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Internet Kraken
Apr 24, 2010

slightly amused

cheetah7071 posted:

I sorta agree Jiyva could use some love. My personal vote is that Jiyva's niche is as an equalizer--a god that can serve as a crutch to weak characters but doesn't do very much for strong characters. I really like that niche but would be perfectly fine seeing her made less annoying within that niche.

e: that role is probably why Jiyva is not a temple god in dev logic but then why is TOS a temple god. Options are fun imo

TSO isn't a great early god but he doesn't actively hinder your character development the way Jiyva does. Jiyva also makes the game harder for your character in a way that is difficult for the player to understand. You won't realize just how much experience and loot you are missing due to the slime spawning.

IMO Jiyva shouldn't be a temple god but there should be a guaranteed altar spawning at the slime entrance. By that point the passive slime spawning won't take any appreciable amount of exp.

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World Famous W
May 25, 2007

BAAAAAAAAAAAA
Jiyva ain't a good god to choose early but it should be your choice to act a fool if ya want.

Araganzar
May 24, 2003

Needs more cowbell!
Fun Shoe

Captain Monkey posted:

This. The amount of content crawl refuses to just spawn each game is hilarious, especially when they keep taking things out in addition to it.

What's going to be left to do in the NG+ dungeon if you spawn everything every time?

Araganzar
May 24, 2003

Needs more cowbell!
Fun Shoe

Internet Kraken posted:

TSO isn't a great early god but he doesn't actively hinder your character development the way Jiyva does. Jiyva also makes the game harder for your character in a way that is difficult for the player to understand. You won't realize just how much experience and loot you are missing due to the slime spawning.

IMO Jiyva shouldn't be a temple god but there should be a guaranteed altar spawning at the slime entrance. By that point the passive slime spawning won't take any appreciable amount of exp.

This, the current mode of "going Jivya" is to get to the slime entrance in Lair and hope it has an altar. Then if you are a spriggan and have blink scrolls you can still (almost never) make the altar on Slime:6. Usually you have a spriggan or troll doing this because of the advantages they get from an early-mid Jivya outweigh the disadvantages. And let's not forget the other reason Jiyva is not a temple god and is usually placed on Slime:6 - otherwise, the god provides a free rune and a free rune vault full of loot!

Making the altar spawn 100% would still indicate this is not a recommended early-game god while allowing people to take it without having to clear Slime. J should never be a temple god because of the relative power of slimes to early dungeon monsters and the importance of early-game consumables and other pickups, as well the fact that the god provides a FREE RUNE which also means free entry into Vaults.

Really, your jelly buddy power shouldn't apply in Slime which is ruled by TRJ who considers you an existential threat.

edit: Also, don't like the way Jiyva juggles stats? Change it! Make it into an advantage! This is GoonCrawl!

Araganzar fucked around with this message at 17:49 on Dec 23, 2017

Ramc
May 4, 2008

Bringing your thread to a screeching halt, guaranteed.

Samog posted:

I had a few thoughts while working my way through the survey:

- Rods and other rechargeable evocables should have some kind of UI element to indicate when your next charge is coming up. Also they should have a better name than "evocable items."

- The deleted wands (haste, cure wounds) could be brought back as uncommon rods or misc rechargeables -- finding or buying one would have a big impact on your game, and would give you a permanent "oh poo poo" button, but you wouldn't be able to burn through a pile of charges in a prolonged stairdancing encounter (or whatever) without dipping into your limited stash of potions.

- Wand of Teleport should be brought back as Wand of Teleport Other.

- The cut zealots can probably go, but Jiyva would be a good candidate for a zealot since he's weird enough (maybe also ashenzari, maaaaybe also chei).

- The tomb stair gimmick is only awful in conjunction with the gigantic ambush. This is pretty vague, but I think something with lots of dangerous runed doors and environmental hazards (miasma, statues) would be good in its place.

- Shake up the endgame a little by adding Desolation and Wizlab runes, and make up for the difference by turning Hell into 2 random branches or pulling a random pair of the fixed Pan lords. Also, make the Seraph one of the possible rune holders.

- An idea for miscast reform: At very low failure chances, a miscast spell should cause something very mild like reduced spellpower or a weaker effect. At higher fail rates, miscasts should be harmful to the player but still produce some kind of desirable effect, like the classic damaging AOE or a buff that also hits nearby enemies, so you're put in a bad spot but haven't totally wasted your turn. It may or may not be a good idea to carry this idea on into very high fail rates; intentionally failing a powerful spell to destroy your enemies in the hopes that you'll manage to survive is cool, but having that option available at all times might be bad.

e: Make spellbooks consumables that permanently add their spells to your list of memorizable spells

This man has good ideas. The only thing I might add is that the Seraph castle now will, iirc, always spawn the 5th pan rune if you haven't found it yet so it is a random rune holder.

