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Bar Ran Dun
Jan 22, 2006




I play in the evenings after the kid is in bed. I can have a couple beers between 7 and 10 pm. Generally it's good to stop because I tend to play fast and loose anyway.

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weirdly chilly pussy
Oct 6, 2007

Does anyone know how Evolution works on halflings? I got cigotuvi's fleshworks and walked away with ~30 potions of mut and now I'm thinking what would be the best mutation to settle on.

edit: just settled on evocable blink after lots of bad or lukewarm mutations. (HaBe of Trog)

weirdly chilly pussy fucked around with this message at 10:07 on Feb 25, 2018

Teal
Feb 25, 2013

by Nyc_Tattoo
nevermind I'm retarded

Floodkiller
May 31, 2011

Alright, next couple of topics (both of these were on the "Yes" list, so they need a finalized design this time around):

Reimplement rods
  • Does this mean bring rods and removed rod effects back in their previous state (separate item, wield to evoke, regenerates charges over turns)?
  • If yes, should there be any changes/improvements to how they work? Maybe bring back removed effects as wands and make all wands have the potential to drop as a rod? All rods can be evoked from inventory?
  • If no, how should the removed rod effects be brought back? As wands? As evocables (either full charge like lamps of fire, or partial charge like lightning rod)?
  • What should be done about items that were previously rod effects (wand of clouds, wand of scattershot, lightning rod evocable)?

Reimplement Pakellas:
  • No MP Regen, gain power from killing, collect MP potions after enough overflow - Is all this still good? Should there be any changes to this?
  • Quick Charge - This was originally based on the max charges of the wand and the percentage of your MP remaining (increasing in strength based on max MP). Wands no longer have a cap, so this needs looking at for that part at the least (but it may be a good opportunity to either rework or replace it with something less fiddly.
  • Device Surge - This should still be good unless anybody wants it changed around.
  • Supercharge - This has the same problem as Quick Charge (no wand caps), as well as the issue with rods currently not existing (depending on implementation based on design of above point). How should Supercharge be reworked?
  • Gifts - Currently gives gifts similar to Kiku (one gift at certain piety tiers from a list of options). Should this change (other than modifications to the lists to fit current Crawl)?

Again, I'll give it about a week to discuss or until discussion dries out. There will probably be one or two more design discussions for the remaining topics before I put a survey together for them, and I'll follow it up with a feature request/pull request/mainline crawl major changes poll afterwards.

The Velvet Witch
Jul 24, 2017

"I don't have a "make better posts" spell, you're on your own."

I'm playing a centaur hunter right now and I would just like to formally tell this game to go gently caress itself

cheetah7071
Oct 20, 2010

honk honk
College Slice
No opinion on Pakellas, I never liked him so I'd personally suggest huge changes but I know a bunch of people did like him so I don't want to ruin him for them.

For rods, I kinda like the idea that rods and wands are flip sides of the same coin, where they have the exact same effect list. Maybe rods are Pakellas unique? So he gives you recharging versions of the wands everybody else gets. idk. Do make rods evoke from inventory though. I can't possibly imagine the one turn switch time was a key component of game balance.

Teal
Feb 25, 2013

by Nyc_Tattoo
Okay I'm mad; I've been having one of my best runs so far, and as many such runs I had before it ended with me getting sent to Abyss by an orc bitch with a sword of distortion and eating poo poo and dying there (I've not yet cleared Mines or Lair; have been slowly pushing both. In Abyss I actually managed to get pretty far by burning my stockpile of 6 blinking scrolls, making it just barely alive through two panic-portals before dying to a loving beyblade which moves twice per turn (Executioner). I feel like I asked about this years back when I played the game for the first time but is there any meaningful tactic to getting out of Abyss alive when you can't REALLY fight any of the enemies there or can you just Ctrl+Q the moment a fucker RNG's your rear end there and count it as getting instagibbed, the sole lesson learned being "burn wands rather than ever taking Distortion hits".

Whaleporn
May 6, 2007

This is me on my bike pretty cool huh?

