Search found 246 matches

Tuesday, 29th May 2018, 20:39

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 3136877

Re: Best/Worst Artifacts

I understand that this topic is mostly for lucky/unlucky rolls on randarts, but still... I just have found the "Devastator" for centaur of Wu Jian. The combo is completely ridiculous. Even single shatter activation can cause plenty of pain, but it can trigger multiple times per step when y...

Sunday, 3rd September 2017, 12:06

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 3136877

Re: Best/Worst Artifacts

  Code:
the +8 large shield of Botah (worn) {rF++ rC++ rN+}

I stopped worrying about anything after I found it (had reflection on amulet).

Saturday, 2nd September 2017, 21:17

Forum: Dungeon Crawling Advice

Topic: Playing as a human Monk I would love to reach Last floor...

Replies: 13

Views: 4412

Re: Playing as a human Monk I would love to reach Last floor

I never go past D10 before clearing lair and mines. Maybe that is your mistake and you are pushing too hard. Take your time and farm some easy branches before venturing any deeper.

Saturday, 2nd September 2017, 13:15

Forum: Game Design Discussion

Topic: Allow capable characters to auto-eat corpses until engorged

Replies: 2

Views: 1625

Re: Allow capable characters to auto-eat corpses until engor

What if I can't eat them? Will it still butcher them through the whole game?..

Saturday, 2nd September 2017, 11:49

Forum: Game Design Discussion

Topic: Allow capable characters to auto-eat corpses until engorged

Replies: 2

Views: 1625

Allow capable characters to auto-eat corpses until engorged

By "capable" I mean innate ability or anything of gourmand being equipped.
And by "auto-eating" I also mean auto-butchering while in auto-explore mode.

Wednesday, 26th July 2017, 16:22

Forum: Technical Support

Topic: Divine shield of TSO and glowing do not showing in main GUI

Replies: 0

Views: 1092

Divine shield of TSO and glowing do not showing in main GUI

I can see those effects in character overview but can't on the main screen (you know, below the stats).
For example now I am flying, glowing and having a shield active, but it only displays "fly".
I wonder why?..

Version of the game is 0.20.1
Offline.

Monday, 24th July 2017, 15:04

Forum: Dungeon Crawling Advice

Topic: Will TSO Bless ritual add +2 to already maxed (+9) weapon?

Replies: 10

Views: 3183

Will TSO Bless ritual add +2 to already maxed (+9) weapon?

In other words: will it become +11 or will it stay +9?

Wednesday, 8th June 2016, 18:29

Forum: Game Design Discussion

Topic: Shield timings

Replies: 1

Views: 1405

Shield timings

Why does it takes whole 5 (five!) freaking turns to equip/unequip the shield?.. The same as an armor. It's ridiculous. Sure equiping/unequiping armor should take some time, but shield you just take/drop. Pretty much as a weapon. You don't put it on as an armor. I think it should require the same amo...

Friday, 3rd June 2016, 19:55

Forum: Crazy Yiuf's Corner

Topic: mutations

Replies: 34

Views: 10664

Re: mutations

hmm...
I've found the Hat of the Alchemist here and it's still have the rMut on it.
Is this a leftover from previous patches or game actually have rMut as a hidden stat?

Wednesday, 1st June 2016, 18:31

Forum: Crazy Yiuf's Corner

Topic: mutations

Replies: 34

Views: 10664

Re: mutations

I use flash_screen_message for these. It helps, but you still catch a mutation here and there if you play a lot of late-game and not going straight for the orb.

Wednesday, 1st June 2016, 15:08

Forum: Crazy Yiuf's Corner

Topic: mutations

Replies: 34

Views: 10664

mutations

I hate mutations altogether.
I hate that game has no r.mut anymore.
And I hate that potions of cure mutation are almost nonexistent (found the first and the last around lvl25). Seriously a single potion. Dafuq?..

