flowing through the player's veins, they tap into their animalistic side fully and unchain the beast within, literally becoming a supreme predator of the dungeons. The form taken, and what that form does, depends on the totem chosen. Roar is boosted regardless of form. If a balancing factor is needed, Bestial Fury can trigger the exhausted state when it ends.
-Mammal: The player turns into a massive, sabre-toothed tiger. This form has high damage biting and scratching attacks, Fast Movement 1 (or 2 if Fast Movement 1 suggested below is granted somewhere), boosted damage for Pouncing, can See Invisible (again, if not granted elsewhere), increased attack speed, and greatly increased EV. The sabre-toothed tiger also gains the "Leap" ability, similar to Jumping Spiders.
-Reptile: The player turns into a massive, hydra-dragon with multiple heads. Although this form does not get extra damage per attack, it can make many more per turn and the player will gain heads if cut off with a non-flamming weapon, though cannot go below at least one head (maybe two or three). The hydra-dragon also gains a powerful breath attack that causes each head to shoot a projectile, though with a longer than normal breath timer. The hydra-dragon can also wade through shallow water without slowing down and can enter deep water and also gets a significant boost to AC.
-Bird: The player turns into a powerful phoenix. The player gains rFire+++, flight, leaves trails of flame (that do not harm the player), flame-branded attacks, radiates flame clouds into nearby squares, and, mostly for flavor, can start forest fires by being near trees. The phoenix can throw bursts of phoenix flame (basically reflavored Hellfire). The phoenix does not get a significant boost to EV or AC, but can revive on death similar to Felids (either once per use or high chance). When it dies, it leaves behind an explosion of flame where it dies and where it is reborn. The reborn phoenix will be severely weakened with only 25% health and mana remaining.
-Insect: The player turns into a monstrous insect (not familiar with any good real life or mythological examples here). The player gains the cling ability, fast movement 1 (or 2 for the same reason as the mammal form), boosted melee damage and powerful, poison branded attacks that pierce poison resistance similar to Poison Arrow. Additionally, the insect form can rapidly spit resistance piercing bolts of poison (no or a short breath timer) as well as a moderate boost to both EV and AC. This form may need something else, but nothing immediately comes to mind.

====Other possible abilities====

Not sure what piety level these should be granted or if they should even be used at all.

* Fast Movement 1
* See Invisible
* Carnivore 2 and 3
* Mass Tame (Attempt to tame all eligible enemies in LOS)
* Gift Pack Members (I personally say no, but everyone else may disagree)
* Supports the wearing of hides (and maybe hide armors too)
* Gifts skins and hides. Perhaps a one time, guaranteed randart gift on the altar at high piety?
* For "No Pack Support* versions, perhaps a unique mutations or two for each totem?

=====Punishments=====

I know god wrath's are changing, so this may or may not fit with the new direction since I don't entirely know what that direction is.

* Instant: All god given mutations are lost and all pack members abandon you. Also, any other predator allies you have, even summons, turn against you.
* Summons wild predators to fight you, up to and including Dragons and possibly "super beasts", aka the four Bestial Fury forms.
* Rots your vegetables.
* Gives you the "Armor fits poorly" mutation, or makes it worse.
* Takes away mutations Rrragathor normally grants.
* Howls at your location (attracts all predators instead of just former pack members and wakes up other monsters).


=====Notes=====

* Mutations are used as that system is already in place and working for giving the player claws, talons, etc. Workable alternatives would, of course, be welcome, but I'm not sure making up a new system to achieve the exact same effects is worthwhile.
* I know many gods already have allies, but Rrragathor uses the different method by picking a certain type to be your pack and then you have to tame them as you come across them. Free allies only come from the final ability. However, I do have a few suggestions for a version of Rrragathor without allies.
* Late-game allies is a bit of an issue due to the lack of natural beasts towards the end-game. This problem is beyond the scope of this suggestion as the best way to fix it would be to create more.
* The same issue also applies to the lack of predatory diversity. Some cats would be nice, but that, again, is beyond the scope of this suggestion.
* For terms of piety game and tamability, predators are carnivore and some omnivore animals and insects (Wolves, Jackals, Trapdoor Spiders, etc). Prey are herbivores, all the other omnivores, and humanoids (Rats, Sheep, Yaks, Orcs, etc.) On humanoids, possible exception to carnivore species, such as Kobolds and Trolls.
* Hydras may be a bit too strong to be allowed to be tamed. It'd be possible for someone to scum making a 27-headed Hydra and then tame it.
* Dragons, at present, should also not be capable of being tamed. If stronger monsters are added to the other categories later, this can change.
Last edited by TwilightPhoenix on Sunday, 26th August 2012, 15:49, edited 6 times in total.
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Post Thursday, 24th February 2011, 18:08

Re: Yet Another God Proposal: God of the Wilds

Very interesting concept.

Some formal comments: Avoid god names that start with a letter already in use. (So Jesirecht steps on Jiyva's toes.)
There is no reason to make this god not a temple god. Note that Beogh (orcs only), Jiyva (Slime), Lugonu (Abyss, and enemy of the gods) are much more special than Jesirecht.
Maybe disallow Spriggans? Alternatively, allow them to eat meat with this god.

Some other comments: I don't see a clash between this god and Fedhas. The latter is about plants (I know that mushrooms aren't plants), the former is about predators.
Not sold on the idea of an alliance between these gods.
Both mutations and allies tend to be a bit over-used for gods, but your concept is very thematic (and interesting gameplay-wise, I'd think).
The final ability should have more oomph, visual and otherwise.

I recommend that you take this god to the wiki, at a time when you think there won't be much feedback in the forum.

