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  • Locked thread
Floodkiller
May 31, 2011

Here's a summary of the feedback/criticisms (and my personal comments for them) for the species I've seen here and elsewhere:

The name is bad/call them Gnolls
Bultungin will be changed to Gnoll, it's only waiting for the query bots/scoring scripts to be updated to not have overlap with Gnomes.

Skill ceiling too low/too high
I pretty much expected this to occur. The majority of players have been up in arms about the skill ceiling being too strict and frustrating, and yet I continue to see feedback from a minority that the species is still too easy and doesn't restrict enough. While the majority hit skill level 11 and see the massive wall and hate it, the minority have already mapped out the XP to go 20 M&F, 15 Fighting,12 Armor/Dodging/Shields/Invo/Evo and find it too easy. It's frustrating because the minority are going against what I feel is the intent of the species and finding it easy, while the majority are already hating the species and will write it off if it goes any lower. If it comes down to the species choosing one instead of appealing to both, I would prefer appealing to the majority but with the main aspect (lowered skill ceiling/generalist over specialist) still being the focus. Of course, this isn't really my choice anymore to make.

Species not powerful enough/not a hybrid species
This is a species that was originally designed around the concept of a bunch of spread out evenly skilled lower skills versus having a few high skills and some low investments in others, as well as taking inspiration from the Loremaster tournament banner. The difficulty is secondary (but important to consider, as seen above) compared to achieving this in some format first. I may push a pull request to change to how the species works to expand the generalist role after testing it (see way below at "Use a different system"), but it will likely never replace High Elves or be the powerhouse hybrid that some are hoping it to be.

Raising the skill cap mid-game
I've pointed out the issues with raising the skill cap with a hard limit before, but there are also issues with doing it on the soft cap:

Raising the skill level that the aptitudes start to decay, keep player's spent experience
For example, change skill level 8 from costing 983 experience (+2 apt) to costing 900 experience (+4 apt) after raising the decay point by 1 level, without changing the player having already spent 983 experience. The player sees their skill level jump up, and will probably be happy with it. However, there is now the potential for the unspoiled player to spend more than the experience required for skill level 27 after the cap has been fully adjusted. I could put a hard limit in to prevent spending past a certain point, but that's also getting back to hard caps which were already problematic.

Raise the skill level that aptitudes start to decay, reset player's experience progress
Same as above, but change the player's 983 to 900 to make the skill level appear unchanged. Unspoiled players would assume they are getting a bonus to their training for free, while spoiled players would immediately see they are being cheated and avoid spending experience past the decay point unless absolutely necessary. It's terrible on both sides.

Give experience in all skills on certain level ups
This has the same problem as the first one, to a lesser degree (account for how much free experience is given, train skills only up to that point).

Give experience as a potion of experience on certain level ups
This would lead to the skill super focusing that I wanted to avoid.

Switch to the original skill table with high aptitudes at XL 27 or so
Still has the same issue as the first or second point depending on implementation.

This is just a couple off the top of my head at the moment, but most keep cycling around to either being tedious, spoilers, or defeating the point of the species.

Not enough secondary abilities/not interesting enough
I still don't have a good solution for this, and I've been trying for weeks to come up with anything. It got pushed to Trunk with the likely expectation that one would come up. Suggestions welcome!

Low MR/Low XL/Low Stats/Bad Stat Growth are bad
All of these were all added at each point in development as side balancing aspects to tweak the difficulty in places without adjusting the skill cap lower, specifically in preventing extremely large stockpiles of consumables from trivializing everything meaningful in the late game. They are not essential to the species and can be adjusted if necessary.

Use a different system
Some criticism is related to the current system being unfun, or bad due to being the current skill system on steroids. If the current system is too busted to be balanced, there are a couple different approaches left to salvage it:
-Set skill level for all skills at game start, disallow training
-Set skill level based on XL level (I really dislike this one), disallow training
-Keep aptitudes the same at all levels (with a high aptitude) and no skill level cap, hard lock stats to a low value (no raising or lowering through items or abilities, only level up growths)
-Probably some other ideas I'm not remembering or thinking of at the moment

If I missed responding to your feedback somewhere, bring it up again and I'll reply!