Arivia posted:

Reintroducing Pakellas.

pour a vial of the flood out for our dead homies rip

weirdly chilly pussy
Oct 6, 2007

Teal posted:

Okay I'm mad; I've been having one of my best runs so far, and as many such runs I had before it ended with me getting sent to Abyss by an orc bitch with a sword of distortion and eating poo poo and dying there (I've not yet cleared Mines or Lair; have been slowly pushing both. In Abyss I actually managed to get pretty far by burning my stockpile of 6 blinking scrolls, making it just barely alive through two panic-portals before dying to a loving beyblade which moves twice per turn (Executioner). I feel like I asked about this years back when I played the game for the first time but is there any meaningful tactic to getting out of Abyss alive when you can't REALLY fight any of the enemies there or can you just Ctrl+Q the moment a fucker RNG's your rear end there and count it as getting instagibbed, the sole lesson learned being "burn wands rather than ever taking Distortion hits".

If you get abyssed early, you can try to

- move diagonally and stick to that direction
- redirect all training to stealth, also put any stealth rings on
- don't stop to fight monsters of normal speed
- read teleport at first sign of trouble
- never go deeper in the abyss
- die anyway

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?
Getting abyssed is the strongest possible argument in favor of a vampiric weapon, it adds a lot of longevity, which is otherwise seriously lacking when any moment your resting could get interrupted by a starcursed mass.

Turtlicious
Sep 17, 2012

by Jeffrey of YOSPOS
I would like Rods to be a Palkellas only thing he gifts you.

Patashu
Jan 7, 2009
Rods as Pakellas only works for me. Similar to how decks became Nemelex only.

World Famous W
May 25, 2007

BAAAAAAAAAAAA
I was a strong supporter of Pake, so I'll put a more thoughtful post up when back from work and had some time to think on it. Mostly want him back as was but rods are in a weird place now...

Tollymain
Jul 9, 2010

by Jeffrey of YOSPOS
if rods come back as rods, id like them to be evoked from inventory, wielding them is annoying and ultimately kind of insignificant mechanically

i'd prefer if they came back as xp evocables, like the lightning rod? speaking of which imo get rid of the shared xp limit on evocables of the same type. if clouds and scattershot wands aren't replaced, that leaves the number of wands at 9 i think? could work

a vaguely original idea for rod re-implementation: merge inaccuracy, ignition, and scattershot into a single item that randomly selects from one of their effects; merge shadows and swarm and add another summoning effect for another unpredictable rod (how much does swarm overlap with sack of spiders? could replace that with something new if it's roughly the same thing). this makes rods (clouds, destruction, summoning) differentiated from wands and related to each other via their unpredictability.

imo pakellas should only gift the good poo poo, no wands of flame or random effects please. perhaps no wands at all?

i feel like with the removal of wand caps and the stacking that quick charge could be removed and pakellas could directly give random evocables in your inventory a small amount of charge. this prevents the "quick charge only the best wands" factor of pakellas, causing players to need to use their less-good wands more. maybe pakellas doesn't like players abandoning evocables to prevent people from dumping everything except the best wands? obviously it needs a new price, so maybe pakellas only does it during combat and takes away large chunks of mp? (to keep up the "you kind of give up casting for this" factor)

Tollymain fucked around with this message at 03:39 on Feb 26, 2018

Patashu
Jan 7, 2009
Random idea: Give Warper a 'Conjure Distortion' spell, a 'Conjure Flame' variant that summons a distortion branded cloud instead of a fire one, to give an obvious payoff for Lesser Beckoning/Gell's Gravitas shenanigans. I'm not sure what the downside is compared to Conjure Flame, though:
-No changes - it's less reliable since the monster might blink out immediately anyway, and Warper doesn't have magic dart or whatever as an obvious pelting mechanism if they decide not to step into it
-Higher level
-Cloud lasts a shorter period of time
-Less control over where the cloud is placed, so you have to place it THEN come up with a translocation plan

EDIT: And now I have a 'great' idea to make Venom Mage tolerable - give them a spell that shoots killer bees at things

Patashu fucked around with this message at 03:03 on Feb 26, 2018

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!

Tollymain posted:

a vaguely original idea for rod re-implementation: merge inaccuracy, ignition, and scattershot into a single item that randomly selects from one of their effects; merge shadows and swarm and add a another summoning effect for another unpredictable rod (how much does swarm overlap with sack of spiders? could replace that with something new if it's roughly the same thing). this makes rods (clouds, destruction, summoning) differentiated by wands and related to each other via their unpredictability.