For this message the author dpeg has received thanks:
TwilightPhoenix

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Post Thursday, 24th February 2011, 18:50

Re: Yet Another God Proposal: God of the Wilds

This is a little similar to my previous god suggestion, but it seems to fit better. As long I get my naked adventurer wandering the Dungeon, I'm happy.

I think this god should also dislike Summoning--you should only rely on your animal pals (plus you already mentioned a dislike for Demons). There's a god ability that replaces Recall, too, so that shouldn't be an issue.

Here's a minor thing--perhaps your mutations should be somewhat affected by what animal you tame--at the very least, taming mammals should give you fur, taming reptiles should give you scales. The AC would be the same. You could go further, I suppose, especially if those are the two basic groups, but that may be too much.
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Post Thursday, 24th February 2011, 20:20

Re: Yet Another God Proposal: God of the Wilds

dpeg wrote:Very interesting concept.

Some formal comments: Avoid god names that start with a letter already in use. (So Jesirecht steps on Jiyva's toes.)
There is no reason to make this god not a temple god. Note that Beogh (orcs only), Jiyva (Slime), Lugonu (Abyss, and enemy of the gods) are much more special than Jesirecht.
Maybe disallow Spriggans? Alternatively, allow them to eat meat with this god.


Thank you. The name can certainly be changed, and probably will now. The name didn't have the wild and/or savage ring to it that I'd want for such a god, but I'm struggling to find/invent one.

Spriggans are already banned. Letting them eat meat on top of their uber slow metabolism might be pushing it a little. Plus they're herbivores, and this god doesn't like them. Maybe could even have a specific message for Spriggans when they try to join, like "Jesirecht does not accept prey!"


Some other comments: I don't see a clash between this god and Fedhas. The latter is about plants (I know that mushrooms aren't plants), the former is about predators.
Not sold on the idea of an alliance between these gods.


It's no biggie if they aren't allies, I thought it might be a bit flavorful. Both would be nature gods, except with one focused on plants and the other on (at least some) animals. Both want to keep the ecosystem in good shape, but for different reasons, and both dislike undead since they ruin it. So, there's some similar goals and ideologies there between them that it'd make sense for them to at least be tolerant of each other. But, again, no big deal if they aren't.


Both mutations and allies tend to be a bit over-used for gods, but your concept is very thematic (and interesting gameplay-wise, I'd think).
The final ability should have more oomph, visual and otherwise.


Yeah, I'm worried about those two being "too common". I went with mutations for changing the player into a more savage beast because that's the system already in game that supports the player getting claws, talons, etc. Allies were trickier, but the gods all have their own way of giving them to you. Mostly anyway. Taming them seemed different enough as well as being able to pick what type of ally you had following you.

Not sure what to do with the final ability to make it more oomphy. Ideas? I thought about tossing some sort of Berserk or Might effect in there, but before I even considered balance I figured that might step on Trog's and Oka's toes a little much. Maybe it fears non-pack members around you too? Not sure I like that.



seth wrote: think this god should also dislike Summoning--you should only rely on your animal pals (plus you already mentioned a dislike for Demons). There's a god ability that replaces Recall, too, so that shouldn't be an issue.


Hmmm, what if he hated all summons except ones that summons predators only, such as Call Canine and Summon Scorpions? That'd basically mean you'd be allowed Sticks to Snakes, Call Canine, Summon Scorpion, and Summon Ice Beast. Though that may be few enough it'd just be easier to say he doesn't like summoning at all.


Here's a minor thing--perhaps your mutations should be somewhat affected by what animal you tame--at the very least, taming mammals should give you fur, taming reptiles should give you scales. The AC would be the same. You could go further, I suppose, especially if those are the two basic groups, but that may be too much.


That'd be pretty neat, maybe with same AC but slightly different effects at the third level? Fur gives rCold, scales gives rFire, chitin (if you tame insects) gives rPois or rAcid perhaps?
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Post Thursday, 24th February 2011, 20:28

Re: Yet Another God Proposal: God of the Wilds

TwilightPhoenix wrote:
dpeg wrote:Very interesting concept.

Some formal comments: Avoid god names that start with a letter already in use. (So Jesirecht steps on Jiyva's toes.)
There is no reason to make this god not a temple god. Note that Beogh (orcs only), Jiyva (Slime), Lugonu (Abyss, and enemy of the gods) are much more special than Jesirecht.


Thank you. The name can certainly be changed, and probably will now. The name didn't have the wild and/or savage ring to it that I'd want for such a god, but I'm struggling to find/invent one.


I would like to submit "Drapthorr" (or "Dravthorr" or "Dravcthorr") for consideration. I think they have a nice ring to them, though I'm undecided which one is the best. Plus, they start with an unoccupied letter of the alphabet :)

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Post Thursday, 24th February 2011, 21:34

Re: Yet Another God Proposal: God of the Wilds

The letter restriction means that there is a cap of 26 gods. Only about eight left to go. There ought to be a workaround to allow 27 gods.

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Post Thursday, 24th February 2011, 21:49

Re: Yet Another God Proposal: God of the Wilds

Or an irrational one.

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Post Thursday, 24th February 2011, 21:55

Re: Yet Another God Proposal: God of the Wilds

Grimm wrote:The letter restriction means that there is a cap of 26 gods. Only about eight left to go. There ought to be a workaround to allow 27 gods.


It shouldn't be a problem, because this rule is already broken -> The Shining One conflicts with existing gods (Trog, Sif Muna, Okawaru) no matter which letter you pick as his main. Letting that slide since he's already well established and has a distinct name with an obvious abbreviation is the perfect workaround to allow 27 gods IMO.
Last edited by zasvid on Thursday, 24th February 2011, 22:02, edited 1 time in total.

