Search found 46 matches

Tuesday, 22nd November 2016, 00:45

Forum: Crazy Yiuf's Corner

Topic: How to create a monster: Headless Horseman

Replies: 19

Views: 1715

Re: How to create a monster: Headless Horseman

The fork-maker might give it 2/10, but a dev? ⋅ Monster base is not nearly obscure enough of a reference, name is too straightforward, and it doesn't propagate injokes like crabs or sprint uniques ⋅ Unrelated quotes are an inheritance from a different era- nowadays, they're almos...

Monday, 17th October 2016, 17:41

Forum: Crazy Yiuf's Corner

Topic: About the reaction to direction of trunk dev of Koreans user

Replies: 69

Views: 6222

Re: About the reaction to direction of trunk dev of Koreans

As the designer of modern ziggurats I'd veto requiring even all-rune games to clear the vast play shift contained in them. There's too much build bias. There is literally already an item near-exclusive to the bottom of ziggurats, a happy side-benefit from making it much easier to chain them. Make th...

Monday, 17th October 2016, 04:11

Forum: Crazy Yiuf's Corner

Topic: About the reaction to direction of trunk dev of Koreans user

Replies: 69

Views: 6222

Re: About the reaction to direction of trunk dev of Koreans

Man, the huge culture divide between how the majority of the experienced English-speaking community sees extended as "optional content that's much too long, full of redundant filler, and with not enough control over it" and how other places like the Korean community sees extended as "...

Saturday, 8th October 2016, 17:21

Forum: Crazy Yiuf's Corner

Topic: a conversation about dev/player relationships

Replies: 19

Views: 2211

Re: a conversation about dev/player relationships

Rast: Two over one compared to dozens has clearly different issues to address, not that I'm remotely interested in dissecting politick in this medium of forum or game project I've openly and constantly expressed distaste for. Mostly I am just hoping somebody who can remember earlier days of Stone So...

Friday, 7th October 2016, 17:25

Forum: Crazy Yiuf's Corner

Topic: a conversation about dev/player relationships

Replies: 19

Views: 2211

Re: a conversation about dev/player relationships

the gender disparity is a relevant and important issue that should be discussed. just not by zoopy joobles Just to confirm across the history of the dev team- there was jpeg five years ago, rax maintains CAO, regret-index just started her spiro + estradiol prescription, and that's about it, right? ...

Friday, 16th September 2016, 11:39

Forum: Crazy Yiuf's Corner

Topic: My monster danger ranking

Replies: 102

Views: 8235

Re: My monster danger ranking

If no_tele_into prevents shafting as it should (which hasn't been reported as an issue in quite the while), it is indeed impossible to land via-shaft into a diamond obelisk's range outside of Zot. Apis haven't been partially-natural-holiness for two months now. I'm not sure why felids are listed so ...

Wednesday, 10th August 2016, 20:27

Forum: Game Design Discussion

Topic: make hellions and tormentors 1s

Replies: 15

Views: 1644

Re: make hellions and tormentors 1s

Was mixing in a response to ion_frigate's alternate "demote them to 3s" notes at the same time. 1s should be kept in SGD because the guaranteed place to see it is in the final level of most games on something that doesn't mind torment at all (ancient liches on Zot:5)- if tormenting allies ...

Wednesday, 10th August 2016, 16:43

Forum: Dungeon Crawling Advice

Topic: executioners/tzitzimimeh

Replies: 12

Views: 904

Re: make hellions and tormentors 1s

I will admit Tzitzimimeh are still too scattered to be functional, and they probably need to lose Bolt of Cold for extra Torment / Dispel (or the miasma ring could be dropped for a single cloud directly under the player or whatever).

