Search found 553 matches

Tuesday, 20th December 2011, 20:58

Forum: Game Design Discussion

Topic: Developer Wiki Cleanup... COMPLETED!

Replies: 42

Views: 13306

Re: Developer Wiki Cleanup - Feedback requested!

Yeah... I'm at the point where I really need to move pages to different namespaces. Should I just copy and paste and delete (history loss) or is there a hidden move command or do I need higher permissions for that? I would love to combine "Vaults" and "Dungeon Features". Maybe r...

Tuesday, 20th December 2011, 16:07

Forum: Game Design Discussion

Topic: Developer Wiki Cleanup... COMPLETED!

Replies: 42

Views: 13306

Re: Developer Wiki Cleanup - Feedback requested!

I'd suggest renaming the "Rejected Popular Concepts" back into "Things that won't be done". Not all of the items on this list are that popular, but they're all things that aren't going to happen any time soon. It's a "won't do list", nothing more.

Tuesday, 20th December 2011, 05:53

Forum: Game Design Discussion

Topic: Remove Harpy Food Steal

Replies: 33

Views: 7398

Re: Remove Harpy Food Steal

I should say that I don't think changes to harpies are necessary. I'd rather keep them as they are. Dropping food in combat isn't the best way to deal with them always (they're fast enough to catch you while you're dropping food) and refusing to carry food also has its own drawbacks (gotta watch you...

Tuesday, 20th December 2011, 05:36

Forum: Crazy Yiuf's Corner

Topic: Unfun Vaults

Replies: 74

Views: 18521

Re: Unfun Vaults

jejorda2 encountered a dozen orcs on D:1. That seems wrong to me. Would some designers weigh in? It's this game: http://crawl.akrasiac.org/rawdata/jejorda2/morgue-jejorda2-20111220-002950.txt Apparently it's a vault called "erik entry cave to civilisation." I can get the replay on footv w...

Monday, 19th December 2011, 14:53

Forum: Game Design Discussion

Topic: Chaos brand

Replies: 9

Views: 2659

Re: Chaos brand

The worst thing chaos can do is berserk an opponent. This is a non-issue against undead and demons - it's actually a pretty good brand against them. Chaos can also shaft you rarely.

Sunday, 18th December 2011, 21:53

Forum: Game Design Discussion

Topic: Chaos brand

Replies: 9

Views: 2659

Re: Chaos brand

Yeah, branded weapons aren't just given out as starting weapons.

If you want chaos, take yiuf's quarterstaff, psyche's dagger, or just get it gifted by Xom.

Friday, 16th December 2011, 22:34

Forum: Crazy Yiuf's Corner

Topic: Unfun Vaults

Replies: 74

Views: 18521

Re: Unfun Vaults

What's the point of this vault? An orange crystal statue behind translucent stone walls. Easier to just put up a sign saying "Imagine there's some loot here that you'll never get". http://i.imgur.com/PrzFE.png Currently doesn't work actually, thanks for posting this. In trunk that statue ...

Friday, 16th December 2011, 20:19

Forum: Crazy Yiuf's Corner

Topic: Fun Vaults

Replies: 97

Views: 23482

Re: Fun Vaults

What I'm saying is that Hellion Island is one of 5 guaranteed challenges in Pan, aside from the "Pan Lord vault every level" boards, which come with the same demonic rune. There are currently four large vaults which will only spawn once in pandemonium, in addition to the four unique pan l...

Thursday, 15th December 2011, 06:32

Forum: Crazy Yiuf's Corner

Topic: Unfun Vaults

Replies: 74

Views: 18521

Re: Unfun Vaults

New Unfun vault: The vault that is a square, with walls made of secret doors three-deep, filled with OOD creatures. I've noticed it a lot lately in trunk. It's amusing the first time you encounter it in your game, but is old the second time and even more old the third time. In the same game. Um, th...