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Post Thursday, 24th February 2011, 21:59

Re: Yet Another God Proposal: God of the Wilds

HOORAY

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Post Thursday, 24th February 2011, 22:11

Re: Yet Another God Proposal: God of the Wilds

TSO's abbreviation is "1", supposedly, with A-Z for the other gods. Just DGHIPQRUW to go! :P

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Post Thursday, 24th February 2011, 22:58

Re: Yet Another God Proposal: God of the Wilds

MarvintheParanoidAndroid wrote:TSO's abbreviation is "1"


His name should be changed to "The Shining 1" :lol:

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Post Friday, 25th February 2011, 05:12

Re: Yet Another God Proposal: God of the Wilds

I have a question, are dragons considered beasts? Because if that's the case I think everyone will pick that as their pack choice... which leads me to think about the fact that certain packs will be underpowered in the mid-late game, so it would be a cool opportunity to add better monsters to each pack (like a uber dog cerberus for the dogs, serpents from hell may be too good but something like that (or dragons) for lizards, the ultimate insects with a name like xaocitecs or something like that)

As for the last ability How'bout if you get the power to become a berzerked (or not) 10' mastin dog or a pegasus (lol)/dragon or serpent/a bad ass insectoid with all 6 slot mutations/breath ability/fast strikes? Something like that would be full of flavour, could be balanced by costing piety (not that much hopefully), food and slowing.

These things will IMO result in an endgame playable god since most gods are very good at early or mid game but fall in the end because they can't get corpses, their summons aren't relevant anymore, their gifts suck, their abilities are tied to an specific situation and so on and this IMO shouldn't be like this (else everyone using melee will end up with TSO and that's a no brainer, something crawl wants to end as a possibility)


But that needs its own thread

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Post Friday, 25th February 2011, 05:14

Re: Yet Another God Proposal: God of the Wilds

Oh and by the way, am I the only one who thought of this while reading the pack word?



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Post Friday, 25th February 2011, 12:38

Re: Yet Another God Proposal: God of the Wilds

My two Czech hellers:

Firstly, I have to say that this is how a new god proposal should like - well-thought, elaborate and fairly balanced. Kudos!

Folllowing are my comments, feel free to disregard any of those in case of missing any point. Also note that everything from now on is IMHO :).
Please assume that everything I left out of the OP is fine to me with no need for further comments.

TwilightPhoenix wrote:Ok, spent quite a bit of time working this guy out. I basically had two god ideas that were very similar. Both nature and animal focused, with one on the more animalistic aspects and the other on druidic aspects. I ended up combining the two, though this has strong leanings to the former concept. While just about any play style can take advantage of this god, it favors unarmed combat a bit and, coincidentally, favors Felids as well. However, there's nothing stopping from players from using weapons and armor, they just get fewer abilities and slower piety gain.

This is not on the dev wiki yet. I want feedback first before trying to pop it up over there.



Jesirecht, god of the Wilds (Not sold on the name or title yet)

Alternative ideas for title: Predators, Predation, the Pack, the Hunt, Savagery


Yautja comes to mind here (off-topic, please disregard this comment :) )

TwilightPhoenix wrote:
Jesirecht is the god of the Wilds. It is a nature god, like Fedhas, though goes in a much different direction. Jesirecht watches over the wild, untamed, and savage predators of the world and is interested in keeping the lands pure for them. Everyone else is either prey or a defiler. Followers are encouraged to fight with their own bodies and form a pack to hunt down their prey, stripping themselves of their civilized tools.


Great background!

On this point, there will be a need to determine who is the predator and who is prey - but this is for further discussion.
My first suggestion would be to have carnivore animals as predators and pure herbivore animals (sheep come to mind) as pure prey. Again, this is open to further discussion.

TwilightPhoenix wrote:
Altar ideas: A roaring altar, a savage altar, an animal-skin covered altar, a wild altar, an animalistic altar

Altar locations: May or may not be a Temple god. One guaranteed Altar in the Lair, on the early levels if not a Temple god. Other altars are very likely to appear in the Lair and a decent chance in Swamp, Snake, and maybe Hive. Can also appear in the main dungeon, sometimes in mini-vaults with wild, predatory animals around it.

Rank names (not entirely satisfied here)
- Omega <species>
* - Hunting <species>
** - Stalking <species>
*** - Animalistic <species>
**** - Savage <species>
***** - Beta <species>
****** - Alpa <species>


No need not to make him a Temple god. Also, I think you meant Alpha <species> as the highest title - a typo, I guess.

TwilightPhoenix wrote:Species restrictions: Jesirect will not accept undead, Demonspawn (maybe), Spriggans (can't eat meat), and Demigods


I'm perfectly fine with spriggans not able to worship this god. Without need for meat, they also have no natural reason to hunt animal prey.

TwilightPhoenix wrote:Appreciates
*When you consume chunks (Not sure on this one. It'd have to be a small contribution)


Nope, not at all. The flavour is clear, but allows for someone just getting through Lair with gourmand amulet eating everything without ever getting full, taking the amulet off and on again, making for heavy scumming potential.
Also, this would naturally lead to a piety increase throughout the game, the longer it is. Not sure if this is exactly bad, though.

TwilightPhoenix wrote:*Jesirecht prefers you do not use equipment* ("Jesirecht prefers you don't wear this.")

*Sort of like Ashenzari in that you can still gain piety by using equipment as you can for him with uncursed gear, but using a full set of gear will result in extremely slow piety gain



Sounds very nice, especially in combination with those "predator" mutations.

TwilightPhoenix wrote:Deprecates

*Eating fruits, vegetables, and bread (Jesirecht does not approve of a prey's diet!)


Nope. A starving predator would eat anything to keep itself alive. Not to mention that acquiring the herbivore mutation before one would acquire the proposed carnivore would totally break the game.
If the god would prevent you from getting herbivore, though, than this could work fine.