Saturday, 28th May 2016, 12:13

Forum: Dungeon Crawling Advice

Topic: evocation of the spear...

Replies: 6

Views: 1789

evocation of the spear...

It says that polearm weapons "can be evoked to extend its reach".
Does it means that Evocation skill is used for that maneuver?

I doubt that Evocation has anything to do with purely combat abilities, but specifically the word "evoke" keeps bugging me.

Sunday, 22nd May 2016, 12:17

Forum: Dungeon Crawling Advice

Topic: about init.txt

Replies: 2

Views: 1133

Re: about init.txt

Thanks.

Sunday, 22nd May 2016, 12:02

Forum: Dungeon Crawling Advice

Topic: about init.txt

Replies: 2

Views: 1133

about init.txt

I forgot how to do couple of things and can't find answers in guide. Probably I'm not looking good enough, but I decided that it's easier to ask. 1. How to turm footprints on? You know, the ones that shown after you autoexplore. 2. How to change the menus layout (the ones that are shown on the right...

Tuesday, 18th August 2015, 04:18

Forum: Game Design Discussion

Topic: Remove sources of banishment into Abyss from low-mid levels.

Replies: 40

Views: 9161

Re: Remove sources of banishment into Abyss from low-mid lev

In nethack there are cockatrices, they are really easy enemies, except once in a while they will hiss at you or you will have taken your gloves/weapon off for some reason, and you instantly die instead of easily killing them. Compare to the orc with the distortion weapon. If other games have some a...

Monday, 17th August 2015, 04:24

Forum: Game Design Discussion

Topic: Remove sources of banishment into Abyss from low-mid levels.

Replies: 40

Views: 9161

Re: Remove sources of banishment into Abyss from low-mid lev

I encountered a monster with distortion in Depths, tried to spam SticksToSnakes but it didn't work so I invoked Apocalypse, it killed most monsters except that one but fortunately it was paralyzed. This probably shows how serious I am when dealing with distortion, don't give the monster a chance if...

Saturday, 15th August 2015, 17:39

Forum: Game Design Discussion

Topic: Remove sources of banishment into Abyss from low-mid levels.

Replies: 40

Views: 9161

Re: Remove sources of banishment into Abyss from low-mid lev

mps wrote:I would go the opposite direction: Rename worms "abyssal worms" and give them distortion branded melee, imo.

Or even better, throw newly generated char straight into abyss. It will teach them!

Thursday, 13th August 2015, 17:28

Forum: Game Design Discussion

Topic: Remove sources of banishment into Abyss from low-mid levels.

Replies: 40

Views: 9161

Remove sources of banishment into Abyss from low-mid levels.

It's death sentence for lvl10 or lower characters and way too harsh test for 15-ish ones.
It just makes no sense to throw underdeveloped char in such grinder.

Tuesday, 11th August 2015, 16:39

Forum: Dungeon Crawling Advice

Topic: Does ring of ice affects weapon of freezing?

Replies: 1

Views: 980

Does ring of ice affects weapon of freezing?

It says that it affects your magic, but does it affects maically enchanted weapon?..

Wednesday, 29th July 2015, 05:10

Forum: Game Design Discussion

Topic: Ability to choose (to some extend) the innate mutations

Replies: 6

Views: 1834

Re: Ability to choose (to some extend) the innate mutations

Then maybe ability to choose pre-start between Ds with monstrous heritage and without it.

It first case you can go all monstrous, but in second case you have very little (or none) chance to get monstrous mutations.

Tuesday, 28th July 2015, 09:09

Forum: Game Design Discussion

Topic: Ability to choose (to some extend) the innate mutations

Replies: 6

Views: 1834

Ability to choose (to some extend) the innate mutations

I am trying demonspawn right now and I've found myself completely discouraged to go further if I got couple of shitty mutations at the beginning. Ability to choose (to some extend) the innate mutations would be nice. For example, each time you about to mutate, you could pick one out of three mutatio...