Mimingless
Nov 23, 2007
Oh no, I have a self-esteem issue

People posted:

Conjurations, Poison Magic, and other Magic Stuff

I kinda slightly agree that Conjurations is a little weird just looking at the spell list, but removing it opens a can of worms with aptitudes - for example, Vampires, who are bad at Conjurations but have some pretty good elemental aptitudes, encouraging them to use mainly support, summoning, etc spells. Or be me and rely on their high Hexes aptitude to use Dazzling Spray and Fulminant Prism. By the way Fulminant Prism is kind of my best friend and I don't really have any idea where it would fit without Conjurations... Still, there would be a lot of things like that to consider there.

Also, Ignite Poison is super fun, Poison Magic should be buffed not killed. I don't really know hellcrawl but blindly mirroring things from it seems kinda bleh. On Bolts, they may be samey, but it's kind of reassuring to have a workhorse spell type like that regardless of what school you pick, and they could be used to highlight the differences between damage types if you do go that route. Also Bolt of Draining is like the only straight damage Necromancy spell, don't take that from Necromancy specialists, and yeah, Lightning Bolt is fun too with the bouncing.

Mimingless fucked around with this message at 18:15 on Dec 23, 2017

Fayrn
Apr 5, 2009
I realize the thread is a little more focused on the thought of a gooncrawl fork right now, but I had an idea about the mutation rework that I wanted to hear opinions on.

How about changing malmutate to just give increasing levels of contamination (instead of possibly crippling your character in an instant)?

This way, malmutate at least has some counterplay to it - you probably won't get yellow/red contamination from a single source of malmutate unless you leave it alive in line of sight for too long, and you can expend consumables in the form of cancellation or mutation potions to counteract the effects if you get unlucky or are dealing with a larger threat when a malmutating enemy shows up.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
It's good flavour with Shining Eyes (chaotic eyeball) and Orbs of Fire (malevolent sentient miniature sun), at least. Would have said cacodemons as well as I envisioned them as the Doom type but as the fat yellow thing..not so much.

It would be fun to have it 1:1 with monsters, where after getting contaminated too much by Irradiate they start glowing with Inner Fire except it explodes into raw magical energy like some of the contaminated effects do to the player.

Bar Ran Dun
Jan 22, 2006




I am Otis posted:

Did the survey from my phone. Dude this is awesome. Thanks for the initiative. Can't wait to see what happens.

Same, FloodKiller is the best.

Also if fulsome distillation comes back with the new mutation system...

Oh man thinking about gnolls with evaporation makes me giddy.

Samog
Dec 13, 2006
At least I'm not an 07.
TSO is good

Samog
Dec 13, 2006
At least I'm not an 07.
the devs hate the idea of poison magic having acid spells. but poison magic should have acid spells

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?
The devs also hate the idea of boulder beetles, high elves, Yiuf collecting hammers, and fun.

Samog
Dec 13, 2006
At least I'm not an 07.
if choosing to walk into a mutagenic cloud is too nethacky then all of the currently-existing mutagenic cloud setpieces should be scrubbed from the game

Eela6
May 25, 2007
Shredded Hen

Samog posted:

if choosing to walk into a mutagenic cloud is too nethacky then all of the currently-existing mutagenic cloud setpieces should be scrubbed from the game

I like nethacky stuff.

Internet Kraken
Apr 24, 2010

slightly amused

Samog posted:

if choosing to walk into a mutagenic cloud is too nethacky then all of the currently-existing mutagenic cloud setpieces should be scrubbed from the game

Mutagenic clouds are heavily weighted towards giving you bad mutations. They are considered a hazard and intentionally standing in them is never a good idea.

Floodkiller
May 31, 2011

Last reminder to vote in the (current) Gooncrawl feature pool:
https://goo.gl/forms/dUNVjwRSWNHMQvvi2
I'm closing it tomorrow morning to compile results. Get your vote in if you want a stake in the outcome!