Tuesday, 13th December 2011, 20:40

Forum: Crazy Yiuf's Corner

Topic: Unfun Vaults

Replies: 74

Views: 18521

Re: Unfun Vaults

My unfavourite vaults are the ones with herds of OOD monsters packed into oddly shaped/patterned areas, seemingly for the heck of it. They're not (usually) fatal, but they're not cool either, and I don't feel like they add anything - to me they feel like they're a relic from a time before the desig...

Tuesday, 13th December 2011, 16:04

Forum: Game Design Discussion

Topic: Rename enchant weapon scrolls

Replies: 15

Views: 3692

Re: Rename enchant weapon scrolls

I'd use "greater enchant weapon" or something like that for EWIII. Gets the point across well enough - you're not just enchanting both attributes - you're potentially getting the effect of four scrolls. For EWI and EWII I am in favour of using the angband style of naming, or something simi...

Sunday, 11th December 2011, 17:01

Forum: Dungeon Crawling Advice

Topic: Kenku

Replies: 8

Views: 2850

Re: Kenku

I like to play with kenku's, however, they seem to me as a particulary weak race. I'm not a very god player, I have only won a few times, so I would like to ask more experienced players (or developers) opinion on the species. Kenku have difficult starts, but I wouldn't call them a weak race. Think ...

Sunday, 11th December 2011, 16:50

Forum: Crazy Yiuf's Corner

Topic: Unfun Vaults

Replies: 74

Views: 18521

Re: Unfun Vaults

Don't know about unfun, but the recent changes preventing smite-targeting from behind transparent walls seem to negate the point of some vaults, as they depended on monsters being able to hurt you from behind walls for their danger. Edit: this is not a request that monsters should still be able to ...

Sunday, 11th December 2011, 16:48

Forum: Crazy Yiuf's Corner

Topic: Demonic Horde...

Replies: 3

Views: 1297

Re: Demonic Horde...

Demonic horde is a fantastic spell, don't be misled by the fact that it summons low level monsters. Thinking of it as a stronger version of summon butterflies is more accurate. It's a nice way to summon a "meatshield" which will also distract your enemies (and maybe kill a few). If you use...

Saturday, 10th December 2011, 03:36

Forum: Crazy Yiuf's Corner

Topic: Fun Vaults

Replies: 97

Views: 23482

Re: Fun Vaults

I really, really hate the Mahkleb altar vaults where it looks like the altar and the demonic crawler or such are surrounded by lava, but it has a gap or two where they can get through. D:3 demonic crawlers aren't fun. I never liked this one much, but note that it always places a slow monster. You'r...

Saturday, 10th December 2011, 03:19

Forum: Game Design Discussion

Topic: Pain spell - bugged?

Replies: 2

Views: 1309

Re: Pain spell - bugged?

That's right. Casting pain can't kill you.

Monday, 5th December 2011, 01:04

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP: FeVM, 11/15 runes

Replies: 7

Views: 2253

Re: CIP: FeVM, one blasty kitty!

I would say to go higher than 14 evocations eventually, because you usually won't be at 200 piety (6 stars is only 160 piety). You'll almost always be below 200 if you're using your powers (especially stacking decks). If you want to use 6 stars as the cutoff for guaranteed power 2 (with legendary de...

Monday, 5th December 2011, 00:55

Forum: Game Design Discussion

Topic: Crazy Yuif Hut

Replies: 34

Views: 6548

Re: Crazy Yuif Hut

I do rather like the idea of some vaults stopping exploration. It's probably appropriate for most vaults that aren't supposed to look just like the rest of the level. Lots do this already. A few use a special marker property that can be placed on a (normal, non-monster) statue, and will give "...

Sunday, 4th December 2011, 11:27

Forum: Game Design Discussion

Topic: Crazy Yuif Hut

Replies: 34

Views: 6548

Re: Crazy Yuif Hut

Am I the only one that actually watch the screen when I autoexplore? Plenty of people watch their screen. But many others also use "explore_delay = -1", which makes autoexplore instantaneous. I like this feature because even though it can lead me into "autoexplore traps", it als...

