Search found 1262 matches

by bricks
Tue Apr 16, 2013 2:32 am
Forum: Ideas
Topic: Concise proposals
Replies: 38
Views: 13477

Re: Concise proposals

No need to be snarky, Guevara-chan. I wasn't attacking you.
by bricks
Thu Apr 11, 2013 6:32 pm
Forum: Ideas
Topic: Concise proposals
Replies: 38
Views: 13477

Re: Concise proposals

[*][/b] With Zigur being secretive citiy of secretive brotherhood it's actually a little strange to see their patrols being so easily discernible from ordinary adventurers pack. Could they just stop wearing those T-Shirts "I'm classified magehunter" while on such missions ? I really wonde...
by bricks
Sun Apr 07, 2013 6:17 pm
Forum: Ideas
Topic: Please, can we have SLOW immunity?
Replies: 8
Views: 2504

Re: Please, can we have SLOW immunity?

Differential actions speeds are probably the most difficult effects to balance since they translate a continuous value into a heavily discretized variable. Apart from complete removal, which would require redesigning large fractions of the game, there could be a secondary effect to speed changes. Sa...
by bricks
Sun Apr 07, 2013 6:08 pm
Forum: General Discussion
Topic: Late game dreariness
Replies: 32
Views: 9958

Re: Late game dreariness

Yeah, not a fan of the Prides. Repetitive, and extremely stressful. Bad combo.
by bricks
Thu Mar 21, 2013 3:27 pm
Forum: Ideas
Topic: Sanguisuge/Drain should mention range increase
Replies: 10
Views: 3105

Re: Sanguisuge/Drain should mention range increase

I'm pretty sure it's just talent level, but it would be worth a mention.
by bricks
Wed Mar 13, 2013 8:06 am
Forum: General Discussion
Topic: multi tile enemies
Replies: 10
Views: 23855

Re: multi tile enemies

Actually, I think movement is the most trivial issue when it comes to multi-tile creatures. It's the graphical depiction, AI, and special effects (knockback or AoE, for example) that are most difficult to reason about. There certainly are solutions to these problems, but in general I'm not sure it's...
by bricks
Fri Mar 08, 2013 3:52 am
Forum: General Discussion
Topic: [Discussion] DarkGod needs idea on how to unlock Oozemancer
Replies: 25
Views: 7088

Re: [Discussion] DarkGod needs idea on how to unlock Oozeman

Hell, just provide a few conditions, and require some, all, or one. Kill a unique slime boss, traverse the slime tunnels, kill X slimes/molds/oozes, drink a "bottle of viscous green liquid."
by bricks
Thu Mar 07, 2013 6:06 pm
Forum: General Discussion
Topic: Orcs Campaign: How, When , Why, What! [important]
Replies: 130
Views: 117235

Re: Orcs Campaign: How, When , Why, What! [important]

It's not like "Humans, elves, and halflings team up to travel across the world and defeat an unknown ancient threat and their horde of orcs" sounds like the most original plot, but look at how things turn out. ToME's orcs are already pretty far removed from Tolkien's, and I think they'll m...
by bricks
Fri Mar 01, 2013 2:50 am
Forum: General Discussion
Topic: Orcs Campaign: How, When , Why, What! [important]
Replies: 130
Views: 117235

Re: Orcs Campaign: How, When , Why, What! [important]

I was about to say that Kickstarter was a bad idea, but then I realized that the reason I dislike Kickstarter is because it's all flash and no substance (while ToME is already quite substantial). I'm still not sure how I'd vote. If you go the Kickstarter route, might I suggest a low main target with...
by bricks
Tue Feb 26, 2013 12:42 am
Forum: Development
Topic: No escorts on boss levels?
Replies: 2
Views: 2067

Re: No escorts on boss levels?

I'd rather see an intentional placement of the bosses away from the stairs, so it'd still be a possibility (just more unlikely). Getting jumped by the Master right as you come up the stairs is a little anticlimactic anyway.
by bricks
Tue Feb 26, 2013 12:38 am
Forum: Ideas
Topic: Small Hurricane boost
Replies: 13
Views: 4653

Re: Small Hurricane boost

The tying of Hurricane procs to daze seems like the greater issue. I'd rather the check be applied on lightning damage, or for stun immunity to be ignored for the purposes of applying Hurricane. Trading damage for crowd control seems reasonable without adding a confusing immunity check. Of course, t...
by bricks
Sun Feb 24, 2013 8:31 pm
Forum: Ideas
Topic: [1.0] Remove teleport traps from Vor Armoury
Replies: 19
Views: 6454

Re: [1.0] Remove teleport traps from Vor Armoury

bricks: Most traps are faction-based and monsters won't trigger them. Er, did I imply otherwise somewhere? My "tactical" comment was more in regards to using short-range teleport traps to reposition yourself, not to lure enemies onto the traps (which could also be cool, but I'd assume tha...
by bricks
Fri Feb 22, 2013 4:30 am
Forum: Ideas
Topic: [1.0] Remove teleport traps from Vor Armoury
Replies: 19
Views: 6454

Re: [1.0] Remove teleport traps from Vor Armoury

In that case, the game might as well roll a dice when you enter the zone and kill you based on the outcome. If Vor Armoury must have teleport traps, they should be changed to something interesting. Traps are pretty dull anyway.
by bricks
Thu Feb 21, 2013 12:20 am
Forum: Ideas
Topic: continuous aoe ground effects
Replies: 10
Views: 3666

Re: continuous aoe ground effects

I think there are subtle ways to indicate which tiles are affected. Scanning over every tile with the mouse is absurd, and despite the heavy graphical treatment, ToME should not try to pretend it isn't on a grid. We might as well have projectile paths drawn as pixel-perfect lines instead of showing ...
by bricks
Tue Feb 19, 2013 8:19 pm
Forum: Spoilers
Topic: Reset unlocks and Pyromancer?
Replies: 2
Views: 3130

Re: Reset unlocks and Pyromancer?

I'm pretty sure you can change that number manually, though I don't recall where. Pyro/cryo have always been handled a little differently. Same might be true of the Reaver unlock.