TwilightPhoenix wrote:*Wearing equipment over god given mutations*
*Abandoning it**

*Jesirecht grants several mutations based on having open equipment slots, such as fur for no body armor. Wearing something in a slot with a god given mutation will eventually cause it to disappear and incur piety loss. This ONLY happens if you wear the piece long enough for him to take away the mutation. If you never took off your robe to begin with, then you won't have to worry.



I am fine with head, hands and feet slots - but getting fur as the only armour means one or two points of AC in exchange for forfeiting the most important body armour slot at all. This would certainly need some balancing, although you certainly made a good shot by granting resists under higher piety.

TwilightPhoenix wrote:
**Jesirecht does not mind if the player switches to Fedhas, a fellow god of nature. However, if they switch to any other god or remain aetheist for so many turns (enough to safely switch to Fedhas, but not long enough to accomplish much godless), Jesirecht will start penance. A player can switch to Fedhas during Jesirecht's penance and he will pause it, but will resume if the player abandons Fedhas or goes under Fedhas' penance for any reason.



+1 for all those who don't see a relation between your god and Fedhas. Sorry, can't see the alignment there.

TwilightPhoenix wrote:

Given Abilities

*Gives you the Fangs mutation, starting at 1 and eventually improves to 3 as your piety grows
*Gives you Claws 1 if you don't wear gloves, Talons 1 if you don't wear boots, Horns 1 if you don't wear a hat or helmet, and Fur 1 if you don't wear body armor. Like Fangs, these eventually grow to 3 as piety increases as long as the slot stays open. Filling the slot will eventually cause the mutation to vanish and also reduce your piety. Maybe an exception for animal skins?



I'd give those mutations regardless of the equipment on the particular slots. The god wants you to behave it's way, and would probably not care much that you really want to keep those boots of running - he wants you to be a natural predator.
Then again, at level 3 mutations you have to forfeit the equipment altogether - as a counterbalance, you could receive a fast movement 1 and see invisible mutations (your non-sight senses are accurate enough by then) at the same moment as you get the other appropriate mutations.
Do not hard-restrict jewellery - this is simply the last resort to get al least some resists at all. I can imagine a slower piety gain, but not by much (say, decreasing piety gain by 20%, 25%, 30% for one, two and three jewellery slots occupied respectively?).

TwilightPhoenix wrote:

*Gives you Carnivorous 1, possibly increasing it to 3 as piety grows?



Very good flavour-wise, but quite a bit owerpowered. Carn 1 from * piety and keep it that way, I'd say.

TwilightPhoenix wrote:*Not sure about this one, but maybe Jesirecht can boost the effects of using Transmutation spells that turn you into animals, such as Spider and Ice forms?


Seems like too much effort for too little gain, and can't see the flavour there. I'd say no.

TwilightPhoenix wrote:Piety: *

*Tame Pack (Food, MP): This is a one-time success ability. After you use it successfully, it disappears. It tames the chosen predator animal (canines, snakes, etc.) and that type of animal becomes the player's pack. This basically lets the player choose what kind of animal they want as an ally throughout the game. Prey animals are not valid targets. Possible categories include canines (Jackals, Hounds, Wolves, Hellhounds), lizards (Geckos, Gila Monsters, Hydras, Drakes, not sure about Dragons), snakes (Snakes, Anacondas, Vipers), cats (if stuff like wild cats and big cats are ever added), insects (not sold here, but Ants, Bees, Wasps, Moths of Wrath).

*Tame X (Food, MP): Replaces Tame Pack after the player has chosen a pack animal. Tames animals that fall into that category, which will then follow the player, even through different floors. Higher invocations increases odds of success and lets the player tame stronger species.



This can be quite problematic, as lizards, snakes or the like are not pack animals per se. Sure, you're the god's chosen one, so you can gather animals of your choice, but this would certainly need a lot of balancing.
And please - no hydrae taming. I've seen what a single hydra zombie is able to do to a level in Lair, so I just don't want to imagine a dozen tamed hydrae under one's command.

TwilightPhoenix wrote:
(Passive) Protection from sickness, becoming for effective as piety rises. If most chunks are turned clean or some such, then this can not be included.



Sounds a bit like Saprovore 0.5? :)

TwilightPhoenix wrote:Piety: **

*Pounce (Food, MP): Player targets a monster and blinks next to it via shortest distance. The player also gets a free attack on the monster, including a stab if applicable. This is partly for flavor and partly to prevent the player from pouncing pack members and summons to escape a situation (they'd get piety loss), as this is supposed to be an offensive ability. The player cannot leap over monsters and other obstacles that cannot be walked through, excluding deep water and lava.


See a yaktaur pack - control-blink towards them. Overpowered as Hell.

OTOH, there are quite a few ways to counter the overpoweredness. One such measure is to limit the range of the pounce to three or four squares (perhaps ranging with piety?) and/or allowing you to pounce only on your prey, or only on natural monsters (I can imagine a felid sabretooth tiger pouncing on a yaktaur, but it's harder to imagine just jumping on a demon or the like).

TwilightPhoenix wrote:
*Howl: (Food, MP): Calls to your pack members on the floor you are on as well as the one above and below. Sort of like recall, but different. Instead of all of your pack members poofing over to you, they instead instantly know where you are located and will make an effort to move to where the player most recently howled (this includes animals you haven't tamed yet!). Even if already enroute, pack members will stop and go towards the new Howl location if the player Howls again. There's a chance, increasing with invocations, pack members on the adjacent floors may hear the howl, which will cause them to instantly appear on the floor you are on around one of the sets of stairs. I'm not sure if DCSS keeps track of monster movements on floors the player is not on, otherwise they can actually make their way to the stairs properly. Note that this is noisy and, while it won't alert other types of monsters to your location, it may wake them up and put them on patrol mode!