Sunday, 4th December 2011, 09:47

Forum: Game Design Discussion

Topic: Crazy Yuif Hut

Replies: 34

Views: 6548

Re: Crazy Yuif Hut

I agree that this vault is an autoexplore trap, and that this is problematic. The cleanest solution would just be to stop autoexplore. The cleanest way of doing this would be to use the stop_explore Lua marker property... unfortunately that currently only works when placed on statues, though. Using ...

Thursday, 1st December 2011, 07:24

Forum: Dungeon Crawling Advice

Topic: Orb of Fire - Best Approach?

Replies: 18

Views: 4656

Re: Orb of Fire - Best Approach?

mageykun wrote:Silver ammo doesn't sear OoFs anymore.

It does.

Thursday, 24th November 2011, 22:55

Forum: Technical Support

Topic: Problems with macros (~)

Replies: 2

Views: 1499

Re: Problems with macros (~)

Ctrl-D does the same thing, so try using that instead.

If you need any other information, just use the ?? screen to get all the game's keys... Ctrl-D is listed on there, I believe.

Tuesday, 22nd November 2011, 22:28

Forum: Game Design Discussion

Topic: Line of Sight

Replies: 7

Views: 1705

Re: Line of Sight

This comment from los.cc might help. If you want other info that's where to look. /** * @file * @brief Line-of-sight algorithm. * * * * == Definition of visibility == * * Two cells are in view of each other if there is any straight * line that meets both cells and that doesn't meet any opaque * cell...

Sunday, 20th November 2011, 18:38

Forum: Game Design Discussion

Topic: Get rid of chaos knights (of Xom)

Replies: 48

Views: 12863

Re: Get rid of chaos knights (of Xom)

Agreement? disagreement ? Disagree. I think you are missing one of the major advantages of xom being a starting god. Namely, you have to deal with his randomness from the very start of the game, and not later on when you find an altar. This makes the chaos knight play very differently from any othe...

Saturday, 19th November 2011, 18:35

Forum: Dungeon Crawling Advice

Topic: Playing Trunk - Is it scummy to swap versions midgame?

Replies: 9

Views: 3216

Re: Playing Trunk - Is it scummy to swap versions midgame?

There's nothing wrong with upgrading to the latest trunk. In fact, you probably should do this as often as it is convenient - you are essentially playtesting the in-development version of crawl, and if you run into any problems, your feedback will be more useful if you're playing a recent build.

Wednesday, 16th November 2011, 08:37

Forum: Game Design Discussion

Topic: Vehemut Idea

Replies: 25

Views: 8865

Re: Vehemut Idea

Vehumet's new proposed gifting system (direct gifting of spells) is the way to go anyway, in my opinion. https://crawl.develz.org/mantis/view.php?id=4504 Yes, I agree. That proposal there is a very good one, and would allow vehumet to gift all the spells he boots, and also be different from other g...

Wednesday, 16th November 2011, 00:26

Forum: Game Design Discussion

Topic: Vehemut Idea

Replies: 25

Views: 8865

Re: Vehemut Idea

I like vehumet a lot, mainly because he is a god that is entirely passive. You don't need to really do anything to get piety, and don't need to activate any powers - you just get a nice collection of improvements to your magic, plus a couple of spellbooks (which aren't as important as the other stuf...

Monday, 14th November 2011, 04:52

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP: NaAM/DsAE - and now I've won all races and classes!

Replies: 9

Views: 2233

Re: YAVP: NaAM/DsAE - and now I've won all races and classes

cerebovssquire wrote:The greaterplayers winrate dropped from 6.18% to 5.34%. I left my mark.

Congrats

Thursday, 10th November 2011, 02:50

Forum: Game Design Discussion

Topic: Overabundance of detect/remove curse scrolls?

Replies: 40

Views: 8789

Re: Overabundance of detect/remove curse scrolls?

+1 to removing ?DC. We'd need to give the weight to other scrolls. Which ones need to be boosted? Silence? Any other? Here is the scroll generation code in case someone wants to look over the weights and suggest adjustments. Boosting scrolls of silence is a good idea. They are pointlessly uncommon....