Wednesday, 10th August 2016, 16:27

Forum: Game Design Discussion

Topic: make hellions and tormentors 1s

Replies: 15

Views: 1644

Re: make hellions and tormentors 1s

More important than how to communicate a tier's mechanical contents is communicating their mechanical use- 3s and 4s are summoned by Summon Demon, so that proposal either wants kobold demonologists and orc high priests to get hellions and tormentors or to make the mighty Summon Greater Demon the onl...

Monday, 8th August 2016, 02:36

Forum: Game Design Discussion

Topic: Can we brainstorm a way to shorten pandemonium?

Replies: 43

Views: 4979

Re: Can we brainstorm a way to shorten pandemonium?

Allusions to proposals without actually linking to them and all the words providing at least basic responses towards concerns, tisk tisk. Reducing the thousand words to "put Hell and Pan in a roulette" as the proposal completely ignores "and make special announced serial vaults using...

Tuesday, 19th July 2016, 18:36

Forum: Game Design Discussion

Topic: Make mottled dragons/draconians acidic

Replies: 21

Views: 1491

Re: Make mottled dragons/draconians acidic

Combining mottled and yellow draconians alongside making mottled dragons spit acid has been on my final todo list for a while now ever since I heard of it. Part of my notes were also to preserve the mottled draconian melee-splash breath aspect even when making them use acid, so that it in isolation ...

Tuesday, 17th May 2016, 08:10

Forum: Crazy Yiuf's Corner

Topic: discuss branch rotation

Replies: 7

Views: 730

Re: discuss branch rotation

https://crawl.develz.org/wiki/doku.php? ... n_roulette

probably the fallout over this won't make two devs flee and leave another maimed though

Monday, 10th March 2014, 21:58

Forum: Game Design Discussion

Topic: Proposal: Remove the Lair Ice Dragon Vault

Replies: 12

Views: 1158

Re: Proposal: Remove the Lair Ice Dragon Vault

Yes, it is indeed rather silly to aggressively assume that any change is a deliberate attempt to ruin everybody's day forever, and anything between a morgue file or a provided save to further details or even just a bug report instead of an angry tavern thread would have been an attempt at aide rath...

Thursday, 13th February 2014, 17:27

Forum: Game Design Discussion

Topic: The problems with spriggan druids in Swamp

Replies: 27

Views: 2202

Re: The problems with spriggan druids in Swamp

High-tier support monster is what results when one can kill it easily with a variety of differing tools but otherwise can get unlucky and get hit extreme damage, which is why they call over a floor spawn, come with a band naturally, and appear alone in the Swamp rune vault ~20% of the time. It means...

Monday, 10th February 2014, 23:40

Forum: Game Design Discussion

Topic: Vaults:5, the rim, and subvaults

Replies: 108

Views: 8801

Re: Vaults:5, the rim, and subvaults

Honestly, I'm interested enough in the idea of putting back the rim but opening the quadrant corners that I've been hacking away at my own version of it , and for the sake of the argument and for testing I recommend using that work-in-progress instead (I was at something like 41/69 of the quadrants ...

Friday, 31st January 2014, 16:52

Forum: Game Design Discussion

Topic: Please bring back Lamia

Replies: 69

Views: 5701

Re: Please bring back Lamia

Side note about another case of this issue: Sonja is speed 14 and Psyche is speed 13, but I've seen few complaints about Sonja being innately faster than earlier kobolds or Psyche being innately faster than the many other early human uniques representing slower forms, much less requests to explicitl...

Saturday, 18th January 2014, 16:30

Forum: Technical Support

Topic: Is Labyrinth in trunk broken ?

Replies: 1

Views: 311

Re: Is Labyrinth in trunk broken ?

Sorry, I pushed a patch I had been holding onto for a while without re-checking it and broke a few things (stupid uniquely-silly lab code, ugh). I've already pushed the commits involving fixing this, things should be fine with the manual server updates or tomorrow's automatic ones. Note that if you ...

