Search found 365 matches

Wednesday, 21st February 2018, 01:27

Forum: Game Design Discussion

Topic: Make All Amulets Fragile, Remove Anti-Swap Downsides

Replies: 31

Views: 9255

Re: Make All Amulets Fragile, Remove Anti-Swap Downsides

Said it before, saying it again: If the total amount of inventory slots were cut down to 26 or 10, and base item types merged/cut to fit the new paradigm, individual inventory slots would become much more valuable *choices*, meaning that *EVERYTHING* could go perma-fragile, meaning that noncritical ...

Tuesday, 20th February 2018, 23:54

Forum: Crazy Yiuf's Corner

Topic: RCFile for Travel Speed WRT Allies [Ctrl][e]

Replies: 1

Views: 1019

Re: RCFile for Travel Speed WRT Allies [Ctrl][e]

As far as I can tell through a couple of quick greps, there is no rcfile option to automatically enable this setting. However, the setting does marshall and unmarshall with your character when you save/load, so you should only have to set it once per game. You cannot do this with setopt since the op...

Tuesday, 20th February 2018, 22:07

Forum: Dungeon Crawling Advice

Topic: Auto use staff of energy

Replies: 6

Views: 2929

Re: Auto use staff of energy

Yup, in my lazy copy-pasting I removed a bunch of extraneous stuff from my local ini, one of them was the attitude enums [oops!] which are necessary for the m:attitude() comparison. (Crawl's ATT_HOSTILE etc. enums aren't available from within its cLua binds so you have to define them yourself...) He...

Sunday, 18th February 2018, 23:31

Forum: Technical Support

Topic: What do I put into my rcfile to force more upon...

Replies: 1

Views: 1573

Re: What do I put into my rcfile to force more upon...

If someone has a set of entries (or can think of a set of entries) that would ensure that in all cases (wherever possible), I'm immediately given a force_more prompt whenever I first see one of these monsters, could you kindly share them? Something like this should work, if you add a monster entry ...

Sunday, 18th February 2018, 22:03

Forum: Dungeon Crawling Advice

Topic: Auto use staff of energy

Replies: 6

Views: 2929

Re: Auto use staff of energy

Preliminary disclaimer: I am working from memory and lazily ripped code snippets from my local Stone Soup directory. In addition to adding the Lua to activate your staff, you may also need to slightly modify what I have written below to get it working. Reference elliptic's qw.rc for implementation d...

Sunday, 18th February 2018, 14:22

Forum: Crazy Yiuf's Corner

Topic: Enemies spanning multiple tiles

Replies: 6

Views: 2253

Re: Enemies spanning multiple tiles

For what it's worth, I halfheartedly took a look at this last year when I was working on Maneater Toads. The tentacle code is a mess, and it probably wouldn't be any good to try to repurpose that for multi-tile monsters that are meant to remain confined within a 2x2 or 3x3. With some massaging you c...

Sunday, 18th February 2018, 13:17

Forum: Game Design Discussion

Topic: Race suggestion: Goblin

Replies: 11

Views: 4397

Re: Race suggestion: Goblin

crawlnoob wrote:No offense but do you even play Crawl?

I don't even know what Crawl is, I thought this board was for Hello Kitty Island Adventure.

Sunday, 18th February 2018, 11:18

Forum: Game Design Discussion

Topic: Race suggestion: Goblin

Replies: 11

Views: 4397

Re: Race suggestion: Goblin

All that melee combat stuff would traditionally fall under the domain of a God proposal in Stone Soup. The benefits and challenge conducts of Crawl species should be designed with the entire range of background combos in mind -- when you take the melee combat stuff away, say because you happened to ...

Monday, 29th January 2018, 02:06

Forum: Dungeon Crawling Advice

Topic: Octopode top tips pls? (Going for greateroctopode.)

Replies: 36

Views: 13739

Re: Octopode top tips pls? (Going for greateroctopode.)

mikee wrote:I can't imagine not meleeing on an octopode.

This.

Constriction is pretty strong, and why play Op if you don't want to have some fun anyway? Just don't overcommit and you'll be fine.