A good one. But perhaps I'd raise the piety needed to ***, to keep in line with Yred's and Beogh's Recall (these are instantaneous, but can recall only minions on the current floor) and I'd also incur a piety cost, again, to keep those gods in line.
Also note that levels that you never visited are not generated, and so are not the monsters there - if you use this ability, say, on the bottom-most Dungeon level you ever visited, the game would have to generate the appropriate monsters there without generating the level itself. Sounds a bit difficult to me.
Also, on the "bad points", it encourages the player to wait on the spot for many turns to wait for their pack to come.

TwilightPhoenix wrote:
Piety: ***
*Roar (Food, MP, Piety): Sort of like a Scroll of Fear. Most effective on prey animals, least effective on predator animals. Does not affect your pack, but may affect other allies.


I'd keep it in line with the scroll of fear.
One point though - it's a well-thought mid-game, but not end-game ability, given the piety requirement. From this point of view, I totally like this.

TwilightPhoenix wrote:
Piety: ****

*(Passive) Jesirecht protects the player from the elements. rFire and rCold for sure, maybe a few others. Granted only if the player wears no armor. Or maybe if they don't wear jewelry.


Again, don't restrict jewellery besides the slower piety gain. Too serious hampering of a character, IMHO.

TwilightPhoenix wrote:
Piety: *****

*High Pounce (Food, MP, Piety): Maybe include this, not not entirely sold on it yet. Basically pounce, but let's the player target any monster they can see, including leaping over statues, plants, monsters, etc.


So basically it's a free controlled blink towards monsters. I like it, but to nerf it a bit, either the piety cost has to be high, or there would have to be a "pounce timeout" of, say, 40 turns, to prevent you from abusing this ability.

TwilightPhoenix wrote:And then either...

*Gift pack members

or...

*Hunting Call (Food, MP, Piety): The ability has all the effects of Howl, but in additional can call in new pack members from the depths of the dungeon. These new pack members will slowly file in from the staircases and make their way to where the player used Hunting Call at most recently (or Howl if the player does that while they are on the floor). The number increases with invocations and, if they're not guaranteed to be allied, then the chance of them being friendly increases too. Maybe can be used in portal vaults (except Lab), Abyss, and Pan to get fresh allies. In portal vaults, they appear near the entrance the player used. In the Abyss, they'll be generated from somewhere out of LOS, but will get lost of the player teleports. In Pan, they appear near portals to the next level or the exit to the main dungeon.



From a far shot, this sounds a bit like Kiku's corpses gift.
I don't think that this ability should be available in the Abyss, Pan and Hells. These are just too unnatural environments for animals to go there willingly.

TwilightPhoenix wrote:Punishments

I know god wrath's are changing, so this may or may not fit with the new direction since I don't entirely know what that direction is. Also, it probably wouldn't be best to include all of these.

*Instant: All god-given mutations are lost and all pack members abandon you.
*Turns any predator allies, including summons, against you


+1, and the sceond line should be instant as well.

TwilightPhoenix wrote:*Summons wild predators to fight you


This may be too weak as a wrath - the game doesn't have that many powerful natural monsters to make this point valid. A high-level, heavily-clad MDFi would have little problems with cleaving through a pack of twenty war dogs, for instance.

TwilightPhoenix wrote:*Rots your vegetables
*Gives you the "Armor fits poorly" mutation, or makes it worse


That's quite a flavourful revenge! :)

TwilightPhoenix wrote:*Makes you herbivorous


That's less of one, IMHO ...

But overall, I think this god's wrath would be fairly difiicult to make flavourful and dangerous enough anyway ...

Overall, I'd certainly like to see this god in action :).
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As we forgive our developers,
And lead us not into the Abyss,
But deliver us from Sigmund,
For Thine is the Roguelike,
the Orb and the Victory,
now and forever.

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Post Friday, 25th February 2011, 13:02

Re: Yet Another God Proposal: God of the Wilds

I think this god is really interesting if it's looked at from the POV of being the god of unarmed combat. With that in mind, much of the more flavourful stuff (pack, howling, etc) could be heavily modified or even scrapped. Though I must admit I do love the idea of a god of the hunt, and I *do* see a synergy with Fedhas which could be capitalised on, somehow.

Names: I feel R and G are both two very bestial sounding letters that haven't been used up yet. k and th sounds add to the effect. e.g. Ragthor, Grakkoth, Grarrr

The loss of the main body slot could be a big concern, though - so why not encourage/support the use of hide armors? Either through the gifting of animal skins (randarts), or allowing you to bless a hide/etc, with some huge piety cost. You find quite a few hides in the game, though none before about level 7-10 really. Perhaps add a passive ability that allows you to create a hide from a corpse when praying?

Could even restrict it to hides only, not hide armours - so you can't use your enchant weapon scrolls on 'em, and if you find a GDA it's not going to turn out all that great for you. That may be a bit cruel, though, but no less cruel than "only" giving a few levels of fur mutation.

If the blessing you can give hides is made good enough, perhaps even make it a one time thing like Kiku's pain brand?
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Post Friday, 25th February 2011, 14:49

Re: Yet Another God Proposal: God of the Wilds

Grarr sounds like a great name for this god
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Post Friday, 25th February 2011, 16:32

Re: Yet Another God Proposal: God of the Wilds

I like the suggestion. S/he's both flavourful and would provide interesting gameplay. Also the concept is really straightforward (which is a bit of a problem with some other god suggestions I've seen).

Oh, and G is already reserved for the greed god, sorry.
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Post Friday, 25th February 2011, 18:01

Re: Yet Another God Proposal: God of the Wilds

Great to see a doable God suggestion. Many are a bit, um, out there.
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Post Friday, 25th February 2011, 18:26

Re: Yet Another God Proposal: God of the Wilds

A few general comments. I don't have time for long, specifically directed replies right now, I'll have to get back to you all with those.