Tuesday, 7th January 2014, 18:03

Forum: Game Design Discussion

Topic: Abyssed from Shoals : abyss full of snakes

Replies: 16

Views: 1206

Re: Abyssed from Shoals : abyss full of snakes

apparently a design goal is to have all the monsters in the game able to appear anywhere in the game there's no other reasonable explanation for adding snake monsters to depths Removing forty monsters, including a decent chunk of Lair, Swamp, and Crypt monsters, from late D, and incidentally increa...

Wednesday, 25th December 2013, 01:36

Forum: Game Design Discussion

Topic: Make Haste similar to new Swiftness

Replies: 135

Views: 8275

Re: Make Haste similar to new Swiftness

The fact that somebody would state that a thread won't get the attention of the devs due to lack of quality in the discourse, then mouth off at a dev for trying to regulate the levels of involved discourse, is a pretty sad but adequate demonstration of how the Tavern community is pretty bad at actua...

Friday, 13th December 2013, 13:02

Forum: Game Design Discussion

Topic: Monster digging breaks vaults

Replies: 29

Views: 2491

Re: Monster digging breaks vaults

B. a large number of vaults (probably 100+) have to be [...] heavily modified. I'll get right on it. I can already think of a few uses of stone and transparent stone, a few more of runed doors, and the aforementioned no_rtele_into digging clause would deal well with others. (That's a very exaggerat...

Thursday, 12th December 2013, 17:57

Forum: Dungeon Crawling Advice

Topic: Ice fiends in ice cave portals: gone?

Replies: 4

Views: 932

Re: Ice fiends in ice cave portals: gone?

Ice caves have an innate difficulty counter based on depth of the entrance, which can change monster sets. I made "hard" (currently D:15-, Elf, Vaults) ice caves with demons (nearly all of them at that depth) have a 1/3 chance for two blizzard demons instead of a singular ice fiend, for th...

Sunday, 3rd November 2013, 15:56

Forum: Game Design Discussion

Topic: Need a hound that can raise the dead.

Replies: 10

Views: 1156

Re: Need a hound that can raise the dead.

############################################################################## # Dogs by themselves get repetitive, so do bears. What if we combine them?... # Previously "kennels" and "bearwithus", both by due. # # TODO: possibly even further up the threat, this is still somewha...

Sunday, 3rd November 2013, 15:47

Forum: Game Design Discussion

Topic: Rune lock

Replies: 188

Views: 24440

Re: Rune lock

Rune Lock wrote:http://i.imgur.com/G2OJXVZ.png

Such a shame, there being only one rune available in the game pre-rune-lock.

Monday, 16th September 2013, 16:32

Forum: Game Design Discussion

Topic: Did redacted really quit because someone was mean?

Replies: 38

Views: 5306

Re: Did DracoOmega really quit because someone was mean?

There was common, repeated IRC and tavern advice from people somewhat respected to skip one, then both branches that DracoOmega had recently overhauled, inherently negative both on the developer and on the development process. There have always been key issues with people involved in Crawl, with dis...

Saturday, 8th June 2013, 02:08

Forum: Contributions

Topic: Come judge my first vault, also questions about vault making

Replies: 16

Views: 2461

Re: Come judge my first vault, also questions about vault ma

ITEM: gold good_item ITEM: any armour examples of lua in vaults themselves from examining http://git.develz.org/?p=crawl.git 's search function ("grep" choice for the source) is the easiest way to learn, alongside judicious use of the knowledge bots when appropiate. if you're going to be ...

Sunday, 31st March 2013, 22:31

Forum: Crazy Yiuf's Corner

Topic: Let's share weird map lay out! ^_^

Replies: 9

Views: 530

Re: Let's share weird map lay out! ^_^

Image

(the pink stain was a dropped strawberry, shut up)

Tuesday, 12th March 2013, 20:09

Forum: Crazy Yiuf's Corner

Topic: Deep Elf Wizard Guide

Replies: 49

Views: 9960

Re: Deep Elf Wizard Guide

guide[2/4]: ** ** of *** guide: play, watch, listen, learn until you don't need non-human guides to help you beat random games

Tuesday, 12th March 2013, 00:05

Forum: Coding

Topic: Custom vault causes ctd.