Floodkiller fucked around with this message at 16:06 on Apr 10, 2017

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Darox
Nov 10, 2012


I liked the idea suggested of a rising hard cap to go alongside the existing apt scaling. Whenever you hit level X in a skill you get bored and the skill is locked and golden, as if you had hit L27. When you invest enough experience across all skills you regain interest and the max skill level rises. Start at 6 and increase the cap by 3 each time all the way to 27, something like that. Ideally the experience required for increasing the max level rises much faster than exp costs with each iteration so that it quickly becomes impossible to raise it by only focusing on 4-5 skills.

Obviously this is a very heavy-handed way to create skill diversity, but I don't think such an approach (especially as a racial choice) is necessarily bad.

Nosre
Apr 16, 2002


Darox posted:

Frail is somewhat high priority and while -4 Str/-2 Dex isn't backbreaking it's probably costing you multiple points of evasion and shielding so those combined justify purging. Unless you're seriously starved for mutation removal go ahead and clean them.

The rest of them are pretty irrelevant to a heavy armour fighty dude. Dropping slow regen would be a minor plus.

Ok, I'll pull the trigger. Only took 2 pots to clear all of it, and there were 6 available in my game so I should be fine for the rest

Thanks :)

Yngwie Mangosteen
Aug 23, 2007
Probably just easier to remove gnolls because a small minority knows how to expertly minmax and nobody else finds it fun.

Speleothing
May 6, 2008

Spare batteries are pretty key.
Always ignore minmay/duvessa

Fitzy Fitz
May 14, 2005




Speleothing posted:

Always ignore minmay/duvessa

Can this be an option on acquirement scrolls?

Floodkiller
May 31, 2011

Darox posted:

I liked the idea suggested of a rising hard cap to go alongside the existing apt scaling. Whenever you hit level X in a skill you get bored and the skill is locked and golden, as if you had hit L27. When you invest enough experience across all skills you regain interest and the max skill level rises. Start at 6 and increase the cap by 3 each time all the way to 27, something like that. Ideally the experience required for increasing the max level rises much faster than exp costs with each iteration so that it quickly becomes impossible to raise it by only focusing on 4-5 skills.

Obviously this is a very heavy-handed way to create skill diversity, but I don't think such an approach (especially as a racial choice) is necessarily bad.

This still falls fault of the issue I experienced last time I tried hard caps that you could increase: the player wants to "top off" every time the skill level is increased. Unless the cap raising only happens once, players are going to have a favorite skill or two that they always want at the cap, and will likely drop whatever they are doing as soon as the cap rises to go back to training the skill they actually want. It ends up being a lot more micromanagement than the skill system normally has.

Araganzar
May 24, 2003

Needs more cowbell!
Fun Shoe
Well, there is no mechanic to prevent people from focusing on a few skills despite the malus, which is the behavior you want to discourage from the minority who find the race too easy.

I'm pretty much ADD to the gnoll level, so maybe I can help.

Even if I wanted to I can't spend all my time working on something uninteresting. There just isn't enough stimulus. But I can work on it some of the time provided I mix it in with other work I find interesting.

Maybe once Gnolls are uninterested in something they can't train it unless they are also training something they are interested in? Like to train a -2 skill you have to be training at least one other skill at +0 or better. Then for a -4 skill two, and to train a -6 skill you have to be training three. This plays to the race's conceit as it's easy to deal with early on but becomes progressively harder later.

Could be coded entirely through the skills screen through the existing "you must train at least one skill" logic. So it would be one block of source and would be easy to implement as well as to maintain and add nuance to. For example, the +0 requirement could relax to -2 and -4 as more and more skills hit 7. Not a big deal to change.

Might force the xp spread which would allow you to raise the cap slightly. That might be all you need. I think most people are not expecting to be able to get into an exec axe, but it's very frustrating to feel like you are having to mortgage the farm just to get into a demon trident.

You will still get the people who say "I can easily win with no skill above 11" but why don't they go play mummies then and let us have actual fun?

Decrepus
May 21, 2008

In the end, his dominion did not touch a single poster.



This guy gets it.

Nosre
Apr 16, 2002


cleared my mutations, then ran into 5 orbs of fire on the very next level, eventually dying to that 5th since the previous four had given me "wands/pots don't heal you" among a pile of other things

How is a melee character supposed to deal with that quantity of those, they resist/dodge all my half-trained ranged options :mad:

Is there a spell I don't know about?

FulsomFrank
Sep 11, 2005

Hard on for love

Nosre posted:

cleared my mutations, then ran into 5 orbs of fire on the very next level, eventually dying to that 5th since the previous four had given me "wands/pots don't heal you" among a pile of other things

How is a melee character supposed to deal with that quantity of those, they resist/dodge all my half-trained ranged options :mad:

Is there a spell I don't know about?