Sunday, 12th July 2015, 08:58

Forum: Game Design Discussion

Topic: [request] user-friendly mechanism for tiles override

Replies: 6

Views: 1586

Re: [request] user-friendly mechanism for tiles override

Hm. I still don't understand what exactly prevents creating a rule to check specified folder for replacements before using default image?.. I mean what difference it makes if game takes image from given coordinates on a large tile-map or from single file? Why it can't be implemented into current sys...

Sunday, 12th July 2015, 07:27

Forum: Game Design Discussion

Topic: [request] user-friendly mechanism for tiles override

Replies: 6

Views: 1586

[request] user-friendly mechanism for tiles override

Back to this issue. Can we PLEASE have a folder for tile replacements? - put a .png file there - name it correspondingly - game should override (on the fly) the default tile with it I don't know how hard is it to code, but for users it would be so much simplier to use. And it would allow a tile-pack...

Sunday, 12th July 2015, 04:44

Forum: Contributions

Topic: Tiles that could use improvement

Replies: 131

Views: 141791

Re: Tiles that could use improvement

Mummies.
mummy.png
mummy.png (4.32 KiB) Viewed 68631 times

mummy_guardian.png
mummy_guardian.png (4.55 KiB) Viewed 68631 times

mummy_priest.png
mummy_priest.png (4.34 KiB) Viewed 68631 times

mummy_greater.png
mummy_greater.png (4.41 KiB) Viewed 68631 times

mummy_Menkaure.png
mummy_Menkaure.png (4.44 KiB) Viewed 68631 times

mummy_Khufu.png
mummy_Khufu.png (4.54 KiB) Viewed 68631 times

Friday, 10th July 2015, 07:14

Forum: Contributions

Topic: Tiles that could use improvement

Replies: 131

Views: 141791

Re: Tiles that could use improvement

What do you, guys, think of this vampires remake?..
vampire.png
Reason: current vampire looks like a caricature. This one is just a creepy pale dude - no silliness.
vampire.png (3.81 KiB) Viewed 68656 times

vampire_knight.png
Reason: current vmpire knight is ok really, but a bit too blend. This one has more character. And looks great with weapon in hand.
vampire_knight.png (3.72 KiB) Viewed 68656 times

vampire_mage_better.png
Reason: current mage is actually works pretty well with my tiles, but I did a new one anyway.
vampire_mage_better.png (4.31 KiB) Viewed 68656 times

vampire_Jory.png
Reason: current Jory is plain silly. It's fun, I guess, but I think that most powerful vampire should look more menacing.
vampire_Jory.png (3.64 KiB) Viewed 68656 times

Saturday, 4th July 2015, 13:26

Forum: Contributions

Topic: Tiles that could use improvement

Replies: 131

Views: 141791

Re: Tiles that could use improvement

Here's Geryon:
Geryon.png
Geryon.png (5.26 KiB) Viewed 68723 times


Any feedback?..

Monday, 29th June 2015, 18:31

Forum: Game Design Discussion

Topic: Rods should fall into 'Staves' category

Replies: 14

Views: 3030

Rods should fall into 'Staves' category

Right now all kinds of rods fall into 'maces & flails' category (at least it says so in description). Which is pretty strange to me. It's half way between wand and staff (no way close to mace/flail). It definitely looks like staff on a tile. Scroll of aquirement thinks it's a staff (at least it ...

Monday, 29th June 2015, 14:13

Forum: Dungeon Crawling Advice

Topic: Is there are spells that you can't afford not to learn?

Replies: 9

Views: 2594

Is there are spells that you can't afford not to learn?

I have almost no experience with spellcasters. Right now I'm playing DEFE. Full offense. What should I take from Vehumet? He gives me all kinds of spells to learn, but I don't know which ones are good. Descriptions are vague and "power" indicator is messed up and not allows you to compare ...

