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bringing back up my proposal for a beogh rework: - still gives you smiting, recall followers - possibly walk on water/virtual armour skill levels but these seem less absolutely essential - the chance to convert orcs on sight drops a bunch - other orcs turn friendly (not allied) when encountered - (imo orc uniques should auto-convert except for saint roka who duels you) - orc mines is basically nonhostile in the same way jiyva works w slime - beogh simply sends you bands of disciples directly (e.g. starting w some orcs summoning in, scaling up to an orc knight+retinue) - all warriors+ are armed w polearms, knights+ get crossbows as well - you have a maximum number of each kind of orc (they start fighting over status if you go over i.e. one of the others in their subtype kills them). possibly scales on piety? - beogh gives piety-based lifesaving for caster orc allies to make them less likely to bite it so quick - this is no longer true for yourself though, youve gotta prove youre hard enough to be one of beogh's champions - no longer can resurrect those warlords but the game feeds you knights often enough at that piety level you'll have a new warlord soon e: motherfucking snipe ee: while im up here, add hooves 2 and claws 1 to beastly appendage eee: reflavor player ghosts as idk dungeon memories or whatever, just make them lose the undead resists eeee: the edits will continue until posting commences eeeee: i ran into an open vault w wolf spider zombies in. before finding the entrance to lair. i saw zombies and started powertabbing Tollymain fucked around with this message at 15:15 on Apr 13, 2018 |
# ? Apr 13, 2018 13:20 |
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# ? Jun 9, 2024 04:14 |
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Tollymain posted:i ran into an open vault w wolf spider zombies in. before finding the entrance to lair. i saw zombies and started powertabbing Related: I believe there's a Ru altar that has a couple monsters that are smitten with Ru effects to make them harmless. One of them is a manticore who gets paralyzed. All these monsters are loose and AFAICT these effects don't get applied until you actually see the Ru altar, which means that noise can lure them away from the altar. Cue meeting a wandering manticore at D7. I've also run into cyclops before lair several times but that's probably just because crawl doesn't like me and thinks I need more large rocks in my life.
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# ? Apr 13, 2018 17:21 |
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is that working as intended or
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# ? Apr 13, 2018 18:49 |
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Tollymain posted:is that working as intended or I doubt it - I'm pretty sure I've seen monsters with odd statuses alert me to the vault before. Either an unrelated manticore placed out of spite, or a bug.
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# ? Apr 13, 2018 19:56 |
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Are spiders bugs?
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# ? Apr 13, 2018 20:19 |
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i think in the taxonomic scheme of things bugs are specifically an order of insects
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# ? Apr 13, 2018 20:21 |
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Depends what you mean by bug. The usual definition means basically land based arthropod which spiders are
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# ? Apr 13, 2018 20:33 |
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thats the colloquial definition theyre hemiptera, specifically one of the four major orders of insects. beetles, bugs, flies, and butterflies/moths e: wait no i think its like fifth Tollymain fucked around with this message at 21:02 on Apr 13, 2018 |
# ? Apr 13, 2018 20:59 |
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took om the Tomb for the first time while worshipping TSO and died on floor 3 and all I can think is: man, evocables need some love. a life without rods is a boring as hell life, let alone a life not dedicated to Pakellas
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# ? Apr 13, 2018 21:22 |
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my point is make evocable items more interesting at high levels of evocables instead of just piling on a ton of boring spellpower that tops out too fast maybe I want temporary deep water with a phial or I'm forcing a Glaciate out of my wand of iceblast
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# ? Apr 13, 2018 21:27 |
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has anybody spotted any obvious holes in that beogh proposal
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# ? Apr 13, 2018 22:12 |
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No, but my personal beogh gripe is trying to get the band of orcs I want being really really annoying because I gotta separate out the types I don't want while keeping the ones I do which means a lot of telling orcs to wait on stairs then going back down and recalling+praying for good rng
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# ? Apr 13, 2018 22:17 |
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Tollymain posted:has anybody spotted any obvious holes in that beogh proposal idk is it this - orc mines is basically nonhostile in the same way jiyva works w slime
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# ? Apr 13, 2018 22:21 |
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I feel like the dueling with St Roka might be hard to implement, because you'd need to stop your allies and his allies from joining in. But I'm not a coder.
