|
World Famous W posted:...skip... uniques??? *I* don't do it generally, though I gotta be pretty confident to take on floor 2 sigmund. Certainly some of them give me pause at their minimum depths like nikola, gastronak, mara, menkaure, any naga, etc. It'd be cool to be rewarded with a randart for my trouble.
|
# ? Feb 16, 2018 23:12 |
|
|
# ? Jun 1, 2024 23:53 |
|
Jeffrey of YOSPOS posted:(Maybe your heroism skill bonus could start lower but go up once for every 3 uniques killed? Or 3/4/5/etc for successive ones?) I'm just gonna pipe in to say that I really like this idea. The question is, would it be retroactive for uniques you killed pre-okawaru or just have it start from scratch?
|
# ? Feb 16, 2018 23:21 |
|
World Famous W posted:Only suggestion I have for hell is reduce it to two floors each. One random then the rune floor. It's just a race to the bottom at the moment and I think 6 floors of nothing important is what makes the hell effects far more frustrating. Maybe remove paralyzing and contamination from them for good measure. I'd like to clarify that the design requests/input for the approved feature is for Hell's effects, not Hell's structure (though I will put that in as a FR to vote on in the next FR survey).
|
# ? Feb 16, 2018 23:27 |
|
Would be neat (if complicated) to have a wandering hell prince (less powerful &) looking to score some points with the hell lords. It isn't stuck in one flavour of hell and each defeat replaces it with a hell prince that's incrementally more powerful. Stealth increasingly fuzzes the general area it knows where you are and it roars out as echolocation every so often, maybe prompting hell spawn to appear around you as per the typical hell effect. Defeating the hell lord makes the prince disinterested in following you further in the current branch to provide a little incentive when you're looking to loot places like Dis or Tartarus afterward.
|
# ? Feb 17, 2018 00:41 |
|
Just remove glow from hell effects and they're basically fine, given the current system. Hell needs a top-down rework terribly but that's a bit beyond the scope of "FLOODKILLER FIX THIS," I think. Hell, since glow is a miscast effect and hell effects are miscast effects, I'd say remove it from miscasts too. Glow is fine as a "you cast Invisibility or Haste (lol) too much" effect, but it really doesn't need to be a random punisher. Devlan Mud fucked around with this message at 06:30 on Feb 17, 2018 |
# ? Feb 17, 2018 06:28 |
|
q != edit
|
# ? Feb 17, 2018 06:30 |
|
Sage Grimm posted:Would be neat (if complicated) to have a wandering hell prince (less powerful &) looking to score some points with the hell lords. It isn't stuck in one flavour of hell and each defeat replaces it with a hell prince that's incrementally more powerful. Stealth increasingly fuzzes the general area it knows where you are and it roars out as echolocation every so often, maybe prompting hell spawn to appear around you as per the typical hell effect. Defeating the hell lord makes the prince disinterested in following you further in the current branch to provide a little incentive when you're looking to loot places like Dis or Tartarus afterward. if nothing else i think it'd be cool for some kind of 'watcher' monster to spawn every now and then in the hells and immediately let out a screech and trigger monster summons or whatever the hell else if they spot a player. it'd give a more natural feeling to it all like you're actually invading the hells and stealing the rune instead of it just occasionally going 'HEY gently caress OFF' and spiking you with some bullshit.
|
# ? Feb 17, 2018 06:43 |
|
Floodkiller posted:I'd like to clarify that the design requests/input for the approved feature is for Hell's effects, not Hell's structure (though I will put that in as a FR to vote on in the next FR survey). I'm not sure if this is structure or effects, but I think hell effects for a given hell should end once you kill the lord, to encourage fun play and also encourage exploring the designs of the final floors. I've occasionally talked a dev into liking that idea and Grunt even coded it (%git hell-effect-end) but others viewed it as "free loot." (picking a bad fight isn't free!) Probably also should end monster spawning when that happens, if Hell still has continuous spawning not from hell effects.
|
# ? Feb 17, 2018 08:24 |
|
I still like the einherjar idea for Oka. Peaceful/neutral monsters that you can kill for their rad stuff or just use like a junior Brothers In Arms. Edit: The only problem I can see is that it might be too easy to cheese getting them killed by something and then taking their poo poo without a struggle.
|
# ? Feb 17, 2018 08:58 |
|
PMush Perfect posted:I still like the einherjar idea for Oka. Peaceful/neutral monsters that you can kill for their rad stuff or just use like a junior Brothers In Arms. Oh no, instead of getting it for free, you get it with a bit of patience instead! How terrible. It's still better and more flavour than it getting dumped on the floor at your feet at certain intervals. Trog does that and is essentially a bestial god, Zom does that and is an entity that pokes at you with a stick.
|
# ? Feb 17, 2018 17:47 |
|
Teal posted:You call for ammo, get to choose the type, and a 1hp 0AC, 0EV apparition chasing you around and shooting you with your ammo of choice appears
|
# ? Feb 17, 2018 19:55 |
|
I know gooncrawl is the focus here these days but the past dozen or so commits to official crawl are all about removing spell books from the game.quote:Remove Trog's Burn Spellbooks ability. A shameful commit.
|
# ? Feb 18, 2018 10:18 |
|
orphean posted:I know gooncrawl is the focus here these days but the past dozen or so commits to official crawl are all about removing spell books from the game.
|
# ? Feb 18, 2018 12:25 |
|
I think they're just trying to reduce inventory clutter. So books aren't actually removed from the game, just treated differently.
