Vaults Vanquisher
Posts: 454
Joined: Thursday, 1st November 2018, 02:33
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Vaults Vanquisher
Posts: 454
Joined: Thursday, 1st November 2018, 02:33
Spider Stomper
Posts: 200
Joined: Sunday, 11th May 2014, 11:26
Vaults Vanquisher
Posts: 454
Joined: Thursday, 1st November 2018, 02:33
Ziggurat Zagger
Posts: 6454
Joined: Tuesday, 30th October 2012, 19:06
tealizard wrote:re: complaints about using firefox in 1-tile corridors, it would be preferable to reduce dungeon generation's use of this kind of feature.
Vaults Vanquisher
Posts: 454
Joined: Thursday, 1st November 2018, 02:33
Blades Runner
Posts: 593
Joined: Tuesday, 11th December 2018, 19:14
Ziggurat Zagger
Posts: 6454
Joined: Tuesday, 30th October 2012, 19:06
tealizard wrote:As for the theory that this would add luring or whatever, I doubt that and I think your suggestions about the limits of grid-based play are ill-conceived. There are already many crawl layouts that have few or no 1-tile corridors. Many of the layouts that rely heavily on 1-tile corridors could be reworked not to use them pretty easily. Beyond just fattening up straight corridors to have width 2, you can also make them bend and meander so that even where two opposite walls are separated by only one tile of open space, any given open tile is adjacent to at least 3 other open tiles, a very different geometric and tactical situation.
Vaults Vanquisher
Posts: 454
Joined: Thursday, 1st November 2018, 02:33
Ziggurat Zagger
Posts: 6454
Joined: Tuesday, 30th October 2012, 19:06
tealizard wrote:Well, you're describing scenarios that take a lot of turns and involve crossing between dungeon levels and branches. If the number of turns it takes to do these things gets big enough, it may become possible to control them with clock mechanics. There are also possibilities for breaking up the dungeon structure in ways that prevent some of these things, such as shaft-stairs and shaft branch entry.
Dungeon Master
Posts: 250
Joined: Thursday, 27th November 2014, 19:12
Swamp Slogger
Posts: 139
Joined: Friday, 13th March 2015, 13:33
gameguard wrote:Have not played with range 1 necro spells but I fail to see how turning spells into melee fits a positional magic theme.
Vaults Vanquisher
Posts: 454
Joined: Thursday, 1st November 2018, 02:33
Mines Malingerer
Posts: 42
Joined: Wednesday, 18th July 2018, 23:51
tealizard wrote:I guess there's been no uptake on the option spell, but maybe a way to fill out the fire set would be to make foxfire also spawn fire guys around clouds made by cflame.
Spider Stomper
Posts: 200
Joined: Sunday, 11th May 2014, 11:26
Vestibule Violator
Posts: 1508
Joined: Monday, 21st November 2011, 07:40
Spider Stomper
Posts: 200
Joined: Sunday, 11th May 2014, 11:26
Dungeon Master
Posts: 1613
Joined: Thursday, 16th December 2010, 21:54
Cocytus Succeeder
Posts: 2229
Joined: Sunday, 18th December 2011, 13:31
Abyss Ambulator
Posts: 1131
Joined: Tuesday, 4th January 2011, 15:03
Ziggurat Zagger
Posts: 6454
Joined: Tuesday, 30th October 2012, 19:06
ebering wrote:Foxfire was literally designed with the expressed purpose of being bad in corridors; that FE as a background now has a more different start from others is a feature. Besides, a starting FE isn’t helpless in a corridor: you’ve got fists/claws/tentacles/paws.
Cocytus Succeeder
Posts: 2184
Joined: Tuesday, 3rd February 2015, 22:05
Ziggurat Zagger
Posts: 6454
Joined: Tuesday, 30th October 2012, 19:06
bel wrote:Foxfire is only less useful in the middle of a corridor. If you're in a corner and the monster is still some distance from you, it works fine, because there are two free squares adjacent to you where they can spawn and path to the enemy.
Besides, hobgoblins are speed-10, so it's usually always possible to get to an open area.
Cocytus Succeeder
Posts: 2184
Joined: Tuesday, 3rd February 2015, 22:05
Ziggurat Zagger
Posts: 6454
Joined: Tuesday, 30th October 2012, 19:06
bel wrote:I wouldn't say "half as useful", but I get your point that Foxfire is indeed less useful even in a corner.
Cocytus Succeeder
Posts: 2229
Joined: Sunday, 18th December 2011, 13:31
The ettin seems to burn from within!!!
The ettin is almost dead.
Zot Zealot
Posts: 1004
Joined: Thursday, 16th August 2018, 21:19
Spider Stomper
Posts: 200
Joined: Sunday, 11th May 2014, 11:26
Spider Stomper
Posts: 200
Joined: Sunday, 11th May 2014, 11:26
Temple Termagant
Posts: 14
Joined: Tuesday, 22nd March 2016, 01:58
Gerad: Trunk isn't too bad!
Me: That's because you don't play casters.
Gerad: Do too!
Me: Play FE, hate life
Gerad: I honestly think Foxfire is a pretty good L1 spell.
Me: Foxfire is literally useless in a corridor. AKA when you need it most.
Gerad: Lure things out into the open.
Vaults Vanquisher
Posts: 454
Joined: Thursday, 1st November 2018, 02:33
Temple Termagant
Posts: 14
Joined: Tuesday, 22nd March 2016, 01:58
Snake Sneak
Posts: 124
Joined: Monday, 14th March 2011, 11:14
sdynet wrote:Agony, Dispel Undead: It was a bizarre experience for me to use this. This required me, the wizard, to act like a warrior.
Zot Zealot
Posts: 1004
Joined: Thursday, 16th August 2018, 21:19
Vaults Vanquisher
Posts: 454
Joined: Thursday, 1st November 2018, 02:33
Zot Zealot
Posts: 1004
Joined: Thursday, 16th August 2018, 21:19
petercordia wrote:autoexplore
Vaults Vanquisher
Posts: 454
Joined: Thursday, 1st November 2018, 02:33
Spider Stomper
Posts: 193
Joined: Wednesday, 13th March 2013, 20:38
Swamp Slogger
Posts: 139
Joined: Friday, 13th March 2015, 13:33
Mines Malingerer
Posts: 39
Joined: Saturday, 9th December 2017, 19:14
ebering wrote:In this thread please don't comment with: complaints about nerfs just because they're nerfs, complaints about your favorite spell being removed, or off-the-wall theory crafting.
Mines Malingerer
Posts: 39
Joined: Saturday, 9th December 2017, 19:14
duvessa wrote:ebering wrote:In this thread please don't comment with: complaints about nerfs just because they're nerfs, complaints about your favorite spell being removed, or off-the-wall theory crafting.
Zot Zealot
Posts: 1004
Joined: Thursday, 16th August 2018, 21:19
Cocytus Succeeder
Posts: 2229
Joined: Sunday, 18th December 2011, 13:31
Zot Zealot
Posts: 1004
Joined: Thursday, 16th August 2018, 21:19
Snake Sneak
Posts: 124
Joined: Monday, 14th March 2011, 11:14
Zot Zealot
Posts: 1004
Joined: Thursday, 16th August 2018, 21:19
Return to Game Design Discussion
Users browsing this forum: No registered users and 106 guests