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# ? Apr 13, 2018 22:47 |
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oh i dont mean literally duel that would be a pain in the rear end but he is a rival to be defeated e: actually on second thought thats exactly what an orc duel would look like. just two mobs led by the ones officially dueling plowing into each other Tollymain fucked around with this message at 23:01 on Apr 13, 2018 |
# ? Apr 13, 2018 22:53 |
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IronicDongz posted:No, but my personal beogh gripe is trying to get the band of orcs I want being really really annoying because I gotta separate out the types I don't want while keeping the ones I do which means a lot of telling orcs to wait on stairs then going back down and recalling+praying for good rng the idea here is to prevent all that busywork by giving you a decently strong and varied, slowly replenishing force directly. mages are less pointless because beogh intervenes to protect them, so you also dont need to worry as much about trying to only bring orc knights/warlords with you Weeping Wound posted:idk is it this how much does that break the game/xp curve?
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# ? Apr 13, 2018 23:00 |
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see, I don't want a decently strong and varied band of orcs. I want a small number I can train into turbo orcs as quickly as possible.
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# ? Apr 13, 2018 23:22 |
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are you trying to say you like the micromanagement system or that even w survivability buffs you dont want any spellcasters or
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# ? Apr 13, 2018 23:26 |
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Floodkiller posted:I changed the Demigods over to Prometheans. I was going to wait until after the FR/PR/etc poll is done and I actually start development of v2.0, but I'm sick of reading about it. For mechanical changes, they now have a -1 XP aptitude (matches every other species that levels slowly) and have their attribute growth changed from 'choose attribute to gain two of every three levels' to 'gain one random attribute every level and choose one attribute every three levels'. The latter is probably way too strong, but I'll walk it back once people play around with it. Paperdoll/monster tiles and additional flavor inspiration are courtesy of Metoron. I realize I forgot to mention why I pushed this without a vote. The minor changes/number tweak survey results: https://docs.google.com/spreadsheets/d/1r-Mbu-EYO1cgW_TNiOrGjGJEnOtd0Wr2_qAALHwniJI/edit?usp=sharing I counted the write-ins for New Format, as they fit the definition of how I want the format to go. To summarize, this will only be for changes that are minor (I don't have to add/remove/modify a bunch of stuff about how it works, just quick number adjustments and superficial stuff). I'll discuss the change before I make it to get feedback on it. If a bunch of people voice their opinions that they don't like it, or if there's a bunch of debate about it, I'll kick it to the normal voting process instead. There weren't a lot of people who voted in it compared to the FR and Design Detail polls, so I'm willing to revert this if I suddenly get a lot of complaints or people don't like anything I'm putting forward. ---------- In other news, aiming to complete and push out the FR/PR/mainline commit survey this weekend unless something comes up (like laziness).
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# ? Apr 13, 2018 23:35 |
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How long until the changes you've made hit berotato?
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# ? Apr 14, 2018 00:44 |
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PMush Perfect posted:How long until the changes you've made hit berotato? Unfortunately, probably not until v2.0. I'm not sure whether johnstein has the build pointed towards the 'trunk' branch or the 'stable release' branch at this moment (same with chequers and CPO). Regardless of which one it is on, I would prefer it stay on the 'stable release' one due to the fact that I often push super broken things to my dev branch without realizing it for a week or more at times and I probably wouldn't magically get better about it even if I knew it was breaking online games.
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# ? Apr 14, 2018 01:24 |
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Understandable. Wouldn't it be 1.1 though? I'm not 100% on how version numbering works.
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# ? Apr 14, 2018 01:26 |
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maybe bother the folk who run it imo the perfect plan
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# ? Apr 14, 2018 01:29 |
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Tollymain posted:bringing back up my proposal for a beogh rework: Plus, beogh loving it when you kill heretic nonbeliever orcs and especially priests is cool. IMO make orcs outside the mine neutral, but have the orc mines themselves stay hostile so Beogh can cheer you on while you murder all of them in your holy quest to prove yourself as the messiah. Tollymain posted:eee: reflavor player ghosts as idk dungeon memories or whatever, just make them lose the undead resists e2: when an orc priest calls upon beogh to smite you, beogh should have a chance based on your piety to smite the priest instead. Also maybe make Beogh take until 1 or 2* to start making orcs neutral so he doesn't take too much of the steam out of early game orc packs. RPATDO_LAMD fucked around with this message at 01:51 on Apr 14, 2018 |
# ? Apr 14, 2018 01:48 |
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PMush Perfect posted:Understandable. Wouldn't it be 1.1 though? I'm not 100% on how version numbering works. Version numbering is subjective. I just prefer the format of numbers to the left of the decimal as major versions (releases that do things such as new features) and numbers to the right as minor versions (bug fix/emergency release versions).
