Dungeon Master
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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.
Dungeon Master
Posts: 4031
Joined: Thursday, 16th December 2010, 20:37
Location: France
Dungeon Master
Posts: 4031
Joined: Thursday, 16th December 2010, 20:37
Location: France
minmay wrote:While we're tweaking early game, can we move a few monsters? In particular, I'd very much like to see kobold demonologists moved to orc wizard depth, but with Summon Demon removed from them (so they only summon imps).
Crypt Cleanser
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Halls Hopper
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Dungeon Master
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Halls Hopper
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galehar wrote:shafts cannot drop you by 4 levels. It's either 1, 2 or 3.
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Crypt Cleanser
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It's like involuntary gambling, or forced dice.
Ziggurat Zagger
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Bim wrote:hahaha, there should be more involuntary gambling in the world!
Crypt Cleanser
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ARE YOU MAD
Ziggurat Zagger
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Crypt Cleanser
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minmay wrote:I put it on the wiki before: https://crawl.develz.org/wiki/doku.php? ... monologist
It would mess with Sprint, I didn't think of that.
Ziggurat Zagger
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Bim wrote:It's like involuntary gambling, or forced dice.
hahaha, there should be more involuntary gambling in the world!
I've got to say I do love the shafts, especially when monsters fall down them, I remember I was getting cornered by two ice beasts and one just blundered into a shaft and the other into a teleport trap. RNG FOR THE WIN!
Vaults Vanquisher
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Bim wrote:are there any plans to put in a lesser bow/crossbow in at an earlier stage?
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Halls Hopper
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Ziggurat Zagger
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MonorailCat wrote:Anyone in favor of nerfing early Playerghost Transmuter/Wizards? If you dont have Poison resistance when you meet them, you just die.
They chainspam Mephclouds/potion of confusion .. and even if you are lucky enough to slurp a healing potion in a break, they just spam you again.
The last ghost decided to throw about 6 confusion potions before he finally decided to kill me.
And yes, I could just delete them, but it feels like cheating.
Just let them use the Clouds every 10-15 turns or something like that would be my idea.
Dungeon Master
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XuaXua wrote:MonorailCat wrote:Anyone in favor of nerfing early Playerghost Transmuter/Wizards? If you dont have Poison resistance when you meet them, you just die.
They chainspam Mephclouds/potion of confusion .. and even if you are lucky enough to slurp a healing potion in a break, they just spam you again.
The last ghost decided to throw about 6 confusion potions before he finally decided to kill me.
And yes, I could just delete them, but it feels like cheating.
Just let them use the Clouds every 10-15 turns or something like that would be my idea.
The resolution to this would be to finding a way to constrain non-players to their own mana pools and adjust the AI.
Crypt Cleanser
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Ziggurat Zagger
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galehar wrote: I fail to see what problem it solves or what it's good for. I find the current system to be working pretty well.
Ziggurat Zagger
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Bim wrote:Definitely have player ghosts not cast evap/meph as much, as XuaXua said, they absolutely destroy early chars without proper resistances, with no real way of avoiding it. I end up just downloading the latest trunk when I build up to many player ghosts, although going through with a DDNe sorts them out pretty quick either.
Spider Stomper
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XuaXua wrote:Bim wrote:Definitely have player ghosts not cast evap/meph as much, as XuaXua said, they absolutely destroy early chars without proper resistances, with no real way of avoiding it. I end up just downloading the latest trunk when I build up to many player ghosts, although going through with a DDNe sorts them out pretty quick either.
You can always just delete your ghost files.
Dungeon Master
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XuaXua wrote:Bim wrote:Definitely have player ghosts not cast evap/meph as much, as XuaXua said, they absolutely destroy early chars without proper resistances, with no real way of avoiding it. I end up just downloading the latest trunk when I build up to many player ghosts, although going through with a DDNe sorts them out pretty quick either.
You can always just delete your ghost files.
Crypt Cleanser
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Ziggurat Zagger
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ElectricAlbatross wrote:XuaXua wrote:Bim wrote:Definitely have player ghosts not cast evap/meph as much, as XuaXua said, they absolutely destroy early chars without proper resistances, with no real way of avoiding it. I end up just downloading the latest trunk when I build up to many player ghosts, although going through with a DDNe sorts them out pretty quick either.
You can always just delete your ghost files.
If that's not scumtastic I don't know what is.
Zot Zealot
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Bim wrote:Definitely have player ghosts not cast evap/meph as much, as XuaXua said, they absolutely destroy early chars without proper resistances, with no real way of avoiding it.
Vestibule Violator
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Halls Hopper
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