I'm also going through to get all the feature requests added to the wiki, so let me know if I miss anything! As it turns out, GitHub doesn't have any setting for wiki contributor permissions between "has commit access to the code" and "anyone with a GitHub account", so it's easier to just do it myself at the moment to avoid any potential vandalism to either the wiki or the codebase. In the future, I'm probably going to need help from a couple trusted volunteers to keep up with them (especially once the crowdsourced design discussion starts kicking in for complex features). However, I'm not going to ask for it until I at least have an initial version out for proof that Gooncrawl actually exists and is worth volunteering for.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Thank you again floodkiller for even attempting this! Forking is no small effort, nevermind actually implementing half of these changes. Props!
edit: I feel odd for a moment

I am Otis
Sep 22, 2003

Forking is done by heroes

rchandra
Apr 30, 2013


Floodkiller posted:

Last reminder to vote in the (current) Gooncrawl feature pool:
https://goo.gl/forms/dUNVjwRSWNHMQvvi2
I'm closing it tomorrow morning to compile results. Get your vote in if you want a stake in the outcome!

I'm also going through to get all the feature requests added to the wiki, so let me know if I miss anything!

disc of storms?

the Orb of Zot
Jun 25, 2013

Apport: the Orb of Zot
The orb shrieks as your magic touches it!
Yoink! You pull the item towards yourself.
You see here the Orb of Zot.
code:
 Dungeon Crawl Stone Soup version 0.21-a0-621-gc60411f (console) character file.

1660485 Lightli the Lord of Darkness (level 27, 155/155 HPs)
             Began as a Gargoyle Necromancer on Dec 23, 2017.
             Was the Champion of Kikubaaqudgha.
             Escaped with the Orb
             ... and 3 runes on Dec 24, 2017!
             
             The game lasted 04:55:26 (77813 turns).
About a day ago, gammafunk removed Control Undead and Cigotuvi's Embrace, and replaced them with a spell much better and more fun to use: ZOMBIE HANDSBorgnjor's Vile Grasp, a spell that when cast pins down enemies in a 3x3 area with ZOMBIE HANDS and constricts them until they break free (or much more rarely the spell's effect wears off). Level 5, Necromancy/Earth, in the Ne starting spellbook currently for testing, as well as the book of Dreams. The spell is smite-targeted and automatically hits as long as the enemy is a valid target (i.e. not already being constricted, being a jelly, being something without any physical substance like ghosts, fire/water elementals, or orbs of fire, being on solid land or over shallow water, being visible to the player, and lacking spines [i.e. no porcupines or hell sentinels]). Spellpower determines the maximum duration of the constriction, the spell's starting damage (which rises the longer the constriction lasts) and most importantly how easy it is for a monster to break free of the constriction, and the spell ends prematurely if you break LOS with the enemy (so no strangling your enemies to death from outside LOS)

It really fills in the hole that Ne has early on in regards to dealing with non-living enemies, since it doesn't care about rN at all and works just fine on undead, demons, and constructs. The constriction also makes it a decent escape tool, and the spell ignores friendlies when cast, which when combined with the smite-targeting means you can cast it while hiding behind an undead army and pin enemies in place while your minions tear them to pieces. It also does very good damage if the constriction lasts long enough, and in general serves as a strong spell that you will keep casting the entire game. Do keep in mind that it's dual-school in a combination that otherwise has zero overlap (Necromancy/Earth), so it's much higher in investment to get going than the rest of the Ne starting spellbook, and a good chunk of that exp will otherwise go to waste unless you can find other earth magic spells to work with it. There's probably some cool combos you can do as well with experimentation, like using it to keep enemies stuck inside nasty clouds, or keeping an enemy pinned down to try and ensure an orb of destruction will hit them.

As for the actual character, my initial plans of going full spellcaster were shot when I found the Moon Troll Leather Armor on D:4, and decided to go for a more hybrid approach instead to take advantage of the spirit shield effect. I pain-branded a quick blade as my Kiku capstone gift, and it turns out that a quick blade of pain is more stupid than any other short blade in the game (except the Arc Blade) in regards to damage output. In the event that wasn't enough, I had a elec-branded rapier and the autumn katana to work with as well. Borgnjor's Vile GraspZOMBIE HANDS was my most cast spell in the entire game, and the effectiveness of it never really wore off due to how few things were immune to it (and with most of those either being vulnerable to dispel undead or the pain brand, it wasn't a super serious concern I had in mind anyways). Other fun things I did included getting to use Infestation from a randart spellbook, which was much better than I expected it to be, and actually using Death Channel seriously for once; the combination of the two resulted in the easiest Elf:$ clear ever, as I basically pinned the elves down with ZOMBIE HANDSZOMBIE HANDS, dumped Infestation on them, turned on death channel, and waited for them to explode into ghosts and death scarabs that immediately helped the remaining elves explode into more ghosts and death scarabs.