|
# ? Feb 18, 2018 13:11 |
|
Yeah they basically just don't take up inventory space now.
|
# ? Feb 18, 2018 13:18 |
|
I would have thought this commit would be better for starting an outrage session.quote:Remove dream sheep fires
|
# ? Feb 18, 2018 13:21 |
|
Floodkiller posted:I would have thought this commit would be better for starting an outrage session.
|
# ? Feb 18, 2018 13:47 |
|
Floodkiller posted:I would have thought this commit would be better for starting an outrage session. Lol, that's some solid reasoning NOT!!!!!
|
# ? Feb 18, 2018 14:02 |
i can't wait until crawl has one race, one god, & one type of monster in a branchless runeless dungeon
|
|
# ? Feb 18, 2018 16:35 |
|
Jazerus posted:i can't wait until crawl has one race, one god, & one type of monster in a branchless runeless dungeon also it's linecrawl
|
# ? Feb 18, 2018 17:27 |
Sojenus posted:also it's linecrawl Remove Skills With the removal of monsters, skills are now redundant and do not provide meaningful choices.
|
|
# ? Feb 18, 2018 18:28 |
|
Me rn :
|
# ? Feb 18, 2018 21:04 |
|
Playing Crawl is a suboptimal choice when players could engage in other, more fulfilling activities. Therefore Crawl needs to be removed.
|
# ? Feb 19, 2018 05:38 |
|
Floodkiller posted:I would have thought this commit would be better for starting an outrage session. Also I do plan on making that "that's dcss" emote still, but been feeling
|
# ? Feb 19, 2018 05:49 |
|
World Famous W posted:They've gone to far! Pitchforks and torches will be provided in the town square. Don't worry the emote would just be removed because there's no point in having a multitude of slightly different emotes
|
# ? Feb 19, 2018 06:31 |
|
Spellbooks should have been goldified forever ago.
|
# ? Feb 19, 2018 06:52 |
|
let trog permanently remove a spell from your "library" to throw a flame cloud on any square with damage/duration proportional to the spell level
|
# ? Feb 19, 2018 06:53 |
|
make all spellbooks automatically explode when they enter los if you're trog imo
|
# ? Feb 19, 2018 06:53 |
|
cheetah7071 posted:make all spellbooks automatically explode when they enter los if you're trog imo But in a 3x3 radius to make up for you not being able to time it or move it. [EDIT] And rename the ability Bonfire of the Sanities.
|
# ? Feb 19, 2018 08:11 |
|
I get the vibe Crawl is being pushed into being more simple, I guess for the Steam release to get more users? Do devs not realize a lot of players enjoy learning the ins and outs of games?
|
# ? Feb 19, 2018 10:39 |
|
... Steam release?
|
# ? Feb 19, 2018 10:44 |
|
someone awful. posted:... Steam release? man they really just approve any old shovelware then huh?
|
# ? Feb 19, 2018 11:59 |
|
Devlan Mud posted:man they really just approve any old shovelware then huh? Isn't the requirements for putting a game onto Steam literally a $100 fee that will be refunded if the game actually manages to make money or witheld if the game turns out to be a copyright breaking bullshit?
|
# ? Feb 19, 2018 12:13 |
|
I dunno I remember justification for removing something (could've been the Tolkein thing) being because they were shaping up for 0.20/21 to be on steam
|
# ? Feb 19, 2018 13:17 |
|
I don't think the game is getting simpler, they keep replacing vanilla races with more complicated ones and adding new gods with weird gimmicks. And they keep tacking unique abilities onto monsters too.
|
# ? Feb 19, 2018 13:46 |
|
The Steam release was actually planned before that point, but has since been put on the backburner. None of the changes are because of copyright or anything else; the actual reason it won't be put on Steam in the near future is due to how the development team is structured and how Steam's developer/author system works. It's been a while since I saw the actual conversation, but it was something like only one user/account could be connected to the Steam program for app management/updates. Since the dev team cycles frequently and that one person might not stick around, it becomes an issue of constantly going through Valve to get the management person updated or keeping someone stuck as the manager even after they've lost interest in DC:SS (which can also become a security issue if they feel like wiping it or replacing it with something else). That, and I think PleasingFungus was the one behind actually pushing for a Steam release. Since he's left the team and made his own game instead, I don't think there's been much interest in pushing for a Steam release.
|
# ? Feb 19, 2018 14:33 |
|
Wait PF got onto his own thing? Is it Silicon Zeroes?
|
# ? Feb 19, 2018 21:27 |
|
Can't blame PF for leaving, especially since he kind of ended up being the killed messenger every time the devs did something stupid.
|
# ? Feb 19, 2018 22:36 |
|
Scaramouche posted:Wait PF got onto his own thing? Is it Silicon Zeroes? Yeah! It's quite good as well if you enjoy a Zachtronics-esq puzzle game (that's not quite as brutal as say, Spacechem). Definitely check it out!
|
# ? Feb 20, 2018 04:12 |
|
|
# ? Jun 1, 2024 23:53 |
|
tote up a bags posted:I dunno I remember justification for removing something (could've been the Tolkien thing) being because they were shaping up for 0.20/21 to be on steam The roguelike Tales of Middle Earth (ToME4) was renamed to Tales of Maj'Eyal before its commercial release on Steam. High Elves were removed because they didn't have a gameplay niche, and the devs noted that reducing the amount of pseudo-Tolkien *-Elf lore was a positive side effect. It's what everyone remembers because "Tolkien Minorities" was the most inspired clan name of the .20 tournament.
|
# ? Feb 20, 2018 08:52 |