The best you can do is pray that you don't pull them all at once and take them one by one, around a corner or through fog to cut down on ranged malmutates and other crap. Murder holes are nice in case you do accidentally pull more things than you wanted.

After that, you want to have all your rF+ equipment and buff yourself with Might/Ag and/or any god powers and just hit until dead. Unless you're a damage outputting machine or supremely lucky, be prepared to eat some lovely mutations because gently caress you, that's why.

Speleothing
May 6, 2008

Spare batteries are pretty key.
The spell is called "If you don't like it, then you're free to make your own fork and compile it at home." Not very many people can actually cast it, and you can't play online if you try to.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Lure them. For a 'melee guy' you can easily mash them up in around a dozen attacks, and might get around one mutation per OoF if done right. Don't half-rear end it with ranged options. If they are clustered, set an autoexplore exclusion about them and walk away; they'll naturally split up over time.

OoF's are literally the hardest non-unique enemy in the game barring random panlord generation, they are the true 'gatekeepers' that orb guardians pretend to be. You pay a consumable/mutation tax per encounter, and 'hard' zot runs are defined by how many naturally generate. They're fine.

Nosre
Apr 16, 2002


I lured/murderholed the first couple, the death on the last one was me being caught in the open and getting fireballed down before I could get to a wall. Sure, they're not overpowered in combat, but the unavoidable 'mutation tax' is just obnoxious. At the very least, the design makes beneficial mutation pots pretty worthless since you lose the good with the bad.

someone awful.
Sep 7, 2007


Good news on existence of benemut front in trunk, then, my friend :ghost:

Nosre
Apr 16, 2002


Oh, got a link? I found http://git.develz.org/?p=crawl.git;a=shortlog and http://crawl.develz.org/trunk/changes.txt, but they're both pretty rough to understand the state of trunk

FulsomFrank
Sep 11, 2005

Hard on for love
He's just saying that mutation potions are different in trunk.

No more BenMut, just straight up Mutation potions but... They kind of cycle what you've got at the moment. Not sure the exact numbers but they basically add/remove/shuffle a bunch of current mutations and you can get more good or more bad. It's extremely okay and you still really only chug mutation when you get a lovely one from eating purple or getting looked at the wrong way by mutators.

Floodkiller
May 31, 2011

Nosre posted:

Oh, got a link? I found http://git.develz.org/?p=crawl.git;a=shortlog and http://crawl.develz.org/trunk/changes.txt, but they're both pretty rough to understand the state of trunk

Here you go!

Araganzar
May 24, 2003

Needs more cowbell!
Fun Shoe

Nosre posted:

cleared my mutations, then ran into 5 orbs of fire on the very next level, eventually dying to that 5th since the previous four had given me "wands/pots don't heal you" among a pile of other things

How is a melee character supposed to deal with that quantity of those, they resist/dodge all my half-trained ranged options :mad:

Is there a spell I don't know about?

I would have started by using one of your 14 might potions, which is how you kill things fast when you have finesse and a +2 laj as main weapon. You also could have swapped out this while fighting OOFs: the amulet of Baasutru {rF- rN++ Regen+ Dex+5}. I also would have used my last cure mutation on trying to get rid of no device heal.

Here is what happened. You kicked hero+finesse to fight at the entrance to the left lung. Then you looked at visible items and saw a shiny wand. Instead of healing up to full you walked into the middle of the lung at 155/204 hits to pick it up.

For most races, let alone a formicid with no device heal 2, this is not a good idea. You got 4 moves into the lung before a single orb came around the corner and inquired as to your business in the Realm of Zot.

You still had heroism and finesse going but you didn't fight. You ran away for 13 moves with barely a pause, all the way back into the middle of the vault entry room.

At this point you appeared to stop and realize you had 40 hits left. Then you continued to retreat to the entrance, getting nuked down to 15 hits in the process. You stopped again and looked at potions, then continued moving until you got nuked one more time and died.

I feel like your running hurt into a Zot 5 lung like a magpie after a piece of foil then spending twenty straight turns backing away from a frigging OOF without doing a single thing to heal, escape, or mitigate damage might be more of a factor in your death than your lack of ranged options.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Uh, yea, OoFs are speed 20. Don't try to run across the continent with one on your rear end. Or, at least, burn an item or two to outpace it...

someone awful.
Sep 7, 2007


FulsomFrank posted:

He's just saying that mutation potions are different in trunk.