Thursday, 11th January 2018, 01:24

Forum: Crazy Yiuf's Corner

Topic: Remove Labyrinths

Replies: 49

Views: 32530

Re: Remove Labyrinths

I think the only reason DCSS has a maze-solving minigame is that Nethack had Sokoban. The ancient Crawl devs had a thing for loudly trying to differentiate from Nethack, while doing their best to make a game that wasn't too far from it. Sokoban was introduced in Nethack in December 1999. Linley's D...

Thursday, 11th January 2018, 00:19

Forum: Crazy Yiuf's Corner

Topic: Remove Labyrinths

Replies: 49

Views: 32530

Re: Remove Labyrinths

To put it another way, the ideal proportion of interesting-ness in the game should be '100%', even if in practice it's not possible to achieve. This actually isn't true. You want to drip-feed new stimuli to your players, interspersed with adequate-yet-relatively-short acclimatization periods. It's ...

Tuesday, 9th January 2018, 21:29

Forum: Dungeon Crawling Advice

Topic: A Guide to Dungeon Crawl Stone Soup by ultraviolent4

Replies: 10

Views: 6693

Re: A Guide to Dungeon Crawl Stone Soup by ultraviolent4

I just skimmed it, and it looks like it covers pretty much all of the important community knowledge that has built up around DCSS over the last decade. It's a good writeup. (The phrasing of some of the sections looks to be lifted from old /rlg/ and tavern posts, perhaps unintentionally due to commun...

Thursday, 4th January 2018, 19:25

Forum: Game Design Discussion

Topic: Remove shafts

Replies: 82

Views: 22335

Re: Remove shafts

Another reason to remove shafts is that they encourage slow play i.e. healing HP/MP up to 100% before exploring. This is a problem with rest-to-heal, and would exist with or without traps. (Resting needs to go, it's bad for pacing and its existence as a healing mechanic enables all manner of degene...

Sunday, 31st December 2017, 10:02

Forum: Crazy Yiuf's Corner

Topic: Rename Hep

Replies: 10

Views: 3682

Re: Rename Hep

Hepbikeshed

Saturday, 16th December 2017, 16:47

Forum: Game Design Discussion

Topic: Mummy Adjustments

Replies: 48

Views: 12355

Re: Mummy Adjustments

The thing is, a clock doesn't need chunks, nor food cost for casting spells, evoking or invoking. Food could remain as pure clock, without action-derived hunger, without chunks, without hunger special for trolls, spriggans &co. Give passive eating, and the game becomes much cleaner without losi...

Friday, 15th December 2017, 12:23

Forum: Game Design Discussion

Topic: Mummy Adjustments

Replies: 48

Views: 12355

Re: Mummy Adjustments

ITT: People who were actually good at ancient Crawl argue with people who have a vague recollection of playing 0.5 once. Somehow this relates to buffing Mummy apts. P.S: Nerf Mu to -3 across the board, kthx P.P.S: Get rid of food already for fuck's sake it's pretty settled that there are better cloc...

Tuesday, 28th November 2017, 21:33

Forum: Crazy Yiuf's Corner

Topic: Ascension Traditions?

Replies: 4

Views: 1920

Re: Ascension Traditions?

Don't forget to (w)ield your snozzcumber after (q)uivering the orb~

Sunday, 26th November 2017, 21:38

Forum: Game Design Discussion

Topic: Automatically extend transformations with low failure rate?

Replies: 8

Views: 2668

Re: Automatically extend transformations with low failure ra

For what it's worth, I think this ought to already be possible in Lua. Take a look at you.transform() , spells.memorised() , spells.fail() , and you can probably fire the recast by checking the combat log for the transform expiry text. [Please note that I do not mean to imply that Lua fiddling is ev...

Sunday, 12th November 2017, 00:56

Forum: Dungeon Crawling Advice

Topic: Spriggan AE - fashion advice needed

Replies: 16

Views: 4586

Re: Spriggan AE - fashion advice needed

tile_player_tile = mons:the enchantress

Wednesday, 1st November 2017, 18:09

Forum: Crazy Yiuf's Corner

Topic: Disabling Firefox hotkeys

Replies: 2

Views: 1470

Re: Disabling Firefox hotkeys

Tap Numlock before swinging.
Alternately, close the rest of your tabs in the window you're playing from.

