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Thanks. I read about Xom. Um. That all seems quite.. insane? To avoid boring Xom, you should always try to keep it interested in you. Unfortunately, Xom is mostly amused by things you can't control (like being teleported away in the Abyss when the exit or a rune was in sight) or if you waste useful resources. Every 20 turns (for a character with normal speed), Xom will turn its attention towards you, and depending on the situation (from 7% of the time if there are no monsters in view to 33% in the middle of a big fight) may decide to perform either a "good" action or a "bad" action. Xom's actions and gifts will often be in the spirit of what Xom (with its particularly capricious sense of humor) finds funny: if you are stuck with a cursed weapon or piece of armour, there is a good chance that Xom will give you an item with that cursed slot. If you are training one specific type of weapon, Xom will probably give you a different kind. Crawl: More fun than Fallout 4 Tony Montana fucked around with this message at 08:44 on Dec 11, 2015 |
# ? Dec 11, 2015 08:42 |
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# ? May 17, 2024 09:47 |
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Ferrinus posted:Why? Why is that better than poison magic being good both early game and late game, just like almost every other skill? Or even better, the XP you invest into a whip of electrocution's attack speed is also applicable to that sacred scourge of holy wrath! Meanwhile Poison Magic,
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# ? Dec 11, 2015 08:46 |
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Tony Montana posted:Thanks. Worshipping Xom is like a rollercoaster. Its full of ups and downs but is great fun. Up until the cart flies off the tracks and explodes.
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# ? Dec 11, 2015 08:51 |
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Another random thought on the Poison Magic thing. If acid isn't workable, what about Miasma as a higher level spell? Or is rot not something that effects monsters? Because it seems like it would fit for poison, still good against poison immune stuff, but falls off later. Anywho, on a different track, I'm going to freely admit to not being very good at this game. I have a nasty tendency not to pay enough attention to what I'm doing. Even when the game really wants me to win, such as this latest fighter who bites it in V5. Oh, and a ring with rF+, MR+. Then every other type of resist I could want if I needed to swap. I think I got overconfident with how effortlessly I blew through Snake and Eleven. Matlock Birthmark fucked around with this message at 09:09 on Dec 11, 2015 |
# ? Dec 11, 2015 08:58 |
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Generally, Xom's gifts tend to be permanent and his punishments tend to be temporary but lethal. If you can survive being teleported into a rune vault without a weapon he's a surprisingly solid choice.
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# ? Dec 11, 2015 08:59 |
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Tony Montana posted:Thanks. 1.) Gifted me a randart helm with rC++ rF++ SInv, then gave me horns 50 turns later 2.) Gifted me a +8 giant spiked club of freezing (I was an ogre), animated it out of my hands with Tukima's Dance then teleported me away; the club chased a fish into deep water, killed it then sunk 3.) Horribly malmutated me (teleportitis 3, shouting 3, deformed body, blurry vision, etc) over a series of levels, then gifted me a stack of eight cure mutation potions 4.) Summoned a permanent executioner ally for me on d:2, which carried me through pretty much the entire game 5.) Polymorphed a snail into a hellephant on lair 1 6.) Swapped my +9 triple sword with Ignacio's executioner's axe, then abyssed him so I couldn't get it back Edit: I think they've removed the really heinous stuff he could do, like weapon swaps between you and monsters and animating your own weapons. Mystery Prize fucked around with this message at 09:24 on Dec 11, 2015 |
# ? Dec 11, 2015 09:11 |
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So what do you put in your rc file on crawl.s-z.org to get the game to actually stop your autoexplore if your lich form is running out? I keep having to set this up, keep finding that runrest_stop_message = Your transformation is almost over runrest_stop_message = You feel yourself come back to life just doesn't work for some reason, and keep forgetting what I end up changing to fix it. Do those lines need to be somewhere specific in the file? Do they need to be preceded with some symbol I've left out? What's up?
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# ? Dec 11, 2015 09:20 |
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Ferrinus posted:So what do you put in your rc file on crawl.s-z.org to get the game to actually stop your autoexplore if your lich form is running out? I keep having to set this up, keep finding that There should be a + before the = in there, I think, so that they read: runrest_stop_message += Your transformation is almost over runrest_stop_message += You feel yourself come back to life Works for me, at least.