No more BenMut, just straight up Mutation potions but... They kind of cycle what you've got at the moment. Not sure the exact numbers but they basically add/remove/shuffle a bunch of current mutations and you can get more good or more bad. It's extremely okay and you still really only chug mutation when you get a lovely one from eating purple or getting looked at the wrong way by mutators.

Don't forget to mention they removed potions of cure mutation, as well

Araganzar
May 24, 2003

Needs more cowbell!
Fun Shoe

FulsomFrank posted:

He's just saying that mutation potions are different in trunk.

No more BenMut, just straight up Mutation potions but... They kind of cycle what you've got at the moment. Not sure the exact numbers but they basically add/remove/shuffle a bunch of current mutations and you can get more good or more bad. It's extremely okay and you still really only chug mutation when you get a lovely one from eating purple or getting looked at the wrong way by mutators.

code:
The new !Mutation will strip 2-6 mutations, add 1-3 random mutations,
then add one good mutation... in that order. It takes the spawn weights
of all three previous potions, and thus is now the third most common
potion in the game. (On average, ~17 will spawn in a three-rune
victory.) This is subject to further change and balancing.
39% chance to get only good mutations with a quaff. Removes more than it adds so you can't stack good mutations with this.

FulsomFrank
Sep 11, 2005

Hard on for love
Yeah there it is.

I still only drink mut potions if I get something like frail or body falling apart or teleport/berserkitis.

someone awful.
Sep 7, 2007


Basically if you get a mutation you're locked into the "mutation game" for life, which would be... okay, maybe, if there were perhaps some way to maybe resist acquiring mutations or something.

Arivia
Mar 17, 2011
Bultungin monks of WJC are ruining everything else in the game too. Simply intolerable.

Samog
Dec 13, 2006
At least I'm not an 07.
Rename bultungins to Hermetic Gnolls (Hg)

Nosre
Apr 16, 2002


Araganzar posted:

I feel like your running hurt into a Zot 5 lung like a magpie after a piece of foil then spending twenty straight turns backing away from a frigging OOF without doing a single thing to heal, escape, or mitigate damage might be more of a factor in your death than your lack of ranged options.

Dang, dude. I didn't know people could view such a detailed log, where is that?

Anyway, obviously there were specific things I could have done differently, but I was tilted over using Cure Mutation pots literally two minutes before then immediately getting malmuted to gently caress

Glad mutations are being looked at!

King of False Promises
Jul 31, 2000



Nosre posted:


Glad mutations are being looked at!

Aww, that's cute.

Speleothing
May 6, 2008

Spare batteries are pretty key.
Lol, at this point, Malmutate won't be fixed just out of Dev stubbornness

rchandra
Apr 30, 2013


GnollRace should be called Malamutant.

Araganzar
May 24, 2003

Needs more cowbell!
Fun Shoe

Nosre posted:

Dang, dude. I didn't know people could view such a detailed log, where is that?

Anyway, obviously there were specific things I could have done differently, but I was tilted over using Cure Mutation pots literally two minutes before then immediately getting malmuted to gently caress

Use Beem!

quote:

araganzar: !lg nosre -log
beem: 40. nosre, XL27 FoFi, T:101134: http://crawl.xtahua.com/crawl/morgue/nosre/morgue-nosre-20170410-160631.txt
araganzar: !lg nosre -tv
beem: 40. nosre, XL27 FoFi, T:101134 requested for FooTV: telnet://termcast.develz.org or http://termcast.develz.org.

!lg is the listgame command
nosre will pull the last completed (maybe last dumped?) game for user nosre
-log attaches a link to the game dump
-tv loads up the last bit of the game in termcast for you - it's deleted after you view it.

Standard run you will see 5-6 OOFs. Your level of mutation was no abnormal. Using might will greatly reduce the rate at which you are turned into a barely sentient pulsating lump. You'll get used to it and won't freak out and run for the hills and your family will get rich off those golden zot eggs the orb lays.