Call the third summoning effect Shepherd, have it bring flocks/herds of sheep, hogs, yak, two or three death yak, elephants and then top out at one or two hellephants/good Pan's holy cows depending on worship.

Samog
Dec 13, 2006
At least I'm not an 07.
i would really rather just have rods exist as evokable items, but also "rods are pakellas-only" is pretty good as far as pakellas ideas go

Samog
Dec 13, 2006
At least I'm not an 07.
turn all wands into rods

Tollymain
Jul 9, 2010

by Jeffrey of YOSPOS

my typos, immortalized

Tollymain
Jul 9, 2010

by Jeffrey of YOSPOS
should redundant elemental evocables continue to have a shared cooldown and hence be useless

weirdly chilly pussy
Oct 6, 2007

code:
The rock shatters into small pieces.
The cherub sings a powerful hymn!
The seraph goes into a battle-frenzy!
The seraph gestures.
The angel dissolves into sparkling lights!
The daeva dissolves into sparkling lights!
The angel dissolves into sparkling lights!
The cherub sings a powerful hymn!
The angels go into a battle-frenzy!
You have escaped! (Matthew 28:2)

Jeffrey of YOSPOS
Dec 22, 2005

GET LOSE, YOU CAN'T COMPARE WITH MY POWERS
I think rods work well as wands and finding and switching up which effects you have over the course of the game is pretty cool if you regularly use the wands you find. Totally down for more wand generation with pakellas if we went that route.

Pakellas-only rods would be cool but a lot of effort for a single god.

Teal
Feb 25, 2013

by Nyc_Tattoo
I really, really, really loved the idea of Gnoll Skald because I am a lazy tabbing bitch but at the same time loathe missing out on magics entirely and I also hate when I find an artifact I just quite can't use due to the skill deficiency. Problem is, since I'm a lazy tabbing bitch and GnSk isn't all that great at that, I over and over and over again die before I actually make it to Lair/Mines, usually just by walking into something marginally above my current capability or by failing to recognize it's the right time to pop my buffs, mismanaging the spectral weapon, etc etc.

Well, I finally felt confident enough disregard the highlighted suggestions of character/background combos and am trying out Gnoll Fighter and jesus christ if I don't feel like I was wasting a loving ton of time with GnSk. I get to start with a War Axe and early on, the shield and armor skills help you a LOT more reliably than the ever-mana-draining, confusion vulnerable utilities which GnSk relies on, yet I get to bzoom straight into the first Vehumet infostall and by the time I am in the areas I rarely ever made it to as GnSk, I'm assblasting everything with destruction spells while wearing chainmail like I'm some kinda bomb defusal squad Gandalf.

Discouraging GnFi is outright loving misleading and so I learned that the suggested builds in the character selection screen are bullshit.

Teal fucked around with this message at 08:48 on Feb 26, 2018

weirdly chilly pussy
Oct 6, 2007

Teal posted:

I really, really, really loved the idea of Gnoll Skald because I am a lazy tabbing bitch but at the same time loathe missing out on magics entirely and I also hate when I find an artifact I just quite can't use due to the skill deficiency. Problem is, since I'm a lazy tabbing bitch and GnSk isn't all that great at that, I over and over and over again die before I actually make it to Lair/Mines, usually just by walking into something marginally above my current capability or by failing to recognize it's the right time to pop my buffs, mismanaging the spectral weapon, etc etc.

Well, I finally felt confident enough disregard the highlighted suggestions of character/background combos and am trying out Gnoll Fighter and jesus christ if I don't feel like I was wasting a loving ton of time with GnSk. I get to start with a War Axe and early on, the shield and armor skills help you a LOT more reliably than the ever-mana-draining, confusion vulnerable utilities which GnSk relies on, yet I get to bzoom straight into the first Vehumet infostall and by the time I am in the areas I rarely ever made it to as GnSk, I'm assblasting everything with destruction spells while wearing chainmail like I'm some kinda bomb defusal squad Gandalf.

Discouraging GnFi is outright loving misleading and so I learned that the suggested builds in the character selection screen are bullshit.

Trading shroud, spectral weapon and regen for a shield and bad int doesn't really sound that good to me on a race that's going to train magics anyway.