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# ? Dec 11, 2015 09:25 |
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I'm still megazigging, but I've run into a weird thing. Is there a limit to the number of fixedarts you can find in one game? Because zigs were loaded down with fixedarts until #8, then #9 only had two, and now I'm up to zig 17 and haven't seen a single fixedart since. I know I haven't found all the ones that exist, there are at least a dozen I can name but haven't seen. Is it possible for fixedarts to spawn in a pan level you don't fully explore and vanish forever when you leave without ever seeing them? Same question for the abyss. Similarly, is it possible for enemies to pick up zig gear? It doesn't seem like they can but I also don't bother checking all hundred elf corpses on a floor to make sure. It'd be a shame if any of those are true, one of the fun things about megazigging is getting to see all the rare fixedarts that you usually don't get to play with.
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# ? Dec 11, 2015 11:23 |
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Mystery Prize posted:Gifted me a randart helm with rC++ rF++ SInv, then gave me horns 50 turns later That's awesome, I will play him soon for sure. Ok, something has been getting on my tits for a while. A few pages ago I asked about this and someone helpfully replied, but I still can't get it to work. Firstly, just remove books.. all books.. from my autopickup. I'm a MiBe and I just don't want to pick them up. I put 'ae += *spellbooks' in autopickup_exceptions.txt and then used the \ menu to set everything to default.. but books remain selected. I've tried adding 'autopickup = $?!"/%' to both init.txt and auto_exceptions.txt but it doesn't help. The other thing I want to do is add corpses to the autopickup list. You can't pickup a corpse, but I just want them flagged with the green square so autoexplore goes to them.. so my autobutcher can chop em up and I don't have to stop to drive my guy to each and every corpse. I've tried 'autopickup = $?!"/%X' and 'ae += <corpse' but again it doesn't seem to work. Where should I be putting these strings? Can I do with corpses what I'm intending? Why can't I get the default options for books to not be picked up? Made my first magic user today and he's already a lot of fun.
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# ? Dec 11, 2015 11:44 |
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Tony Montana posted:That's awesome, I will play him soon for sure. Being a Trog worshiper actually special cases ALL books to be autopicked, even ones you have ided. Because for Trog, a book is a makeshift weapon. That is probably overriding your default settings. Similar to how setting staffs to autopickup gets ignored when you're with Trog.
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# ? Dec 11, 2015 13:43 |
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Darox posted:Being a Trog worshiper actually special cases ALL books to be autopicked, even ones you have ided. Because for Trog, a book is a makeshift weapon. That is probably overriding your default settings. Similar to how setting staffs to autopickup gets ignored when you're with Trog. Huh I should use book mines more. I just pop them as soon as I see them for piety.
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# ? Dec 11, 2015 13:50 |
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Arivia posted:Huh I should use book mines more. I just pop them as soon as I see them for piety. They're really good for roasting bees.
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# ? Dec 11, 2015 13:51 |
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Make Venom Bolt apply Corrosion to targets
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# ? Dec 11, 2015 16:05 |
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Since we're having the Poison Magic Discussion again, can I mention my 'Toxic Glue' spell idea again?
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# ? Dec 11, 2015 17:14 |
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The Poison Magic skill could probably be folded completely into the Transmutation skill, if people just can't be assed to create enough spells that it's a legitimate elemental school on his own. I mean, think about it - you just transmute the air or ground or whatever into toxic gases. Easy.
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# ? Dec 11, 2015 18:10 |
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Ferrinus posted:The Poison Magic skill could probably be folded completely into the Transmutation skill, if people just can't be assed to create enough spells that it's a legitimate elemental school on his own. I mean, think about it - you just transmute the air or ground or whatever into toxic gases. Easy. This would also do cool stuff like making Freezing Cloud synergize exceedingly well with Ice Form!
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# ? Dec 11, 2015 18:13 |
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The worst (read: most amusing) thing Xom's ever done to me was giving my +9 longbow of velocity to some stupid draconian in the middle of a huge pack supported by an OoF, forcing me to retreat without it. So I went and got another longbow, came back to recover mine... and he did it again.
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# ? Dec 11, 2015 19:55 |
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Okay, here's my idea: randart spells. Various targeting/aoe templates are randomly mixed together with damage types and effects and put into random books. Cone of fire! Acid cloud! Dazzling chain!
