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make boulder beetles gain momentum like orbs of destruction. if they hit a wall after a certain amount of distance, they break the wall. if it's stone/metal, the beetle explodes.
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# ? Dec 25, 2017 19:27 |
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# ? May 28, 2024 16:12 |
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IronicDongz posted:add a boulder beetle unique that shoots out orbs of destruction in multiple directions like high power orb cards do whenever it collides with something actually, uh, that sounds cool as hell for some sort of high-tier enemy's method of attacking. like some sort of representation of the BFG from doom
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# ? Dec 25, 2017 22:06 |
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Johnny Joestar posted:actually, uh, that sounds cool as hell for some sort of high-tier enemy's method of attacking. like some sort of representation of the BFG from doom Edit I still think we need to design a Floodkiller unique water elemental.
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# ? Dec 25, 2017 22:09 |
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someone awful. posted:Rods were awkward poo poo garbage and work way better as wands, plus felids can use them as wands. Why would you want to bring them back? I always thought that the best way to fix Rods was to make them more like weapons with additional powers than wands you had to wield. Make them all have some sort of effect when you melee'd with them like Staves or the Rod of Striking. They were technically a mace type weapon and Ashenzari could let you curse them to boost evo. But I guess as they existed at time of removal they were kinda awkward and sorta OP. Side Note: I have always wanted Velociraptor packs in Crawl roaming Lair or Depths.
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# ? Dec 26, 2017 01:47 |
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Playing a Pakellas gnome back when rods existed was probably the most fun I've ever had playing Crawl.
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# ? Dec 26, 2017 06:43 |
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Ferrinus posted:An active, necromancy-themed regeneration could be like the old version of Powered By Death where corpses in your vicinity rapidly rot to give you health while they last and you remain near them. It could also be fused into Vampiric Draining, where VD puts a DoT on an enemy and you regain health for each tick. Either of those spells runs into the fundamental problem with redesigning regeneration that made me give up on the problem. That's not to say those aren't good ideas, but they wouldn't work as pure replacements for the currently existing spell itself. That's because regen works both in and out of combat. What's more, the spell is probably more important as a way to heal quickly out of combat than in combat. That isn't just my opinion, I've seen it mentioned a number of times by more experienced players. But both of those proposals are for an in-combat healing spell. It would be trivial to make the existing regen an out of combat spell (it cancels when you take damage), then create another spell that is designed to work as a heal spell in combat. But if one were to do so, it would have to be stronger than the current regen to bother casting in most circumstances. However, I don't think there is space in Crawl for a strong healing spell that isn't something like Borgnor's: a spell that's high enough level to be build defining and that comes with permanent character damage. I generally strongly oppose cheap healing in any RPG, but I think cheap and easy access to strong healing is anathema in Crawl. Of course, if the goons think there should be a strong healing spell in gooncrawl, then that's another matter. But I disagree. So, I think the best solution for regeneration is the hellcrawl permabuff solution. That's one of the only charms for which I think this is the proper solution, by the way. There are other solutions I can think of, but they would involve removing the regen spell, so are probably not appropriate for gooncrawl, especially at this stage.
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# ? Dec 26, 2017 14:23 |
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Since some of this new endeavor seems to be centered on bringing things back on top of not shying from changes in pursuit of flavor, unless I've missed something, is any mind being paid to the Circus Animals Fork alongside Hellcrawl and whatnot? There's surely some applicable good interwoven within all the crazy even if it hasn't seen an update in awhile now after the initial flurry: https://github.com/jeremygurr/dcssca Quite looking forward to where this Gooncrawl fork goes!
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# ? Dec 26, 2017 14:29 |
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I don't see why there's a need for an outside-combat healing spell. From my experience, the main difference between Regeneration and regular resting is how far back you go to rest, so hardly impactful. The main place to use Regeneration outside of combat is in Hells due to the Hell Effect clock, and that's it's own set of issues. And speed running, I guess, but why design the game around that?
