Swamp Slogger
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Proposal: guarantee 10-20 ?/! at Crypt end
So, small proposal, guarantee 10-20 scrolls/potions at the end of crypt.
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Swamp Slogger
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Slime Squisher
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Vestibule Violator
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Swamp Slogger
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Slime Squisher
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Ziggurat Zagger
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minmay wrote:I propose a slight adjustment to crypt: get rid of fucking crypt. nobody likes it.
Slime Squisher
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Vestibule Violator
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Ziggurat Zagger
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Slime Squisher
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Slime Squisher
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Vestibule Violator
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Vestibule Violator
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BountyHunterSAx wrote:"EyesForHimAlone" - He has the unique ability to reduce your vision to only the squares between you and him (ie: the smallest square/rectangle that will contain you both). That isn't to say, mind you, that you're mesmerized. You are ALLOWED to try to walk into the blackness behind you, but obviously that's dangerous if you don't know what's in there, etc. And you're not going to break this enchantment by just stepping away from him. I'm on the fence about whether or not breaking LOS should break the effect (I think not). Certainly killing him can break it, and if you can manage to get far enough away (say 5-6 squares?) that could do it too.
"Reanimate" - he can attempt to reanimate the undead. If you're in lichform, this will knock you out of it. If you're a mummy/vampire/ghoul/lichform, you will take damage as though you'd been hit by a dispel undead.
Non-uniques:
Name, Haunted Tree / Haunted Headstone
Flavor: We've already got several cool dead-tree areas and tombstone/gravestone doodads. This appears just like those except haunted!
Mechanics: Think ravenous-mimic level dangerousness/hp/defenses. Except higher AC for the headstones.
* Unique facets: Haunted trees should have 1d3 reach as opposed to only adjacent tiles. This will create a MUCH more creepy atmosphere since you're treating each tree like it could be dangerous even though most of them are harmless.
Slime Squisher
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Vestibule Violator
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Crypt Cleanser
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Abyss Ambulator
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Vestibule Violator
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nordetsa wrote:I find crypt a nice place to farm up TSO piety.
Slime Squisher
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Crypt Cleanser
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Ziggurat Zagger
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Davion Fuxa wrote:For Vaults it lacks any difference in Monster Variety from the Main Dungeon (Vault Guards being the one exception), Thematic Value of any real sort, and Decision Making you bound to come up with in Vaults comes off just the same in the Main Dungeon.
Davion Fuxa wrote:The Hall of Blades is pretty well a simple decision of going in to check for a Better Weapon or skipping - not exactly a very Complex Decision,
Davion Fuxa wrote:Crypt is pretty well just something to travel through to Crypt:5 or the entrance to Tomb,
Vestibule Violator
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KoboldLord wrote:Crypt is much worse than that, because it also gives the player a ridiculous amount of xp for the risk involved. The monsters there are densely packed xp capsules, and if the player doesn't tediously hunt down every boring monster in there the character will be noticeably weaker for the parts of the game that are actually interesting. Optimal play is generally to go be bored for four large levels of slow nothing-but-melee. Without Crypt in the game, there'd be room in the xp budget for two or three interesting wizlabs in every game! Even with just the wizlabs and Crypt 5 vaults we already have, how could that not be better?
Abyss Ambulator
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Dungeon Master
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BountyHunterSAx wrote:"EyesForHimAlone" - He has the unique ability to reduce your vision to only the squares between you and him (ie: the smallest square/rectangle that will contain you both). That isn't to say, mind you, that you're mesmerized. You are ALLOWED to try to walk into the blackness behind you, but obviously that's dangerous if you don't know what's in there, etc. And you're not going to break this enchantment by just stepping away from him. I'm on the fence about whether or not breaking LOS should break the effect (I think not). Certainly killing him can break it, and if you can manage to get far enough away (say 5-6 squares?) that could do it too.
Dungeon Master
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Lasty wrote:* Undead can submerge in the ground.
* Undead move faster.
* Undead can move through walls.