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# ? Dec 11, 2015 19:59 |
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Ferrinus posted:Okay, here's my idea: randart spells. Various targeting/aoe templates are randomly mixed together with damage types and effects and put into random books. Cone of fire! Acid cloud! Dazzling chain! That could be fun
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# ? Dec 11, 2015 20:02 |
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That could be kinda neat as a Vehumet unique benefit, particularly if Veh kept swapping them up so you couldn't trivialize the whole game with one lucky broken superspell.
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# ? Dec 11, 2015 20:04 |
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I kinda wish each class actually had something more meaningful (but small-ish) to differentiate it. Like, a mild passive at 1, a unique active at 14, and then a capstone of some sort at 27. I know that'll never get implemented and probably be seen as against the design philosophy of the game, but I think it'd add a lot to the game for me. I don't think it'd significantly take away from the whole 'emergent gameplay' thing if done right.Ferrinus posted:Okay, here's my idea: randart spells. Various targeting/aoe templates are randomly mixed together with damage types and effects and put into random books. Cone of fire! Acid cloud! Dazzling chain! Funny you say that. I actually opened up ToME2 for the first time in forever today and played a Thaumaturgist for a bit, whose gimmick is basically what you just described. It's a little undertuned late game in ToME, but still a lot of fun.
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# ? Dec 11, 2015 20:39 |
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megane posted:The worst (read: most amusing) thing Xom's ever done to me was giving my +9 longbow of velocity to some stupid draconian in the middle of a huge pack supported by an OoF, forcing me to retreat without it. The best xom thing is either when he revives you after death so he can watch you die again, or when you bail on him to zin with a ton of great muts and his entire penance is spent with him gifting you poo poo still. He's just a nice guy deep down.
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# ? Dec 11, 2015 20:43 |
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I'd argue that Poison Magic wouldn't make it in if it was being suggested today. A collection of spells that are decent early & mediocre-to-useless late, and one very rare spell whose benefit is "LCS only earlier"? Who'd waste their time on that? Who would even think up the spell school like that? But because it's already in the game, inertia prevails.Dairy Power posted:I kinda wish each class actually had something more meaningful (but small-ish) to differentiate it. Like, a mild passive at 1, a unique active at 14, and then a capstone of some sort at 27. I know that'll never get implemented and probably be seen as against the design philosophy of the game, but I think it'd add a lot to the game for me. I don't think it'd significantly take away from the whole 'emergent gameplay' thing if done right. And it'd be hard to implement without creating weird incentives or making the bonuses too small to matter. If you tied the benefits too closely to what the class is "supposed" to do, it'd discourage people from experimenting with builds. If a class had a particularly good set of benefits that could apply to most builds, it'd overencourage people to use it just for the benefits(while skilling whatever the gently caress they want, defeating the point of trying to differentiate the class). If the benefits are too small to influence class choice, then why even add them?
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# ? Dec 11, 2015 21:07 |
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Haifisch posted:And it'd be hard to implement without creating weird incentives or making the bonuses too small to matter. If you tied the benefits too closely to what the class is "supposed" to do, it'd discourage people from experimenting with builds. If a class had a particularly good set of benefits that could apply to most builds, it'd overencourage people to use it just for the benefits(while skilling whatever the gently caress they want, defeating the point of trying to differentiate the class). If the benefits are too small to influence class choice, then why even add them? You could add them for flavor, sense of accomplishment if it's a level 27 thing, etc. Octopodes have AC+1 because of their "gelatinous body", it's incredibly underwhelming but I think it's a nice touch. If it went all the way to gelatinous 3 it would be a whopping +2 AC, +2 EV, which would be pretty insignificant by the time you're XL27, but it would require minimal coding and it just accentuates the fact you're a big strong octopode I guess Adding some kind of goalpost when reaching certain levels is a thing crawl already does, too. Consider player titles (which have a surprising amount of work put into them with hundreds of titles), having some kind of small bonus would be a natural next step, IMO.