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# ? Dec 26, 2017 15:18 |
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Heithinn Grasida posted:Of course, if the goons think there should be a strong healing spell in gooncrawl, then that's another matter. I mean, we are already putting wand of heal wounds, recharging scrolls, and Pakellas (once the abilities are reworked to fit with wand stacking) back in If anyone wants to follow the fork commit log as I work, it's located here. Otherwise, progress so far:
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# ? Dec 26, 2017 16:01 |
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just make rods work like the lamp and phial
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# ? Dec 26, 2017 16:08 |
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That Pharoah still doesn't consider his handicapable undead, he should have installed elevators instead of stairs! I kid, of course. Look at all those commits in so little time. You're a madman, Floodkiller. A wonderful, amazing madman.
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# ? Dec 26, 2017 16:13 |
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HisMajestyBOB posted:I don't see why there's a need for an outside-combat healing spell. From my experience, the main difference between Regeneration and regular resting is how far back you go to rest, so hardly impactful. Because resting sucks. Having really low natural regeneration relative to your maxhp blows. You have to rest more frequently and for longer. It makes everything slower and it sucks. High regeneration means you can keep moving and go from fight to fight without issue.
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# ? Dec 26, 2017 16:32 |
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In mainline Crawl news, ghost speeds were normalized at 10 and some brands forbidden (like chaos), as a beginning of some kind of ghost revamp. Distortion was briefly one of the forbidden ones but was re-enabled because 'it doesn't have any particular reason to be disabled compared to other threatening early brands'. I think that means it's just Chaos and Holy Wrath that are forbidden now, actually.
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# ? Dec 26, 2017 16:34 |
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What about a spell that works like Deep Dwarves healing? Decent heal, maybe percentage based, but permanently reduces Max HP by 1?
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# ? Dec 26, 2017 17:03 |
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Uh, you mean Bojnigor's Revivification?
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# ? Dec 26, 2017 17:11 |
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Trollhide/Trollblood: Nec/Trm 4 or 5, gives 2-4 ac boost from tough skin, +Regen, and cranks up your metabolism
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# ? Dec 26, 2017 17:37 |
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Darox posted:Because resting sucks. Having really low natural regeneration relative to your maxhp blows. You have to rest more frequently and for longer. It makes everything slower and it sucks. High regeneration means you can keep moving and go from fight to fight without issue. But auto resting takes the same amount of real-life time regardless of how much is healed. Press 5, get full health.
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# ? Dec 26, 2017 19:05 |
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Heithinn Grasida posted:Either of those spells runs into the fundamental problem with redesigning regeneration that made me give up on the problem. That's not to say those aren't good ideas, but they wouldn't work as pure replacements for the currently existing spell itself. Right, the idea is that you’d change Regen so that it’a a combat spell. Then, if it makes the game too dang slow, you can just boost everybody’s out of combat healing across the board. Maybe make it so specifically standing in place with no enemies in sight gives you a regen multiplier.
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# ? Dec 26, 2017 19:15 |
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Have the Regen spell root you in place until you're at full health with some flavour of "leaching nutrients from the dungeon soil," similar to Lignification but without the transformation. Maybe add an ability to end it earlier at the cost of some health because you've ripped those parasitic roots out and that poo poo hurts. That way you can use it both in and out of combat and there's an actual choice to make as to when to engage it.
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# ? Dec 26, 2017 19:20 |
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I actually don't mind resting that much personally, it just takes a little init tweaking to be less intrusive.
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# ? Dec 26, 2017 19:21 |
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Sage Grimm posted:Have the Regen spell root you in place until you're at full health with some flavour of "leaching nutrients from the dungeon soil," similar to Lignification but without the transformation. Maybe add an ability to end it earlier at the cost of some health because you've ripped those parasitic roots out and that poo poo hurts. That way you can use it both in and out of combat and there's an actual choice to make as to when to engage it.
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# ? Dec 26, 2017 19:22 |
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Just make treeform a real spell and give trees regen
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# ? Dec 26, 2017 20:16 |
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cheetah7071 posted:Just make treeform a real spell and give trees regen And call the spell Treegeneration.
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# ? Dec 26, 2017 20:24 |
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Make it a line of sorts? Roots, Barkskin, Lignification, or somesuch. Though again the concerns about spellbook bloat come up. A race with a Lig ability would be neat. Dryads, maybe?