Body slot loss seems to be a bit unpopular, but what about that suggestion being allowed to wear hides still (and maybe hide armors)? Animal skins would actually have a use until you found a better hide or came across a randart one.

I don't think Dragons should be tamable (aren't they intelligent in the Crawlverse?), but what about Hydras? I just realized someone could cut off a ton of heads and then tame the sucker and repeat for each Hydra they find, letting them run around with a pack of 20-headed Hydras.

What about this name which came to mind, helped by reading the other suggested names: Rrragathor? Or just Ragathor if the extra 'R's make you think of purring instead of growling.

Animal classes for recruitment idea: instead of just canine, lizard, snake, and bug, what about mammal, reptile, insect, and bird? Mammals would have the canines as well as Manticores and others I can't recall right now (but no rats, yaks, sheep, etc). Maybe allow Death Yaks to be tamed since their description mentions they feed on flesh? Reptiles: lizards and snakes, possibly excluding dragons (intelligent) and hydras (potentially broken). Insects: bees, spiders, scorpions, wasps, mosquitos, etc. Not sure on slugs and worms. Birds: Only ones I can think of in-game right now are Hippogriffs, Gryphons, and Ravens. Is there enough stuff around for a bird class?
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Mines Malingerer

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Post Friday, 25th February 2011, 18:40

Re: Yet Another God Proposal: God of the Wilds

Like I said in my earlier post, there should be some improvement on late game "pack" monsters, else the god will be yet another late game useless god.
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Post Saturday, 5th March 2011, 21:20

Re: Yet Another God Proposal: God of the Wilds

Ok, made some changes based on all the feedback here (thanks everyone) and submitted it to the Wiki. It took me about four tries to get the wiki code right since I forgot to preview the first revision and the page ended up in a complete mess, but at least now it's clean and readable. Link: https://crawl.develz.org/wiki/doku.php? ... _the_wilds
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Post Sunday, 6th March 2011, 21:33

Re: Yet Another God Proposal: God of the Wilds

TwilightPhoenix wrote:Ok, made some changes based on all the feedback here (thanks everyone) and submitted it to the Wiki. It took me about four tries to get the wiki code right since I forgot to preview the first revision and the page ended up in a complete mess, but at least now it's clean and readable. Link: https://crawl.develz.org/wiki/doku.php? ... _the_wilds

I moved the wiki page because it was in the root namespace. It's here now:
https://crawl.develz.org/wiki/doku.php? ... _the_wilds

I hope I haven't stepped on anyone's toes doing this, but it looked like the right place for it.

It seems like there are so many mid-level snakes compared to canines that it would be a no-brainer to go with the reptile pack over the canines any time the snake pit appeared. Maybe we need a branch with canines and kobolds to sometimes substitute for the Snake Pit's snakes and nagas. But that doesn't really make interesting canines appear, and you'd have to remove most canines from the dungeon to make that branch interesting. And Big Kobolds aren't matches for Naga Mages, much less Greater Nagas. I have a vague idea for a cerberus/kobold/werewolf fusion that results in a multi-headed enemy that casts multiple spells per turn. He's be easy to kill with edged weapons through beheading, which would give melee builds an advantage over casters for once. But I don't think he'd be a pack animal, so it doesn't really help this god.
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Post Sunday, 6th March 2011, 22:48

Re: Yet Another God Proposal: God of the Wilds

Ah, thanks. I'm not very familiar with the dev wiki, so that mistake doesn't surprise me. You should have seen the first version I posted where I was using the wrong wiki formatting. It was a massive mess!
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Post Monday, 7th March 2011, 08:25

Re: Yet Another God Proposal: God of the Wilds

No specific objections, just a general one: It seems when adding stuff to the game, there's a tendency to add more and more extreme advantages coupled with more and more extreme disadvantages. To a degree this started in old Crawl (Mummies, Ghouls, Spriggans), but it seems just every new pameplay addition is that way now (except Fedhas, curiously).

When you get this thing worked out, I suggest taking a serious look at the advantages/disadvantages list, and see if both could be toned several notches down. Preserving flavour, limiting playstyle funneling. (Deep Dwarves, Felids and Cheibriados could have benefited a lot from this.)
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Post Monday, 7th March 2011, 09:28

Re: Yet Another God Proposal: God of the Wilds

It seems when adding stuff to the game, there's a tendency to add more and more extreme advantages coupled with more and more extreme disadvantages.


I personally would prefer that design err on this side - I'm finding all my characters (except that Felid Berserker) start to feel increasingly samey towards the latter half of the game. The more radically differing the various builds are, the more fun I'm having.
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Post Tuesday, 29th November 2011, 23:31

Re: Yet Another God Proposal: God of the Wilds

Bumping this because... well... this is still, by far, my absolute most favorite suggestion made to date and there was certainly some interest in this idea. I like enough that I'd try to code a patch for it if I wasn't code illiterate. Maybe this bump might get some renewed interest and help come about because the wiki page has a good layer of dust on it.
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Post Wednesday, 30th November 2011, 00:21

Re: Yet Another God Proposal: God of the Wilds

I'm glad you bumped this; the god seems like it would be a perfect addition to the Crawl pantheon.

A few comments:
The mutation aspect seems like the most interesting part to me. The pack members, while flavorful, are already pretty much done by Beogh, Yred, and (to a lesser extent) Jiyva. Fedhas, TSO, Kiku, Makhleb, and Vehumet provide boots to ally/summoning-based play, and even Trog, Nemelex and Xom give a few allies. There doesn't seem to be much reason to add another god that focuses on others, and Rrragathor's mutations are almost interesting enough to stand alone. More of a focus on self-changes at the expense of pack behavior would be welcome.