LazyMaybe
Aug 18, 2013

oouagh
hark, a blue moon rises, and with it a duvessa post that is good enough it ought to be seen by more people: https://crawl.develz.org/tavern/viewtopic.php?f=8&p=310755#p310755

duvessa posted:

As you may or may not know, spell success only changes at intervals of 0.5 effective spell skill. For example, if your Spellcasting skill is an even number, then having 0.9 Necromancy is exactly the same as having only 0.5 Necromancy for the purposes of Animate Skeleton success. If you have 11 Spellcasting, and 11 Ice Magic, having 12.3 Necromancy is the same as having only 11.5 necromancy for the purposes of Simulacrum success.
This affects my skill training quite a bit, especially at higher levels since skills are very expensive and the differences between breakpoints become quite large. It's also something that very few players are even aware of.
This happens because of the very imprecise calculation of spell power. All the relevant code is in spl-cast.cc:
code:
/**
 * Calculate the player's failure rate with the given spell, including all
 * modifiers. (Armour, mutations, statuses effects, etc.)
 *
 * @param spell     The spell in question.
 * @return          A failure rate. This is *not* a percentage - for a human-
 *                  readable version, call _get_true_fail_rate().
 */
int raw_spell_fail(spell_type spell)
{
    int chance = 60;

    // Don't cap power for failure rate purposes.
    chance -= 6 * calc_spell_power(spell, false, true, false);
    chance -= (you.intel() * 2);

    const int armour_shield_penalty = player_armour_shield_spell_penalty();
    dprf("Armour+Shield spell failure penalty: %d", armour_shield_penalty);
    chance += armour_shield_penalty;

    static const int difficulty_by_level[] =
    {
        0,
        3,
        15,
        35,

        70,
        100,
        150,

        200,
        260,
        330,
    };
    const int spell_level = spell_difficulty(spell);
    ASSERT_RANGE(spell_level, 0, (int) ARRAYSZ(difficulty_by_level));
    chance += difficulty_by_level[spell_level];

    int chance2 = chance;

    const int chance_breaks[][2] =
    {
        {45, 45}, {42, 43}, {38, 41}, {35, 40}, {32, 38}, {28, 36},
        {22, 34}, {16, 32}, {10, 30}, {2, 28}, {-7, 26}, {-12, 24},
        {-18, 22}, {-24, 20}, {-30, 18}, {-38, 16}, {-46, 14},
        {-60, 12}, {-80, 10}, {-100, 8}, {-120, 6}, {-140, 4},
        {-160, 2}, {-180, 0}
    };

    for (const int (&cbrk)[2] : chance_breaks)
        if (chance < cbrk[0])
            chance2 = cbrk[1];
    chance2 += get_form()->spellcasting_penalty;

    chance2 -= 2 * you.get_mutation_level(MUT_SUBDUED_MAGIC);
    chance2 += 4 * you.get_mutation_level(MUT_WILD_MAGIC);
    chance2 += 4 * you.get_mutation_level(MUT_ANTI_WIZARDRY);

    if (you.props.exists(SAP_MAGIC_KEY))
        chance2 += you.props[SAP_MAGIC_KEY].get_int() * 12;

    chance2 += you.duration[DUR_VERTIGO] ? 7 : 0;

    // Apply the effects of Vehumet and items of wizardry.
    chance2 = _apply_spellcasting_success_boosts(spell, chance2);

    if (chance2 > 100)
        chance2 = 100;

    return chance2;
}

int stepdown_spellpower(int power)
{
    return stepdown_value(power / 100, 50, 50, 150, 200);
}

int calc_spell_power(spell_type spell, bool apply_intel, bool fail_rate_check,
                     bool cap_power)
{
    int power = 0;

    const spschools_type disciplines = get_spell_disciplines(spell);

    int skillcount = count_bits(disciplines);
    if (skillcount)
    {
        for (const auto bit : spschools_type::range())
            if (disciplines & bit)
                power += you.skill(spell_type2skill(bit), 200);
        power /= skillcount;
    }

    power += you.skill(SK_SPELLCASTING, 50);
    // Brilliance boosts spell power a bit (equivalent to three
    // spell school levels).
    if (!fail_rate_check && you.duration[DUR_BRILLIANCE])
        power += 600;

    if (apply_intel)
        power = (power * you.intel()) / 10;

    // [dshaligram] Enhancers don't affect fail rates any more, only spell
    // power. Note that this does not affect Vehumet's boost in castability.
    if (!fail_rate_check)
        power = apply_enhancement(power, _spell_enhancement(spell));

    // Wild magic boosts spell power but decreases success rate.
    if (!fail_rate_check)
    {
        power *= (10 + 3 * you.get_mutation_level(MUT_WILD_MAGIC));
        power /= (10 + 3 * you.get_mutation_level(MUT_SUBDUED_MAGIC));
    }