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# ? Dec 26, 2017 21:18 |
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Random idea I had for a new DS-level mutation (I thought it was interesting): Magical Conduit - Gives a chance to cast a random damaging or debuffing (if valid) spell at an enemy in range (could be as if cast from the PC or smite-targetted). Power level ceiling (random from 1-ceiling) and available spells dependent on rank of the mutation. Spell cast not always guaranteed to be effective against the target (doesn't take into account resistances or immunities).
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# ? Dec 26, 2017 22:02 |
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Make sure to delete troll leather armor too
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# ? Dec 27, 2017 01:32 |
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Nah, that's the Stone Soup way: Finally getting rid of racial armour/weapons!
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# ? Dec 27, 2017 03:37 |
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I actually really like that wands stack now, also please remove wands of confusion so I can stop getting that stupid genesis song stuck in my head. Thanks.
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# ? Dec 27, 2017 10:33 |
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Gooncrawl update:
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# ? Dec 27, 2017 15:22 |
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Really? Why?
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# ? Dec 27, 2017 15:47 |
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PMush Perfect posted:Really? Why? There was a bunch of back-end changes since he was removed that I kept missing, so it was a lot of compiling crashes. I eventually took a shortcut and gave him Donald's weapon set because I got sick of it and wanted to move on. He's still got the buckler though.
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# ? Dec 27, 2017 16:40 |
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TBH that new Necro/Earth spell sounds a lot like the Toxic Glue spell I kept suggesting as pure poison.
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# ? Dec 27, 2017 16:53 |
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How does Ozo's refrigeration compare to Freezing Cloud for AoE ice spells? I know Freezing cloud is amazing but I've never used Ozo's
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# ? Dec 28, 2017 01:22 |
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cheetah7071 posted:How does Ozo's refrigeration compare to Freezing Cloud for AoE ice spells? I know Freezing cloud is amazing but I've never used Ozo's Completely different, ozo attempts to put everything in sight back to sleep iirc
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# ? Dec 28, 2017 05:30 |
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cheetah7071 posted:How does Ozo's refrigeration compare to Freezing Cloud for AoE ice spells? I know Freezing cloud is amazing but I've never used Ozo's Ozo's is usually only better if you are trying to hit the entire screen, in which case you are either fighting popcorn or should probably be running away. Ozo's also keeps taking MP and your turn to cast, compared to Freezing Cloud which you lay down once for damage over multiple turns plus being able to use other spells/attacks/movement while doing so. On a different note, Phase Shift is being a bitch to re-implement compared to Poisonous Cloud. Both reversion attempts, something being changed in the combat code keeps CTDing the game while trying to move after casting Phase Shift. I'll probably try implementing it as a new spell (instead of re-enabling the old one) and see if it crashes then. If it does, I'll probably just put that feature on the back burner for a later time.
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# ? Dec 28, 2017 05:31 |
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Please include an actual "Crash to Desktop" spell.
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# ? Dec 28, 2017 07:06 |
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gowb posted:Completely different, ozo attempts to put everything in sight back to sleep iirc You're thinking of Metabolic Englaciation, probably? Though I think that just slows, with resistance based on rC and HD. Ozocubo's Refrigeration deals damage to everything in LOS (including you) with AC-ignoring undodgeable (but resistable) cold damage, and temporarily disables potion use. It used to break them. Edit: They don't actually have to be visible though; it works on invisible targets even if you can't see them. They just have to be within your LOS range. Prism fucked around with this message at 07:14 on Dec 28, 2017 |
# ? Dec 28, 2017 07:10 |
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Metabolic englaciation used to put the whole screen to sleep. Now it slows everything instead. Ozo's refrigeration can be good if you find exactly the right stuff to support it. A refrigerator mage with high int and three enhancers is a hilarious steamroller, since the spell power gets high enough that the benefit of the mechanics starts to outweigh the disadvantage of the poor damage. It's pretty mediocre if you can't get it to a really high power, though, and it will never be worth it against things with tons of HP.
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# ? Dec 28, 2017 11:22 |
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I've come back to this after taking a long break and my init file is blank. What was all the good stuff people recommended putting in there, again? Something about manual training?
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# ? Dec 28, 2017 16:27 |
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# ? May 28, 2024 16:12 |
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PMush Perfect posted:my stupid poo poo.
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# ? Dec 28, 2017 16:37 |