I actually rather like the idea of boosting forms. I always run into the problem, when playing Transmuters, that there really isn't one ideal god for them. There are some that help, but none really seem to fit that style exactly. Rrragathor's mutations already take you halfway there; it seems entirely conceivable that he would appreciate "fully embracing the wild."

Expanding that line of thought, what about a high-piety "beast form" ability, where you would temporarily complete the transition from man to beast, gaining significant unarmed combat bonuses? I think it could work.

Pounce, roar, and protection from the elements all sound good. The first two would also contribute to a sneaky, stabby playstyle (something that also lacks a specific god).

Whatever form this god takes, I would love to see him in Crawl. If I could code, I would happily create a patch for him.
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Post Wednesday, 30th November 2011, 02:56

Re: Yet Another God Proposal: God of the Wilds

I've seen a lot of really bad god suggestions... but this one is AWESOME! I fully support this suggestion.

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Post Wednesday, 30th November 2011, 03:53

Re: Yet Another God Proposal: God of the Wilds

Yeah this is pretty awesome :) While reading I kept on finding problems that ended up being solved later on in the description. Was this inspired by the implementation of the felid?
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Post Wednesday, 30th November 2011, 16:28

Re: Yet Another God Proposal: God of the Wilds

@Blade: That's certainly something I considered in general. This god is actually a bit of a fusion between two gods I had ideas for, one that focused purely on man to beast elements, another on more druidic aspects, but is certainly more leveraged towards the former since the latter is partly covered by Fedhas. Ditching the pack elements would take some slight reworking, but not a lot. For example, Tame Pack could be replaced with a one-time, Perfect success ability called Totemize or something in which you pick a predator you're currently fighting to emulate, which in turn determines your mutations and what you turn into from your Beast Form idea.


@greepish: It may have been, it's been awhile. The idea certainly became more formed around the time Felids were new. I think they were still in beta even.
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Post Thursday, 1st December 2011, 12:43

Re: Yet Another God Proposal: God of the Wilds

I like this! Fedhas is too flora-focused. There should definitely be a god about the beasts. Or Fedhas should be altered but then again he's got too many abilities already and despite sunlight-rain being a little complicated to use for me, I don't want any of them gone.

By the way, Rrragathor? Somebody has been watching American Dad.
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Post Thursday, 1st December 2011, 19:36

Re: Yet Another God Proposal: God of the Wilds

Ok, I like this too. Indeed I'm quite open-minded to any godly idea. Minor remarks on this topic before reading thoroughly:

I'd choose "An animal-skin covered altar" for a simple brown-coloured altar in ASCII/console mode

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Post Friday, 2nd December 2011, 00:26

Re: Yet Another God Proposal: God of the Wilds

Ok, updated the original post with the wiki page. Thanks to Blade, I came up with a few abilities should it be decided Rrragathor should not dabble in allies due to redundancy with other gods. Basically, instead of taming something, you pick a totem and then your mutations and final ability depend on what totem you picked (Mammal, Reptile, Bird, or Insect). Instead of Hunting Call, the alternate version gets Bestial Fury, which transforms the player in a super-powered beast. I'm not fully sold nor happy with the forms yet, so suggestions are strongly welcomed and encouraged there.
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Post Friday, 2nd December 2011, 01:02

Re: Yet Another God Proposal: God of the Wilds

Cool god!

I love the idea of a god ability like Totemize or Tame Pack, a one-time thing that sets the course of your future worship of that god along similar but distinct themes. I also like Pounce. I'm not entirely sure about the particular divisions of animals: Insect Totem sounds like it starts a little less strong than other totems, since Antennas doesn't give an aux attack and is, as far as I know, a rather unpopular mutation. Idea: Insect Totem followers in bestial form turn into a mighty swarm of small powerful insects rather than a single insect, giving them super EV as the swarm just flows itself around attacks, as well as being able to fly and pass through "incomplete" barriers like trees, statues, and iron bars.

mad

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Post Friday, 2nd December 2011, 01:22

Re: Yet Another God Proposal: God of the Wilds

Swarm of Locusts! Those Army Ants that just walk over a deer and tear it apart! Tons of fruitful avenues of exploration in the "swarm of insects" department. Great thought, Nicolae!

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Post Friday, 2nd December 2011, 01:43

Re: Yet Another God Proposal: God of the Wilds

mad wrote:Swarm of Locusts! Those Army Ants that just walk over a deer and tear it apart! Tons of fruitful avenues of exploration in the "swarm of insects" department. Great thought, Nicolae!


Flying Army Ants was basically what I had in mind. Insects are awesome.

Some more Swarm Form thoughts: Rrragathites in Swarm Form could move over large-or-smaller monsters like how Fedhasites can move over plants. Instead of moving "against" monsters to attack, they move on top of them, and inflict horrible bites on the monster they're swarming around. Monsters getting swarmed have an HD-based check to move out of the square, and they may sustain status ailments like poison, dazing, confusion, or blindness in addition to physical damage. Effective monster EV is reduced, since it's hard to get away from a swarm, as well as effective AC, since the bugs can wriggle between the cracks in armor or chitin and get all up in there. Swarm Form has a big EV bonus, except against cloud-based attacks, like freezing cloud, since the cloud fills space just like the swarm does. If an edible monster dies while "under" a Swarm Form player, the player gains nutrition as if they'd eaten chunks of that monster and instead of a corpse, a skeleton is left behind, army-ant style.
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Post Friday, 2nd December 2011, 10:48

Re: Yet Another God Proposal: God of the Wilds

What about disgusting creeps such as worms, slugs, snail, leeches ? and frogs and fishes ?