Just pick polearms, always cast your buffs and upgrade to heavier armor when your spell failure rate allows it. Also, don't run towards orc wiz/priests.

Teal
Feb 25, 2013

by Nyc_Tattoo

weirdly chilly pussy posted:

upgrade to heavier armor when your spell failure rate allows it

That's the thing tho; with GnSk your armour has to play catch up with your magic and it feels like your delicate AC vs. Miscast balance is extremely fragile and vulnerable to bad drops. Meanwhile with GnFi you don't rely on getting anything good in particular at any specific point; you can start casting whenever it happens to become feasible, as opposed to having to rely on hoping it stays feasible as enemies scale in damage in ways your AC capped by your Miscast can't keep up with. In a game mostly about taking chances and mismanagement, GnFi just seems a lot more robust and less reliant on which magic/items you find.

weirdly chilly pussy
Oct 6, 2007

Teal posted:

That's the thing tho; with GnSk your armour has to play catch up with your magic and it feels like your delicate AC vs. Miscast balance is extremely fragile and vulnerable to bad drops. Meanwhile with GnFi you don't rely on getting anything good in particular at any specific point; you can start casting whenever it happens to become feasible, as opposed to having to rely on hoping it stays feasible as enemies scale in damage in ways your AC capped by your Miscast can't keep up with. In a game mostly about taking chances and mismanagement, GnFi just seems a lot more robust and less reliant on which magic/items you find.

Spectral weapon will more than compensate for the slightly lower AC a skald will have. Just make a habit of always considering your positioning: always fight at chokepoints, one at a time and make sure your spectral weapon gets to hit as well. If this is not possible, run until your position allows it. Don't get caught out in the open.

In my opinion it's the fighter who has to rely on good drops, because they start with no spells and their starting weapon/armor isn't that good.

Teal
Feb 25, 2013

by Nyc_Tattoo

weirdly chilly pussy posted:

Spectral weapon will more than compensate for the slightly lower AC a skald will have. Just make a habit of always considering your positioning: always fight at chokepoints, one at a time and make sure your spectral weapon gets to hit as well. If this is not possible, run until your position allows it. Don't get caught out in the open.

In my opinion it's the fighter who has to rely on good drops, because they start with no spells and their starting weapon/armor isn't that good.

Well you need some drops with GnFi but basically ANY drop will help; any level of better armour even if a bit heavier than would be ideal, any shape of a good weapon as you don't specifically need a spear to make use of chokepoints. If you find some especially magical poo poo, presuming you ran into Vehumet you can start casting meaningfully fairly early on...

I think that one thing that could singlehandedly fix GnSk for me would be if you could get a buckler to go with your spear as I found myself dying to Centaurs a lot more than Orc Priests.

e: Heck, could probably get on by starting with just the buckler and shield skill, relying on picking up the first short sword that drops from the first goblin I strangle to death. Could we have this as a starting weapon for non fighter/gladiator backgrounds? Just a buckler and an empty hand.

Teal fucked around with this message at 09:50 on Feb 26, 2018

Tollymain
Jul 9, 2010

by Jeffrey of YOSPOS
gnwn gets a shield sometimes

Irony Be My Shield
Jul 29, 2012

Tollymain posted:

should redundant elemental evocables continue to have a shared cooldown and hence be useless
Yes imo. I don't want to be carrying around 4 sets of evocables every game and taking up half my inventory. Plenty of other items are redudant after the first, such as equipment.

Floodkiller
May 31, 2011

Gooncrawl is now up on CBRO for those who may not have had a good connection to Australia. Please let me (or johnstein) know if there are any issues!

heard u like girls
Mar 25, 2013

Nice!

Speleothing
May 6, 2008

Spare batteries are pretty key.
The thing about early Gnolls imo is that the free starting skills from your background count for way more than they do for anyone else.

Tollymain
Jul 9, 2010

by Jeffrey of YOSPOS
how do i edit my rcfile for gooncrawl on cbro

e: looks like it's using the trunk rcfile?