Abyss Ambulator
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Dungeon Master
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mumra wrote:Lasty wrote:* Undead can submerge in the ground.
I don't too much like the idea of changing the mechanics of well-known monsters just within this branch; it's probably explainable but it's a strange and non-obvious jump of logic.
Ziggurat Zagger
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Dungeon Master
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BlackSheep wrote:Submerge is not a popular mechanic. Basing an entire branch around it would be inadvisable.
Crypt Cleanser
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Tomb Titivator
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Lasty wrote:It's not popular because of the land/water dichotomy.
Dungeon Master
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Dungeon Master
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mumra wrote:However the idea that zombies could start out initially submerged, and rise up from the ground around the player as a sort of ambush, but without the ability to re-submerge, seems a little more promising to me.
Ziggurat Zagger
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Abyss Ambulator
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Dungeon Master
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galehar wrote:mumra wrote:However the idea that zombies could start out initially submerged, and rise up from the ground around the player as a sort of ambush, but without the ability to re-submerge, seems a little more promising to me.
That's exactly the behaviour of trapdoor spider, and it would fit zombies quite well, both in flavour and gameplay. However, it wouldn't be enough to make crypt interesting, and it would be quite annoying if overdone. To distinguish from trapdoor spiders, I'd make zombie bands which rise from the ground all at once. Ideally when they surround you, but it might be tricky to set up and trigger properly.
mumra wrote:I had an idea for a series of graveyard vaults featuring Lua-scripted zombies rising up out of the ground.
Jeremiah wrote:Could you have a coffin or grave as a terrain feature, and when you open (step on) it, you could either find some loot, or the inhabitants animate and attack you, potentially surrounding you as above.
Abyss Ambulator
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Crypt Cleanser
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TwilightPhoenix wrote:Zombies and skeletons in Crypt should be different from regular ones. Pretending to be bands of trap door spiders, zombies that pretend to be bands of jumping spiders, zombies that retain abilities they normally lose while undead (hydra head regeneration, dragon breath, etc.), sometimes reanimating, shrieking upon spotting the player, moving above normal speed (ye olde standard "sprinter" zombie), and, most importantly, ditching all the crappy reverse-OOD zombies. There's no reason why you should be waylaid by packs of rat, bat, and kobold zombies in Crypt. They were weak on D1, they're definitely weak in Crypt.
Lair Larrikin
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galehar wrote:To distinguish from trapdoor spiders, I'd make zombie bands which rise from the ground all at once. Ideally when they surround you, but it might be tricky to set up and trigger properly.
Barkeep
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EvilAshe wrote:Could a high enough Trap skill let you spot the trigger? Give a real reason to raise it higher than ~10.
Dungeon Master
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Cocytus Succeeder
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dpeg wrote:I like the idea of hell-style zombie/skeleton encirclements. And it is true that lowly zombies should have no place in Crypt.
Other ideas in this thread are reasonable as well but the above two will help a lot, for rather little work, imo.
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Slime Squisher
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Cocytus Succeeder
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dpeg wrote:psieye: You can simply repool the xp: in the hypothetical, most drastic version, non-end Crypt levels have no monsters pre-placed whatsoever and instead monsters are permanently summoned around you. If the xp pool is used up, no more summons.
BountyHunterSAx wrote:For a crypt, invisible enemies (ie: ghosts anyone) are awfully rare. In fact, I can't think of any off the top of my head. Is the lycrorpropa (sp?) considered a demon or could it make an appearance here?
-AHMAD
BlackSheep wrote:Lorocyproca... it's a demon.
Along the lines of ghosts, though, what about increasing the appearance of player ghosts in Crypt?
Dungeon Master
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Psieye wrote:dpeg wrote:psieye: You can simply repool the xp: in the hypothetical, most drastic version, non-end Crypt levels have no monsters pre-placed whatsoever and instead monsters are permanently summoned around you. If the xp pool is used up, no more summons.
Demand all corridors to be at least 2-wide in Crypt and this mechanic would make the place worthy. I'll admit, I was in favour of just axing Crypt until this ambush proposal came along.
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