Replies: 28

Views: 3044

Re: Custom vault causes ctd.

Not to rain on anybody's parade with the ever so fun work here making a portal vault work, but I have to note a few things about the actual vault designs. Monsters dangerous for D:1 showing up scatted around a little in a few generic randomly-spun paths with zero randomization as the sole contents f...

Saturday, 29th December 2012, 02:49

Forum: Contributions

Topic: My first vaults - feedback

Replies: 7

Views: 1360

Re: My first vaults - feedback

Of course, if you use &L(*) then one doesn't see the level builder build around the vault, monsters already present will end up inside walls (although this is probably a bug to fix), and random generation won't actually place anything in the vault. &^P for level re-building currently crashes...

Friday, 14th December 2012, 23:26

Forum: Contributions

Topic: vaults

Replies: 9

Views: 1283

Re: vaults

By 089 vaults, you mean vaults using standard monster placement to avoid getting suckered into novelty monster layouts leading to unpredictable OoD monsters? I'll confess that these are mostly expected dungeon shapes: oblongs and rectangles. Is there a consensus that there are already enough rectil...

Friday, 14th December 2012, 02:32

Forum: Contributions

Topic: vaults

Replies: 9

Views: 1283

Re: vaults

... Well then. Not trying to be hostile, and mostly using this as an excuse to blather further on about vaults design, but, well, these are either extremely work-in-progress vaults or you really need to practice with more restricted types of vaults, such as 089 vaults; the vaults are also very boxy ...

Wednesday, 12th December 2012, 23:43

Forum: Contributions

Topic: vaults

Replies: 9

Views: 1283

Re: vaults

Here, have a look at some thoughts guiding my many, many work-in-progress vaults. * Early-game (pre-Lair) vaults are always appreciated to increase the variety of the most often played section of the game. Of particular interest are builder-based vaults such as Orc and Lair entries, food vaults, and...

Friday, 5th October 2012, 00:30

Forum: Crazy Yiuf's Corner

Topic: Why aren't there more crabs?

Replies: 41

Views: 2145

Re: Why aren't there more crabs?

I suppose it'd be nice to note the birth of some absolute monstrosity here, of all places...

Friday, 5th October 2012, 00:15

Forum: Game Design Discussion

Topic: Vault descriptions

Replies: 32

Views: 1957

Re: Vault descriptions

There's a quiet hate amongst a few in ##crawl based on the perceived pointlessness of monster flavour re-names promoting spoilers, and more random descriptive messages for vaults would have the same issues. I don't personally hate the practice as a whole (though I've almost never used it short of se...

Thursday, 20th September 2012, 18:30

Forum: Dungeon Crawling Advice

Topic: What is this place?

Replies: 6

Views: 590

Re: What is this place?

Nobody reported on Mantis that since "portal branches" happened wizlabs stopped reporting names in the notes, eurgh. Currently working on a patch for my vaults for 0.12 (0.11 is in pre-release beta and thus not really trunk): wizlab_golubria will at minimum lose the lava, shallow water, an...

Saturday, 8th September 2012, 20:16

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.12)

Replies: 96

Views: 7908

Re: Feedback on Trunk deployment (.12)

As was brought up when Grunt posted issue #5898, Tomb should probably stick to the current three encompass vaults it has; there stands a solid balance for teleportation and consistent safe-spots in all three layouts, aside from skipping the second part of Tomb:1 since the second part of Tomb:2 isn't...

Monday, 13th August 2012, 19:00

Forum: Game Design Discussion

Topic: Elven Halls Suggestion

Replies: 10

Views: 639

Re: Elven Halls Suggestion

Strictly speaking, though not made through a serial vault, the use of shoalhut vaults on Shoals:5 very closely approaches it. serial_hangedman_research has an purposefully low chance of placement (low depth + 0.5% chance per floor + dropping out of V due to implementation issues for what should be a...