    // Augmentation boosts spell power at high HP.
    if (!fail_rate_check)
    {
        power *= 10 + 4 * augmentation_amount();
        power /= 10;
    }

    // Each level of horror reduces spellpower by 10%
    if (you.duration[DUR_HORROR] && !fail_rate_check)
    {
        power *= 10;
        power /= 10 + (you.props[HORROR_PENALTY_KEY].get_int() * 3) / 2;
    }

    power = stepdown_spellpower(power);

    const int cap = spell_power_cap(spell);
    if (cap > 0 && cap_power)
        power = min(power, cap);

    return power;
}
The main culprits are the terrible resolution of raw_spell_fail and the integer division by 100 in stepdown_spellpower. The latter is what results in skills only applying to spell success in intervals of 0.5 effective level. (For breakpoints in spell power itself, the effect of intelligence etc. makes it more complicated; I just want to talk about spell success for now.)

chance_breaks then introduces additional breakpoints. There is a very close cubic fit for the points in chance_breaks:

Polynomial fit calculator that you can conveniently paste this right into:
code:
{45, 45}, {42, 43}, {38, 41}, {35, 40}, {32, 38}, {28, 36},
        {22, 34}, {16, 32}, {10, 30}, {2, 28}, {-7, 26}, {-12, 24},
        {-18, 22}, {-24, 20}, {-30, 18}, {-38, 16}, {-46, 14},
        {-60, 12}, {-80, 10}, {-100, 8}, {-120, 6}, {-140, 4},
        {-160, 2}, {-180, 0}
if you want to experiment.

I have tried a local branch with raw_spell_fail using floating point while computing the failure rate (only casting to an int at the end), using a separate power stepdown without the integer division, and with chance_breaks replaced with
code:
chance2 = 28.0+chance2*0.32+chance2*chance2*0.0016+chance2*chance2*chance2*0.0000038.
(larger constant than the "best" fit to avoid buffing general spell success).
Success rates are always very close to current ones, but with skill breakpoints gone. One great effect of getting rid of chance_breaks is that spells transition from 100% to 99% to 98% etc. etc. earlier, instead of staying at 100% for ages and then quickly falling. A 99% fail spell is still useless but it makes it much easier for unspoiled players to tell how close they are to getting it castable, compared to seeing both level 5 and level 9 spells as 100% fail.

I'm very pleased with the outcome and I think mainline Crawl should do something similar to get rid of these breakpoints. With the chance_breaks replacement I used, level 9 spells are slightly easier to cast than before but that can easily be changed; a nice thing about using an actual formula instead of a nonsense lookup table is that you can easily adjust the coefficients.

I had no idea that spell success had this sort of breakpoints, but it does explain the weird jumps in success as you level.

vOv
Feb 8, 2014

IronicDongz posted:

hark, a blue moon rises, and with it a duvessa post that is good enough it ought to be seen by more people: https://crawl.develz.org/tavern/viewtopic.php?f=8&p=310755#p310755


I had no idea that spell success had this sort of breakpoints, but it does explain the weird jumps in success as you level.

A good post imo. Reading that thread, someone mentioned airstrike damage and holy poo poo what kind of monster thought up 7 + 1d(1d4 - 1 + (1d(Power) - 1)/6) + (1d(Power) - 1)/7).

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Yea, that's exactly what I was talking about before with the whole nested 1d(foo) stuff. But then someone goes and jumps on you like

Some punter posted:

D-d-d-die rolls!!! In my roguelike?!
and suddenly we see why devs might not like coming here.

This is an objectively great change, and I'm one of the unwashed masses who always thought spell success was smooth. I mean, why wouldn't it be? Up next: finding out Unique monsters generate based on items dropped in the previous level, and can be easily determined by observant players.

Half of Dracula
Oct 24, 2008

Perhaps the same could be

Serephina posted:

Up next: finding out Unique monsters generate based on items dropped in the previous level, and can be easily determined by observant players.

There's a real interesting idea there, though I'm sure it goes against design philosophy. Signs of a powerful unique on the level (or previous level). What's a demon blade doing here in Shoals 3? Mara. A few bodies already torn to shreds, then the Lernean Hydra

Yngwie Mangosteen
Aug 23, 2007

Serephina posted:

Yea, that's exactly what I was talking about before with the whole nested 1d(foo) stuff. But then someone goes and jumps on you like

and suddenly we see why devs might not like coming here.