Tollymain fucked around with this message at 20:51 on Feb 26, 2018

rchandra
Apr 30, 2013


Floodkiller posted:

Alright, next couple of topics (both of these were on the "Yes" list, so they need a finalized design this time around):

Reimplement rods
  • Does this mean bring rods and removed rod effects back in their previous state (separate item, wield to evoke, regenerates charges over turns)?
  • If yes, should there be any changes/improvements to how they work? Maybe bring back removed effects as wands and make all wands have the potential to drop as a rod? All rods can be evoked from inventory?
  • If no, how should the removed rod effects be brought back? As wands? As evocables (either full charge like lamps of fire, or partial charge like lightning rod)?
  • What should be done about items that were previously rod effects (wand of clouds, wand of scattershot, lightning rod evocable)?

Bring back rods as rods with all their foibles. I forget if ?recharge is in gooncrawl, if it isn't then rods should show number of uses instead of MP. Second choice, using the lightning rod interface.
The redirected rods can be replaced with their proper rod forms.
Also, disc of storms must live again.

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?
Bug report time: I don't think sludge elves have their aptitudes listed?

Patashu
Jan 7, 2009
I'm working on Megabyss.

Done so far:
1) Abyss is extended down to 27 floors. Item generation, monster generation and some frequencies of things ramp up as you go down.
2) From Abyss:5 on, one-way portals to the Realm of Zot are generated, putting you on the Zot:1 upstairs. If you enter without 3 runes, the door is one way (shuts behind you once you enter Depths). This lets you do 0-2 rune runs, if you're crazy. Also, most important of all: It doesn't crash! It took a while to sort out the bugs and implement this properly.
Todo list:
1) Playtest/make sure that it's 'fun'. It should be dangerous, but not a suicide mission, to go down to Abyss:27. And there should be sufficient incentive, in forms of being able to acquire loot faster in real time, for going down to low (not necessarily 27) Abyss levels if you're strong enough to handle it.
2) Megabyss corruption! If you explore Abyss:27 and live to tell the tale, the dungeon is permanently corrupted (like Lugonu's effect, but in a few random places on each old AND new level, and stacking with Lucy corruption if you happen to worship her too).
3) Stretch goal - have weird things happen on the lower Abyss floors. Pockets of corruption suddenly appearing, translocation storms, chaos/mutagenic fog generators, etc.

Patashu fucked around with this message at 05:41 on Feb 27, 2018

icantfindaname
Jul 1, 2008


Is it worth training stealth as a melee tank? I’ve played two or three games as experiments and it seems neat but if I’m just going to kill things with an axe anyway what’s the point?

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?

icantfindaname posted:

Is it worth training stealth as a melee tank? I’ve played two or three games as experiments and it seems neat but if I’m just going to kill things with an axe anyway what’s the point?
Depends on your apts, strength, armor skill, and what kind of armor you're wearing. If you're casting spells, too (since a hybrid is also watching for armor encumbrance) then a decent stealth can be worth it just for that occasional situation where you go around a corner and see a big red / dangerous unique still snoozing. Then, you can back up and exclude the area and (hopefully) not have to fight them until you're ready.

heard u like girls
Mar 25, 2013

Patashu posted:

I'm working on Megabyss.

Done so far:
1) Abyss is extended down to 27 floors. Item generation, monster generation and some frequencies of things ramp up as you go down.
2) From Abyss:5 on, one-way portals to the Realm of Zot are generated, putting you on the Zot:1 upstairs. If you enter without 3 runes, the door is one way (shuts behind you once you enter Depths). This lets you do 0-2 rune runs, if you're crazy. Also, most important of all: It doesn't crash! It took a while to sort out the bugs and implement this properly.
Todo list:
1) Playtest/make sure that it's 'fun'. It should be dangerous, but not a suicide mission, to go down to Abyss:27. And there should be sufficient incentive, in forms of being able to acquire loot faster in real time, for going down to low (not necessarily 27) Abyss levels if you're strong enough to handle it.
2) Megabyss corruption! If you explore Abyss:27 and live to tell the tale, the dungeon is permanently corrupted (like Lugonu's effect, but in a few random places on each old AND new level, and stacking with Lucy corruption if you happen to worship her too).
3) Stretch goal - have weird things happen on the lower Abyss floors. Pockets of corruption suddenly appearing, translocation storms, chaos/mutagenic fog generators, etc.

This sounds pretty rad tbh

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cheetah7071
Oct 20, 2010

honk honk
College Slice
Speedrunning as anything but an abyssal knight would be a nightmare with that but speedrunning is an extreme edge case and a backdoor into zot is super cool

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