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# ? Apr 14, 2018 02:17 |
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Tollymain posted:are you trying to say you like the micromanagement system or that even w survivability buffs you dont want any spellcasters or
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# ? Apr 14, 2018 04:25 |
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at that point just have a trog-style orc version of brothers in arms to pull in an honor guard for a time to back you up it'd be a lot more boring than current beogh but i guess way more simple. i like the whole messianic army thing beogh has going on now, though. definitely could use some cleaning up.
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# ? Apr 14, 2018 04:30 |
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letting each orc gain the same amount of XP regardless of how many there are instead of having it split would go a long, long ways towards the big army style actually being useful as opposed to a small SWAT team of orcs
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# ? Apr 14, 2018 04:37 |
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speaking of which do allies in general still give an xp penalty based on how much damage they do
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# ? Apr 14, 2018 21:39 |
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I think so. FR: If so, remove that.
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# ? Apr 14, 2018 21:41 |
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'pure summoning' aka farting around in the backline is only a good tactical mechanic when theres no enemies w aoes, smite-targeted attacks, blinking, etc other sources of pets limit the amount of meat available to you via piety-gain, piety-gain gifts, and/or corpses + undead crumble timers
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# ? Apr 14, 2018 21:49 |
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Tollymain posted:'pure summoning' aka farting around in the backline is only a good tactical mechanic when theres no enemies w aoes, smite-targeted attacks, blinking, etc solution: lv. 6 summon spell "Summon Vivid Butterflies" see, they're like the normal butterflies, but with vivid colors, so enemies like to target them more
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# ? Apr 14, 2018 21:51 |
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High spellpower Summon Butterflies should have a 1% chance to summon a Moth of Wrath because it would be hilarious.
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# ? Apr 14, 2018 21:55 |
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what im saying is that delegating combat entirely to your pets is a poor enough tactic that its already its own punishment, and that using pets shouldnt be detrimental to xp gain
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# ? Apr 14, 2018 21:55 |
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Yeah honestly summons are more than sufficiently nerfed by the fact that summons can't fight offscreen and are limited in number, there's really no need for the XP penalty. Nobody in their right mind played a Mummoner even before those changes were made.
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# ? Apr 15, 2018 00:13 |
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Summoning is still overpowered but I think the XP halving is poor design that doesn't address the problems - you can still use your summons for hard enemies without losing a significant amount of XP, it just makes weaker stuff more annoying because you want to hit them with a weapon you haven't trained or something. Getting rid of XP halving would be good.
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# ? Apr 15, 2018 00:30 |
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I'm also in favor of it. Honestly even tavern is. If we get rid of XP halving we can start looking at how to balance summons properly, if that's what people want anyways. Either way it should go.
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# ? Apr 15, 2018 00:38 |
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Missing out on XP feels incredibly bad; for that reason, I have never used summons, Summon Butterflies aside.
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# ? Apr 15, 2018 00:39 |
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IronicDongz posted:I'm also in favor of it. Honestly even tavern is. If we get rid of XP halving we can start looking at how to balance summons properly, if that's what people want anyways. Either way it should go. The more summons you have the higher the chance they'll stop listening we've turn neural or even turn against you.
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# ? Apr 15, 2018 01:04 |
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# ? Jun 9, 2024 04:14 |
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Elephant Parade posted:Missing out on XP feels incredibly bad; for that reason, I have never used summons, Summon Butterflies aside. Mana viper is my favorite. It hits hard, sees invis, has antimagic attacks, you can have multiple of them, and it's also a hexes spell so hexers can branch into it easily
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# ? Apr 15, 2018 01:09 |