Wednesday, 9th November 2011, 01:34

Forum: Game Design Discussion

Topic: Overabundance of detect/remove curse scrolls?

Replies: 40

Views: 8789

Re: Overabundance of detect/remove curse scrolls?

I don't even bother picking up detect curse scrolls usually.

Sunday, 6th November 2011, 09:44

Forum: Contributions

Topic: Request for new extended endgame floor/walls

Replies: 3

Views: 1827

Re: Request for new extended endgame floor/walls

Alright. Tartarus, Dis, and Pandemonium are all done. Big thanks to Denzi, who created all of the tiles (and actually created more than I could find a use for)!

That's everything. I think we can now say that all branches in crawl have a distinct look in tiles.

Saturday, 5th November 2011, 04:47

Forum: Contributions

Topic: Request for new extended endgame floor/walls

Replies: 3

Views: 1827

Re: Request for new extended endgame floor/walls

Tartarus is now done. Dunno if anyone is actually following this thread, but I figure I'll keep it updated.

Friday, 4th November 2011, 07:20

Forum: Contributions

Topic: Request for new extended endgame floor/walls

Replies: 3

Views: 1827

Re: Request for new extended endgame floor/walls

New dis tiles are now in, thanks to Denzi.

This leaves tartarus (only a new floor is needed here), and pandemonium.

Friday, 4th November 2011, 03:52

Forum: Game Design Discussion

Topic: moderation

Replies: 43

Views: 12637

Re: moderation

Whoever is made a new mod, I think should be someone who doesn't get involved in arguments/debates often. The best mods are people who are impartial, but failing that they are people who usually don't argue much and keep their opinions to themselves. This is just a general observation I have about i...

Friday, 4th November 2011, 03:07

Forum: Crazy Yiuf's Corner

Topic: Fun Vaults

Replies: 97

Views: 23482

Re: Fun Vaults

TehDruid wrote:I hereby request a vault sporting some kind of bubbling cauldron tile. What's Stone Soup without it??? :lol:

This is doable. We will need a tile first, though.

edit: oops, hit thanks button by accident

Thursday, 3rd November 2011, 09:58

Forum: Contributions

Topic: Request for new extended endgame floor/walls

Replies: 3

Views: 1827

Request for new extended endgame floor/walls

From: https://crawl.develz.org/mantis/view.php?id=4853 These branches could really use their own floor tiles (and wall, in the case of pandemonium). Floor: Currently, all three use floor_tomb (the same floor that is in tomb, and used to be in crypt). Pandemonium occasionally gets floor_nerves (the a...

Tuesday, 1st November 2011, 05:15

Forum: Game Design Discussion

Topic: "Give Mountain Dwarves the axe"

Replies: 200

Views: 492830

Re: "Give Mountain Dwarves the axe"

I personally think high elves are a better candidate for "reflavouring" than outright cutting, although I know there are a few people who are particularly vocal about just deleting them from the game (and their opinions hold a lot more weight than mine do). I think high elves could be give...

Monday, 31st October 2011, 01:30

Forum: Game Design Discussion

Topic: "Give Mountain Dwarves the axe"

Replies: 200

Views: 492830

Re: "Give Mountain Dwarves the axe"

I think a lot of people would enjoy a new race that is only differentiated by aptitudes and (maybe) a few small mutations. I have to agree with that sentiment... "normal" races are a good thing to have, especially if they can be made unique by aptitudes alone. The "factory dwarf"...

Saturday, 29th October 2011, 09:34

Forum: Game Design Discussion

Topic: Hill orcs

Replies: 7

Views: 2030

Re: Hill orcs

In trunk hill orcs are well suited to being casters, they get human level MP and int, and their magical apts are decent.

Friday, 28th October 2011, 09:55

Forum: Game Design Discussion

Topic: "Give Mountain Dwarves the axe"

Replies: 200

Views: 492830

Re: "Give Mountain Dwarves the axe"

EDIT: Actually, on second thought, don't give Mountain Dwarves any positive magical aptitudes at all and give them to Hill Orcs. Then we have a melee tank, melee damage dealer, and an armoured caster. Three different races that specialize in heavy armor, with three different roles. I think this is ...