I did, however, do something monumentally stupid this game: I attempted Tomb for the third and final rune. Yes, I was pretty much the character combination designed for that to be vaguely feasible (two separate layers of torment resistance and a good chance for death curses to do nothing at all, while not being undead so not having to worry about holy-branded melee from bennu or dispel undead), but the reality is that not being able to stair dance was brutal even with all the advantages I had. While I had the ability to deal with greater mummies effectively thanks to Dispel Undead, but I didn't have the MP to kill more than one or maybe two at a time, and I ended up needing to burn through a good chunk of consumables even with most of the major dangers not being a significant problem. I even had to ignore the loot on the final floor (save for a book of Unlife I happened to be standing on while waiting for a teleport to go off), grab the rune, and then get the hell out via lucky teleports. I later came back for the three items still on the ground that actually were relevant (a hat, a randart ring that ended up being junk, and the ziggurat figurine) and it was still a horrible mess. Never. Doing. That. Again.

The usual necromancer problem of having basically nothing to deal with orbs of fire still cropped up though, since they're immune to ZOMBIE HANDS like they are basically everything else in the school (you can hit them with Infestation surprisingly, that's about it), so I had to try and kill them via corpse drops from Kiku + Simulacrum and praying I got enough of a swarm to kill one before they finished fireballing them all away. Outside of that, endgame was easy since I had so many ways to tear enemy groups of living enemies apart, and dispel undead tore ancient liches apart fast enough for them to not even be threatening.

http://crawl.berotato.org/crawl/morgue/Lightli/morgue-Lightli-20171224-023443.txt
Character log if anyone cares

the Orb of Zot fucked around with this message at 11:17 on Dec 24, 2017

WereVolvo
Jan 12, 2011
"Fun" is not a design goal.
I love Floodkiller's initiative here, gooncrawl is an awesome idea. Gonna be real interesting to see how it'll pan out, hopefully there'll be enough support for it to take off. I'd offer to help coding-wise, but these days I don't really have any energy for coding outside of what I do at work. If that should change, I'd love giving a hand.

Meanwhile, I'm still stuck playing 0.17 because gently caress mutation.

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?
That new spell sounds loving baller, though.

Tollymain
Jul 9, 2010

by Jeffrey of YOSPOS
it does

lets steal it

Floodkiller
May 31, 2011

Survey is closed! I'm compiling the results now, and I'll post the review when it's ready.

In the meantime, instead of immediately starting another survey to ask, I'm going to assume everybody:
-wants the new Zombiehands spell in Gooncrawl
-doesn't want Control Undead or Cigotuvi's Embrace removed

Please post let me know if your opinion is different. In the future, I'll be merging all bug fixes, UI improvements, and minor additions (like new vaults) automatically. For new features/major feature changes (including vault changes like Tomb stairs)/feature removals, I'll be holding off on merging until they pass a poll.

World Famous W
May 25, 2007

BAAAAAAAAAAAA
New poo poo good!

Old poo poo also good!

WereVolvo
Jan 12, 2011
"Fun" is not a design goal.
tbh having a development process where our opinions actually matter again is gonna be weird as gently caress for a while.

HisMajestyBOB
Oct 21, 2010


College Slice

Floodkiller posted:

Survey is closed! I'm compiling the results now, and I'll post the review when it's ready.

In the meantime, instead of immediately starting another survey to ask, I'm going to assume everybody:
-wants the new Zombiehands spell in Gooncrawl
-doesn't want Control Undead or Cigotuvi's Embrace removed

Please post let me know if your opinion is different. In the future, I'll be merging all bug fixes, UI improvements, and minor additions (like new vaults) automatically. For new features/major feature changes (including vault changes like Tomb stairs)/feature removals, I'll be holding off on merging until they pass a poll.

I haven't tried the Zombiehands spell yet, but it sounds interesting.
Control Undead and Cigotuvi's Embrace are spells I've memorized, used once or twice, and never use again.

Darox
Nov 10, 2012


Zombie hands sounds good. Control undead is boring but was basically the only way necromancers got past dangerous undead. If zombiehands turns out to be a good subtitute I wouldn't miss it but it's fine still existing. Sometimes it's funny against undead summoners, especially ones with death scarabs.

Embrace is a pain in the rear end to maintain in regular gameplay but it's amazing in Zigs which fully justifies its existence for me. I wish casting it gave you a duration effect where it constantly vacuums corpses to make it actually useful outside of gaining 40+ AC/SH in Zigs, it's way too expensive to use repeatedly for a regular character.