Sunday, 28th June 2015, 18:23

Forum: Contributions

Topic: Tiles that could use improvement

Replies: 131

Views: 141791

Re: Tiles that could use improvement

ontoclasm wrote:Need major improvements:
Small abominations

I attempted to make them, but can't say I'm too happy about the result.
Anyhow, here they are:

Sunday, 28th June 2015, 12:11

Forum: Contributions

Topic: Tiles that could use improvement

Replies: 131

Views: 141791

Re: Tiles that could use improvement

Need major improvements: Alligator and baby About that... I suggest using current crocodile tile for alligator, cause it's bigger and scarier. I edited it a bit and here it is. alligator.png Feel free to use old (unedited) one if you like, but it was rubbing me the wrong way. Here's an alligator ba...

Sunday, 28th June 2015, 06:58

Forum: Contributions

Topic: Tiles that could use improvement

Replies: 131

Views: 141791

Re: Tiles that could use improvement

ontoclasm wrote:Less critical:
Warg
Quokkas

I redid my warg to make it little less toy-ish.
warg.png
warg.png (4.27 KiB) Viewed 68808 times


Here's variant with a collar for domesticated wargs that often run with orc parties.
warg_collar.png
warg_collar.png (4.32 KiB) Viewed 68808 times


And there is my old quokka, if needed. Can't see anything wrong with it.
quokka_lighter_and_bigger.png
quokka_lighter_and_bigger.png (3.42 KiB) Viewed 68808 times

Wednesday, 26th September 2012, 19:11

Forum: Dungeon Crawling Advice

Topic: Why does everyone like The Singing Sword?

Replies: 9

Views: 2970

Re: Why does everyone like The Singing Sword?

I think I've found one on D:4 or something and it get me killed.

Friday, 21st September 2012, 06:22

Forum: YASD! YAVP! and characters in progress too

Topic: CiP -> MiFi.

Replies: 3

Views: 929

Re: CiP -> MiFi.

I would use +2 scale mail of poison resistance until better plate mail will pop up. I find rPois is pretty useful in Lair and it allows you to eat poisoned food.

Friday, 21st September 2012, 06:15

Forum: Game Design Discussion

Topic: Power indication for spells.

Replies: 45

Views: 8596

Re: Power indication for spells.

The accuracy and damage numbers depend on the monster you are attacking. You can give pre-AC damage, though knowing the exact numbers is unnecessary. I don't really know how EV works but my guess is you can't display much of a meaningful accuracy number. Although it also "unnecessary" and...

Thursday, 20th September 2012, 19:23

Forum: Dungeon Crawling Advice

Topic: Walkthrough/Guide for Crawl

Replies: 25

Views: 10516

Re: Walkthrough/Guide for Crawl

Crazy stuff. Also, impressive.

Thursday, 20th September 2012, 18:21

Forum: Dungeon Crawling Advice

Topic: Walkthrough/Guide for Crawl

Replies: 25

Views: 10516

Re: Walkthrough/Guide for Crawl

What's official speed run record for three-runer?

Thursday, 20th September 2012, 13:57

Forum: Technical Support

Topic: 0.10.3 on Windows XP sometime hangs on startup

Replies: 35

Views: 7479

Re: 0.10.3 on Windows XP sometime hangs on startup

Remedy works with all trunks up to 0.12-a0-492-g06f276, but won't work with 0.12-a0-580-gf3578aa.
Is this makes any sence?

Thursday, 20th September 2012, 11:22

Forum: Dungeon Crawling Advice

Topic: Seemingly dead-end situation right on start.

Replies: 7

Views: 2582

Re: Seemingly dead-end situation right on start.

I have. And here's the whole map. Still no doors. I got my trap-searching skill to 27 and didn't find any. But I've noticed that now this skill named just "Traps", not "Traps and Doors". So maybe there are no secret doors anymore, and "runed doors" didn't kick in just y...

Thursday, 20th September 2012, 10:57

Forum: Dungeon Crawling Advice

Topic: Seemingly dead-end situation right on start.