This is an objectively great change, and I'm one of the unwashed masses who always thought spell success was smooth. I mean, why wouldn't it be? Up next: finding out Unique monsters generate based on items dropped in the previous level, and can be easily determined by observant players.
You were pretty unclear. 1d (foo) is pretty much how all video games handle things like random damage rolls, etc. Being against massive twisting mathematical monstrosities that introduce all sorts of weird patterns and error is fair, being agsinst basing a die roll's sides on a player's stat (which is how it came across) is silly.

It does seem like an extreme overreaction to be angry about posts in the crawl thread that offer a different opinion than yours though, so maybe calm down a little. Everyone here likes the game, or they wouldn't be posting in this thread. The more meaningful discussion given by the breakdown of airstrike was really interesting! I agree that it seems overwrought. This is why people discuss the game and their preferred/disliked changes in this thread, to talk about various different opinions and ideas.

Arcturas
Mar 30, 2011

That's good to know re: spell success rate. Isn't there another layer of deception, though, in that displayed spell success isn't true spell success because the game uses a Fire Emblem-plus RNG solely for casting? (3d100/3 compared to spell failure chance?)

I'm okay with the bell curving of spell chance, it's just another non-transparent layer.

Floodkiller
May 31, 2011

Here's the fleshing out of the Charms spell ideas I liked:

Deep Impact/Overwhelming Strike - Level 7 Charms
Gives the Impact/Strike status effect, which lasts for 5-6 turns. If a successful melee attack is made while this effect is active, remove the status and drain all remaining MP to deal (drained MP)d(Spellpower/10) damage to the primary target of the melee attack (ex. does not affect cleaved targets). Damage is calculated separately from the melee attack. A successful melee attack is one that does not miss, even if it does no damage or is blocked. Spellpower cap of 200.

Transfer Speed - Level 5 Charms/Summoning
Temporarily lends your speed to another being. Gives the player Slow for a static amount of time and gives the target creature Haste for an amount of time based on spellpower. The player cannot cast this spell if they are already Slow. The player cannot target themselves. Cheibriados dislikes this spell.
(still working out how long Slow and Haste should last, as well as the spellpower cap)

Devastate/Shrapnel - Level 6 Charms/Earth
Enchants your weapon with a regenerating layer of rock which shatters into shrapnel upon successfully striking an enemy in melee. The shrapnel explosion is radius 1 centered on the primary target of the melee attack, and deals 3d(Spellpower/8). The explosion is unavoidable for all targets caught in the blast, but does not affect the player or the primary target of the melee attack. The explosion makes a large noise (fireball level?) whenever it occurs. The effect lasts for 10-30 turns (depending on spellpower). Spellpower cap of 200.
(need to pin down exact duration)

Still working on fleshing out Royal Sheen. Also, for Poison Magic, I'm thinking something like a modified version of Singularity that possibly fixes complaints about the original (have to discuss with devs involved with the decision to make sure), although it might be stretching the definition of Poison Magic:
Creates a radius X pool of toxic sludge, which inflicts poison + needle effect on any non-flying, non-poison immune enemies inside of it (poison stacks each turn based on rPois, needle effect only price once). Treated as shallow water. After Y turns, the center of the pool opens up and begins to drain the sludge, pulling non-flying enemies towards the center and inflicting drowning damage (respecting rDrown) while reducing radius by 1 every Z turns. Any non-flying enemy in the center takes 2-3x the drowning damage. All enemies who are unable to move when pulled by the drain deal impact damage to themselves and the monster in the square they attempted to move into regardless of flight status.

Any thoughts before I start coding any of them?
(this doesn't mean I've stopped contributing on Cyno/Bultungin/Gnoll, just something to do on the side)

Ferrinus
Jun 19, 2003

i'm finding this quite easy, i guess in part because i'm a fast type but also because i have a coherent mental model of the world
A modified version of Singularity that fixes complaints about the original would just be one whose central square isn't impassable, which doesn't affect monsters you can't see, and which maybe requires level 9 hexes or charms in addition to level 9 translocations.

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Speleothing
May 6, 2008

Spare batteries are pretty key.
5-6 turns seems short, I'd aim for 7-10. You could also cap mp discharge at 20 or 30 if people think it's too strong.

Speleothing fucked around with this message at 19:03 on Apr 12, 2017

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