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# ? Dec 11, 2015 22:31 |
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Haifisch posted:I'd argue that Poison Magic wouldn't make it in if it was being suggested today. A collection of spells that are decent early & mediocre-to-useless late, and one very rare spell whose benefit is "LCS only earlier"? Who'd waste their time on that? Who would even think up the spell school like that? But because it's already in the game, inertia prevails. One thing I'd appreciate, if PM is to remain the way it is, would be something in the description telling you when you should stop putting XP into it. Kinda like weapon skills that tell you currently when you reach minimum delay for your current weapon at X skill. Just a, "hey, you probably don't want to put more xp in this now indicator." Mind, doing that might be against the design of the game, but at least it is an explained situation in game.
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# ? Dec 11, 2015 22:59 |
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Meanwhile, on D5 with my DDFi... You see here the +8 mithril axe "Arga" {speed, MR+ Str+2}. Oh hi there!
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# ? Dec 12, 2015 01:00 |
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Shinino Kage posted:Meanwhile, on D5 with my DDFi... Congratulations on your find. I assume you'll be dead soon.
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# ? Dec 12, 2015 01:20 |
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Ferrinus posted:Okay, here's my idea: randart spells. Various targeting/aoe templates are randomly mixed together with damage types and effects and put into random books. Cone of fire! Acid cloud! Dazzling chain! I've always liked this idea, though I worry that they'd all end up feeling a bit generic.
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# ? Dec 12, 2015 02:00 |
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I think Poison Magics thematic scope should be changed to sort of a "poison and vitality" school, Hemomancy. So Transmutation is still the general "changing" school, but Hemomancy is sort of along side it as a subtle chemical changes. Sublimation of Blood becomes Necromancy/Hemomancy. Regeneration drops Necro entirely (how much sense did that make in the first place?) to become Hemomancy/Charms. While we're at it we can figure out if it needs a new level + how to make it not an utter chore to use. But now we can avoid the whole "how to make a good high level Poison skill?" problem because high level Hemomancy skills can just be good things for you instead of attacks. Maybe something that cleanses temp mutations and/or gives you rMut. Maybe a higher level Regeneration equivalent in the rMissle/dMissle paradigm. Maybe Necromutation becomes Hemomancy/Necromancy like Sublimation of Blood. Maybe a hilarious reverse-necromutation where you can make undead become alive. Maybe a ninth level single school spell that lowers contamination, letting players with a TON of MP do combos they otherwise couldn't do. Oh and this has nothing to with the Hemomancy idea, but maybe give Virulence to players?
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# ? Dec 12, 2015 02:55 |
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PleasingFungus posted:I've always liked this idea, though I worry that they'd all end up feeling a bit generic. Well, they wouldn't replace the 'fixedart' spells that already exist, just widen the pool of attacks to draw from in randart or perhaps even preset spellbooks. Maybe there'd even be some scroll of enchant weapon-style resource you could spend to uptick a randart spell's level and therefore aoe size/damage expression.
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# ? Dec 12, 2015 02:57 |
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Honestly, in a world with random spells, you can ditch a lot of the more boring fixed spells like throw flame or whatever.
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# ? Dec 12, 2015 03:00 |
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I feel like a Roguelike with random spells ought to be built from the ground up around that concept.
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# ? Dec 12, 2015 03:04 |
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I agree with Dongz. It's easy to think of random spells in the world of Conjurations, and a random spell God to be an alternative to Veh might be fun. But outside of Conj random spells would be really hard to be anything but bland. Really, it's easy to forget how elegant Crawls skilling system and spell schools are in general. It's pretty well designed.
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# ? Dec 12, 2015 03:11 |
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Bolt of Fun Iskenderun's Afro Chaos Storm Klown Form
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# ? Dec 12, 2015 03:11 |
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Klown Kar = Haunt except with a lot of honking and shrieks. You feel sick causing it.
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# ? Dec 12, 2015 03:24 |
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Just put some fixedart spells in 1/50 sif muna books, like tomb of dohlroki and stuff.
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# ? Dec 12, 2015 03:25 |
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Make the random spells Xom gifts
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# ? Dec 12, 2015 03:51 |
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There are a lot of non-conjurations effects that could easily be delivered by random spells, like blinks, buffs, debuffs, summons, terrain changes, forced moves... you could have a fireball that blinks everything it hits or a spell that hastes but also poisons its target or whatever.
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# ? Dec 12, 2015 04:29 |
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# ? May 17, 2024 09:47 |
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Is CSZO acting up for anyone else tonight?
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# ? Dec 12, 2015 07:13 |