Replies: 7

Views: 2582

Re: Seemingly dead-end situation right on start.

I slept everywhere and didn't find anything.
Then I died of starvation.

Thursday, 20th September 2012, 10:41

Forum: Dungeon Crawling Advice

Topic: Seemingly dead-end situation right on start.

Replies: 7

Views: 2582

Seemingly dead-end situation right on start.

I wonder what you think of this situation? There are no secret doors as far, as I can tell with my zero skill, and no stairs (see map). I have no rFire, no blink or tele, no apportation to get items from behind the fire. Didn't find any scrolls in first chamber either. Potion you see in inventory is...

Wednesday, 19th September 2012, 21:01

Forum: Dungeon Crawling Advice

Topic: Immutable Laws of the Dungeon of Zot

Replies: 253

Views: 69455

Re: Immutable Laws of the Dungeon of Zot

Davion Fuxa wrote:Quaff all your potions, finding out that none are a Potion of Curing/Potion of Heal Wounds, and the last one you quaff will be a Potion of Poison.

I actually did it more than once.
It puts you in a very calm and peaceful state where you understand and accept that NOTHING will save you.

Wednesday, 19th September 2012, 20:14

Forum: Crazy Yiuf's Corner

Topic: An eye-catching topic name!

Replies: 44

Views: 8458

Re: An eye-catching topic name!

Sarcastic comment.
Some trolling.

Wednesday, 19th September 2012, 19:52

Forum: Crazy Yiuf's Corner

Topic: Trove's unreasonable requests.

Replies: 19

Views: 2883

Re: Trove's unreasonable requests.

I'd say a wand of heal wounds is worth more than all the loot in all the troves in every game ever unless that loot also contains a wand of heal wounds. I was in one trove only. And it was crazy good. Dozen of rings and amulets including some randarts. After this trip I've become ready to everythin...

Wednesday, 19th September 2012, 16:52

Forum: Crazy Yiuf's Corner

Topic: Trove's unreasonable requests.

Replies: 19

Views: 2883

Re: Trove's unreasonable requests.

That's good news. Thanks.

Wednesday, 19th September 2012, 16:49

Forum: Crazy Yiuf's Corner

Topic: Trove's unreasonable requests.

Replies: 19

Views: 2883

Re: Trove's unreasonable requests.

Actually it is. I just assumed it wants 8 wands, not the wand with 8 charges, because the latter would be unbelievable cheap. So this is charges? And any wand with more than 8 will do?

Wednesday, 19th September 2012, 16:36

Forum: Crazy Yiuf's Corner

Topic: Trove's unreasonable requests.

Replies: 19

Views: 2883

Trove's unreasonable requests.

This time it asks for 8 wands of heal wounds.
Is this a reasonable number? I think you can get through the whole game without finding that much wands. Even if you'll get lucky with shops. Am I wrong?

Wednesday, 19th September 2012, 09:59

Forum: Crazy Yiuf's Corner

Topic: Battle for Wesnoth

Replies: 23

Views: 6247

Re: Battle for Wesnoth

It's not total lottery ofcourse. But you can experiment with placing units in a right position and then play the same (turn by turn) battle sequence several times from save. I did it back then plenty of times and the results was way too different. From crashing defeat to clear victory. With some hal...

Wednesday, 19th September 2012, 07:49

Forum: Crazy Yiuf's Corner

Topic: Battle for Wesnoth

Replies: 23

Views: 6247

Re: Battle for Wesnoth

I find a scale of randomization, when it comes to damage dealing, freakishly wide. You can kill literally everything without losing one HP, or you can be killed with couple of strikes right away. It provoke savescumming and makes the game without it annoying. At least that was the case several years...

Tuesday, 18th September 2012, 13:40

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 3136877

Re: Best/Worst Artifacts

Thread should be named "Best Artifacts and a robe of Misfortune".
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