Friday, 28th October 2011, 09:47

Forum: Game Design Discussion

Topic: "Give Mountain Dwarves the axe"

Replies: 200

Views: 492830

Re: "Give Mountain Dwarves the axe"

Even though I really don't care much about this change, I can understand why some players are upset. I think the main reason is simply that mountain dwarfs were a very popular race, and there's a certain sentimental attachment to them because of this. Especially since they were the first race a lot ...

Friday, 28th October 2011, 00:30

Forum: Crazy Yiuf's Corner

Topic: Fun Vaults

Replies: 97

Views: 23482

Re: Fun Vaults

Blade wrote:How many Crypt endings are there, anyway?

Five. There's the cryptofortress (the water one), quadcrypt (the iron golem one), the church of pain, the liches behind glass, and the haunted forest.

Thursday, 27th October 2011, 05:37

Forum: Game Design Discussion

Topic: "Give Mountain Dwarves the axe"

Replies: 200

Views: 492830

Re: "Give Mountain Dwarves the axe"

I can't say I'll miss them, but their absence does create a bit of imbalance with three subspecies of elves and only one of everything else. It might make sense to remove/reflavour one of them. High elves already are very similar to merfolk without the added flavour of water travel, and they're the...

Thursday, 27th October 2011, 00:05

Forum: Game Design Discussion

Topic: "Give Mountain Dwarves the axe"

Replies: 200

Views: 492830

Re: "Give Mountain Dwarves the axe"

The way I see it, the only thing lost by the mountain dwarf removal is that there is no longer a race that specializes in fire magic. Granted, very few people took advantage of the fire magic apt, but at the moment the only races good with fire are low HP ones (unless you count red draconians). And ...

Monday, 24th October 2011, 20:52

Forum: Crazy Yiuf's Corner

Topic: Cardinal Quest

Replies: 9

Views: 2619

Re: Cardinal Quest

I downloaded this game on this weird one-day promotion where they made it free a couple of weeks ago. That sounds like piracy but it's not, google it if you want proof. Not sure what the point of that was, but it was the only way I would've played it anyway (it didn't sound very impressive from desc...

Friday, 21st October 2011, 22:40

Forum: Game Design Discussion

Topic: Grinding

Replies: 16

Views: 3314

Re: Grinding

TwilightPhoenix wrote:People grind Hell and Abyss? That's news to me.

Nobody (well, nobody sane) does this in hell. Occasionally people will scum the abyss for things, but this is quite rare and usually misguided.

Friday, 21st October 2011, 21:26

Forum: Game Design Discussion

Topic: how about the "bone dragon form"?

Replies: 4

Views: 1607

Re: how about the "bone dragon form"?

I don't really like it when you're encouraged to stack buffs (and keep several going at a time). Stacking forms would be a similar problem...

Sunday, 16th October 2011, 02:54

Forum: Game Design Discussion

Topic: You fail to memorise the spell

Replies: 24

Views: 5596

Re: You fail to memorise the spell

Showing fractions for failure rates (eg 1/10, 1/20) is probably the most idiot-proof way to convey that information, but percentages are a bit nicer looking (they take up less space). I do think if percentages are shown, they should be failure rates and not success rates, though. 90% success and 95%...

Friday, 14th October 2011, 00:29

Forum: Game Design Discussion

Topic: You fail to memorise the spell

Replies: 24

Views: 5596

Re: You fail to memorise the spell

I think there should be a --more-- prompt by default when you fail to memorize something. Sometimes when I've tried to memorize a spell that is at Great or around there, I'll fail but just assume I memorized it successfully due to the decent success rate. 1000 turns later, I find out that the spell ...

Wednesday, 12th October 2011, 14:32

Forum: Technical Support

Topic: Feedback on getting items

Replies: 5

Views: 1806

Re: Feedback on getting items

I suggest setting pickup mode = multi in your options file. This really should be the default!
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