So yes to having all three. The only concern I have is spellbook bloat though.

I am Otis
Sep 22, 2003

Floodkiller owns

Internet Kraken
Apr 24, 2010

slightly amused
Control undead isn't a flashy or interesting spell but I don't really see why it existing is a problem. The new spell is WAY more interesting so if we had to pick between the two I'd go with hands but, as I always say, there isn't some arbitrary rule where we need to remove something for every new feature.

Cigotuvi's embrace is a bad spell though. Its such a clunky spell that most people barely ever use it. If it were to stay it would need to be altered to be less annoying but I have no clue what that change would be.

rchandra
Apr 30, 2013


Internet Kraken posted:

Control undead isn't a flashy or interesting spell but I don't really see why it existing is a problem. The new spell is WAY more interesting so if we had to pick between the two I'd go with hands but, as I always say, there isn't some arbitrary rule where we need to remove something for every new feature.

Cigotuvi's embrace is a bad spell though. Its such a clunky spell that most people barely ever use it. If it were to stay it would need to be altered to be less annoying but I have no clue what that change would be.

These are good opinions. Control undead is also great fun in Tomb / ziggurats.

Archenteron
Nov 3, 2006

:marc:
Replace cigotuvis embrace with the hellcrawl version which is basically a sh/ac song of slaying

apple
May 18, 2003

Jose in the club wearing orange suspenders

Internet Kraken posted:

Cigotuvi's embrace is a bad spell though. Its such a clunky spell that most people barely ever use it. If it were to stay it would need to be altered to be less annoying but I have no clue what that change would be.

As a permabuff it works pretty well, IMO. Aside from being a permabuff you get the benefits by killing stuff (similar to song of slaying) instead of the "pull corpses around you upon casting" thing. In a way it borrows from Ozo's and song of slaying but it's overall stronger + higher level and I think that's enough to stand out on its own. A lot of things could probably be better than DCSS Cigotivu's though.

e: beaten

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?
Agreed. Keep Control, remove or overhaul Cigo, add Zombie Hands.

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
Make a spell where you blink to a corpse in LOS, causing that corpse to explode for aoe damage in the process.

Eela6
May 25, 2007
Shredded Hen

Ferrinus posted:

Make a spell where you blink to a corpse in LOS, causing that corpse to explode for aoe damage in the process.

Lvl 5 Nec/Tlc, John Carpenter's The Thing

cheetah7071
Oct 20, 2010

honk honk
College Slice
Is hellcrawl's Citoguvi actually better than Ozocubo if you can cast both? They aren't compatible and just by reading the descriptions Ozo seemed better

LazyMaybe
Aug 18, 2013

oouagh
It's not even just about cigo vs ozo, cigotuvi basically blows because it's always better to get some zombie allies rather than an "ok" defense boost(ally meatshields are way better than a bit more AC or whatever in terms of defense, and then they also deal good damage), and if you can have cigotuvi you can have animate dead.

If it did not consume corpses it would probably be usable, because you would not have to choose between it and a stronger lower level spell.

Archenteron
Nov 3, 2006

:marc:

cheetah7071 posted:

Is hellcrawl's Citoguvi actually better than Ozocubo if you can cast both? They aren't compatible and just by reading the descriptions Ozo seemed better

It's a matter of armor scale and distance through the game. Casters/people who will never go higher than troll or steam armor are gonna get 10+ ac from ozo. If you want to go heavier armor (or maintain flame ring which cancels out ozo) later in the game and are more constantly choppy, cito becomes more useful, especially if you have shields or reflection since it'll also crank up your SH by a fair bit. Ditto if your using a 2her I guess.

Of course the real answer is just cast perma statue form :kheldragar:


Also as a general note: if you literally want to try out basically anything in Crawl during a playthrough, pick a kobold (for smallness and perma evolution) or gnoll in hellcrawl. If you want to try out melee, go okawaru (heroism is a passive so you'll have eventually +5 to all physical skills) or Sif Muna (who in hellcrawl gives a smaller permabuff to all magic skills) and just start rocking. Slap on Casual mode for faster exp if you want, and by midlate game you can use pretty much any weapon at near full effectiveness and cast anything level 7 and below with ease

Then die repeatedly to Lom Lobon chaining glaciate and tornado

Archenteron fucked around with this message at 22:29 on Dec 24, 2017

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Toadsmash
Jun 10, 2009

Dave Tate's downsy face approves.
You must not be in the habit of doing extended without TSO if you don't think much of Control Undead. It's insanely good in Tomb.

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