Wednesday, 20th June 2012, 15:53

Forum: Crazy Yiuf's Corner

Topic: Finish a series of sets

Replies: 2

Views: 136

Finish a series of sets

There is a small mini-vault of mine currently under progress. It has a lot of simple monster sets (rotated heavily): * rat, green rat, orange rat * worm, brain worm, spiny worm * ooze, jelly, brown ooze / slime creature * jackal, hound, hell hound * bat, vampire bat /fire bat, unseen horror * giant ...

Tuesday, 12th June 2012, 13:03

Forum: Game Design Discussion

Topic: Portal vault ideas! Please critique, add, or subtract ideas!

Replies: 8

Views: 719

Re: Portal vault ideas! Please critique, add, or subtract id

* We're supposed to have portal branches now, not that anybody really uses this term. * Early dragons, good, early hides and risk/reward, also good, though sensible players would avoid nearly-assured death by dragon. Monster-to-dragon and loot connections/balance seem weak or nonsensical (D:1 trash ...

Tuesday, 22nd May 2012, 18:19

Forum: Game Design Discussion

Topic: Rename Alligator Snapping Turtle

Replies: 49

Views: 3246

Re: Rename Alligator Snapping Turtle

Skeletal Alligator and Skeletal Alligator Snapping Turtle Slight thread necromancy, but to briefly continue a trend of intermittent irreverency: I'm disappointed nobody pointed out that crawl uses "alligator skeleton" and "alligator snapping turtle skeleton", which makes this ar...

Tuesday, 22nd May 2012, 18:05

Forum: Game Design Discussion

Topic: Spider branch

Replies: 107

Views: 4342

Re: Spider branch

Orb spiders...do I seriously need to explain why introducing the single most ridiculed feature from 4.1 is a bad idea? I was not aware that monsters that fire a semi-unique, terrain-deforming projectile that prompt movement in an open habitat that traps and surrounds players, as well as imperfectly...

Thursday, 10th May 2012, 12:52

Forum: Game Design Discussion

Topic: Rename Alligator Snapping Turtle

Replies: 49

Views: 3246

Re: Rename Alligator Snapping Turtle

Oh look, the other one came out to play too. Antagonism should not define an argument. "Alligator skeleton" is a very odd way to describe the large quadruped skeleton tile , and in comparing with the alligator tile and the alligator snapping turtle tile shows few obvious even form-based c...

Tuesday, 10th April 2012, 22:53

Forum: Game Design Discussion

Topic: Spider branch

Replies: 107

Views: 4342

Re: Spider branch

XuaXua wrote:
mumra wrote:Currently the only monster that fires webs is Arachne.


What? I thought it was jumping spiders too.


nicolae wrote:Jumping spiders sometimes put a web on you when they pounce at you, which is kind of similar.

Wednesday, 15th February 2012, 16:36

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.11)

Replies: 320

Views: 24828

Re: Feedback on Trunk deployment (.11)

Guess what: the 0.10 commit on de-spoiler-ifying of ossuaries didn't touch ossuary_minmay_tomb_2a. If anything, this particular piece of feedback highlights an idiosyncrasy in the vault settings of secret doors, that the specific feature they distguish themselves as attempts to be similar to their ...

Friday, 20th January 2012, 20:16

Forum: Game Design Discussion

Topic: Redundant monsters

Replies: 31

Views: 2702

Re: Redundant monsters

Scattershot response: * Out of this list, I'd argue a few monsters aren't useless: - Spriggan rider: The basic concept of two monsters, and their combined mr, sinv, hp, and magically allowing spriggans to use a spear and a buckler together isn't completely ignorable. Exaggerating this concept by mak...

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