And Big Kobolds aren't matches for Naga Mages, much less Greater Nagas


I suggest just another K or H creature: cynocephalus or kynocephaloi (in Greek).
http://en.wikipedia.org/wiki/Cynocephaly
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Post Saturday, 3rd December 2011, 21:44

Re: Yet Another God Proposal: God of the Wilds

Roderic wrote:What about disgusting creeps such as worms, slugs, snail, leeches ? and frogs and fishes ?


You could probably lump worms and other creepy-crawlies into the Insect Totem category. Taxonomically it makes me cringe but thematically it'd make sense to combine them.

An aquatic creature totem might be cool, but I feel it wouldn't see much use outside of the water branches.

That said: TwilightPhoenix, if you're still looking for a mythological mighty insect and Swarm Form doesn't cut it for you, perhaps you'd like something more apocalyptic:

Revelation 9
1And the fifth angel sounded, and I saw a star fall from heaven unto the earth: and to him was given the key of the bottomless pit.
2And he opened the bottomless pit; and there arose a smoke out of the pit, as the smoke of a great furnace; and the sun and the air were darkened by reason of the smoke of the pit.
3And there came out of the smoke locusts upon the earth: and unto them was given power, as the scorpions of the earth have power.
4And it was commanded them that they should not hurt the grass of the earth, neither any green thing, neither any tree; but only those men which have not the seal of God in their foreheads.
5And to them it was given that they should not kill them, but that they should be tormented five months: and their torment was as the torment of a scorpion, when he striketh a man.
6And in those days shall men seek death, and shall not find it; and shall desire to die, and death shall flee from them.
7And the shapes of the locusts were like unto horses prepared unto battle; and on their heads were as it were crowns like gold, and their faces were as the faces of men.
8And they had hair as the hair of women, and their teeth were as the teeth of lions.
9And they had breastplates, as it were breastplates of iron; and the sound of their wings was as the sound of chariots of many horses running to battle.
10And they had tails like unto scorpions, and there were stings in their tails: and their power was to hurt men five months.
11And they had a king over them, which is the angel of the bottomless pit, whose name in the Hebrew tongue is Abaddon, but in the Greek tongue hath his name Apollyon.
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Post Monday, 12th December 2011, 22:37

Re: Yet Another God Proposal: God of the Wilds

I think should there be some benefit from wearing animal skins rather than robes with this god. Currently, animal skins have a lack of usefulness.

Perhaps enhancing transformations by lasting longer than using armor or robes.
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Post Tuesday, 13th December 2011, 00:28

Re: Yet Another God Proposal: God of the Wilds

Wouldn't animal skins be sort of bad though? I mean, I'd imagine the same god reaction from someone wearing human skin for a zin worshipper as I would animal skin for a Rragathor worshipper.
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Post Tuesday, 13th December 2011, 00:56

Re: Yet Another God Proposal: God of the Wilds

greepish wrote:Wouldn't animal skins be sort of bad though? I mean, I'd imagine the same god reaction from someone wearing human skin for a zin worshipper as I would animal skin for a Rragathor worshipper.

More like human skin for a Trog worshipper, since Rrragathor does not care for prey.
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Post Tuesday, 13th December 2011, 02:50

Re: Yet Another God Proposal: God of the Wilds

Nobody said you couldn't kill a sheep and skin it. It was suggested somewhere that Rrragathor support or simply allow the use of hide armors and the idea is included in the Wiki, but I'm not sold on that myself. Simple animal skins by themselves? More so. How, exactly, remains up in the air. Simply allowing the player to get abilities as if their body slot was open would make skins more useful than robes right there.
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Post Tuesday, 3rd April 2012, 21:37

Re: Yet Another God Proposal: God of the Wilds

Since the posting of god suggestions seems to be popular once more, I'm giving this another bump. I updated the initial post to match the wiki page (the post was out of date). Initially, I'm thinking about removing suggestions for Rrragathor including allies via the Pack mechanics. Sure, it's cool and flavorful, but it's also very complex and many, many gods already give allies (TSO, Jiyva, Yred, Makhleb, Trog, Beogh, Kiku indirectly by giving you corpses to raise, Fedhas, Nemelex, and Xom).
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Post Tuesday, 3rd April 2012, 22:01

Re: Yet Another God Proposal: God of the Wilds

Just a small note on animal skins; One of the past days I got my first randart animal skin. :D I guess it's a recent change in trunk.
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Post Tuesday, 3rd April 2012, 22:42

Re: Yet Another God Proposal: God of the Wilds

It'd be nice to see this (sans pack) and the gold god make it sometime.
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Post Tuesday, 3rd April 2012, 23:32

Re: Yet Another God Proposal: God of the Wilds

Indeed. Although looking over it, the hydradragon form for those who totemize reptiles seems a bit silly in a way. Still cool in the other way, but also a bit silly.

...but then again, we do have Death Yaks...

Oh, and I also went and added nicolae's swarm form idea to the wiki page.


Edit: Oh, also also, since antennae seem a bit unpopular for the head slot, what if insect followers got a mandibles mutation instead? Grants auxillary attacks and maybe instead of being as directly strong as fangs or beak, can poison enemies at rank 3?
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Post Wednesday, 4th April 2012, 01:39

Re: Yet Another God Proposal: God of the Wilds

TehDruid wrote:Just a small note on animal skins; One of the past days I got my first randart animal skin. :D I guess it's a recent change in trunk.

randart animal skins have been in crawl for a long time
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Post Wednesday, 4th April 2012, 14:06

Re: Yet Another God Proposal: God of the Wilds

Jabberwocky wrote:randart animal skins have been in crawl for a long time


Only for a version or two ... and they're extremely rare, I only saw my first one recently.
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Post Thursday, 12th April 2012, 12:59

Re: Yet Another God Proposal: God of the Wilds

Just a rant, but animal skins are underrated and have no proper function since there are robes, rather than berserk style of course.
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