Neither of these workarounds are great, but they work at the cost of some annoyance.

(If anyone has a better solution I'd like to hear it, too.)

Saturday, 28th October 2017, 14:00

Forum: Crazy Yiuf's Corner

Topic: Why version 0.xx?

Replies: 4

Views: 2016

Re: Why version 0.xx?

Majang wrote:But I see none of that.

https://github.com/crawl/crawl/commits/master
(55,644 commits)

Wednesday, 25th October 2017, 15:11

Forum: Technical Support

Topic: Bilinear graphics option

Replies: 2

Views: 1711

Re: Bilinear graphics option

There is already an option to enable bilinear filtering in DCSS, add this line to your rcfile:

tile_filter_scaling = true

I agree that it would be neat to get something like HQ2X/HQ4X available, though.

Monday, 16th October 2017, 03:07

Forum: Dungeon Crawling Advice

Topic: Vamp Broad Axe vs Obsidian Axe

Replies: 7

Views: 2279

Re: Vamp Broad Axe vs Obsidian Axe

Vamp broad axe will let you have a boring game and Obsidian axe will let you have a fun game. Easy choice.

Thursday, 12th October 2017, 04:16

Forum: Game Design Discussion

Topic: One weird trick to make pandemonium faster

Replies: 7

Views: 3643

Re: One weird trick to make pandemonium faster

I have been waiting for this change since, like, 0.10.

Hellmonk, the saviour of Crawl~

Thursday, 12th October 2017, 03:15

Forum: Game Design Discussion

Topic: New Advanced Race - Automatons

Replies: 9

Views: 3450

Re: New Advanced Race - Automatons

Here's a similar notion that's been getting some discussion around here and that would be great to somehow get into dcss, even if only for one species: Exploration-based regeneration. Generally, the idea is to have no normal regeneration of mp and/or hp, but to regain them from exploring. It's a lo...

Thursday, 12th October 2017, 02:53

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 520327

Re: [proclick] new fork, hellcrawl

For those who wanted to see what my vision of explore-to-regen is shaping up to be, I've pushed yesterday's initial hackjob to my github under the explore_to_regen branch here . watertreatmentRL correctly inferred most of what I intend this branch to accomplish. The numbers in that initial commit ar...

Tuesday, 10th October 2017, 14:44

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 520327

Re: [proclick] new fork, hellcrawl

Explore-to-regen is now a thing that exists. Thanks entirely to those who expressed interest in this publicly and privately, without which I never would have been motivated to write this. (In the spirit of bring the code or shut up, I highly encourage everyone here to go write their preferred soluti...

Sunday, 8th October 2017, 14:15

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 520327

Re: [proclick] new fork, hellcrawl

At least replace cuurent turn number with ood timer in UI, it will help a lot when you see precisely how much time you have. Then I like shafting more than oods, especially with fun "pick up a rune on last turn" Totally agree that if a hard timer is to be used, it should be prominently di...

Sunday, 8th October 2017, 12:55

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 520327

Re: [proclick] new fork, hellcrawl

Since people are now talking about explore-to-regen, I should clarify that pure explore-to-regen would not work. That would incentivize things like chaining shouting+moving and leaving obviously-empty corners uncleared to save healing for later, both of which would wreck pacing. If hp/mp regen were ...

Sunday, 8th October 2017, 08:30

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 520327

Re: [proclick] new fork, hellcrawl

"I find the standard difficulty too hard, but playing the easier difficulty offends my sensibilities to I'd prefer to go on the forums and complain" What is so hard to understand about the notion that if you pick a difficult combo at character creation, you might not be able to take your s...

Wednesday, 27th September 2017, 20:46

Forum: Crazy Yiuf's Corner

Topic: dcss mechanics tier list

Replies: 52

Views: 18966

Re: dcss mechanics tier list

The game allows the server to send an arbitrary string that gets executed as Lua code, and its environment has access to file read and write functions and the socket library that allows making HTTP connections. The relevant code is in web.c: For those interested in looking into this further, a link...

Wednesday, 27th September 2017, 18:29

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 520327

Re: [proclick] new fork, hellcrawl

could someone please guide me in the way of compiling latest build into offline, tiles play? the last compiled release is lacking a lot of new stuff (like permabuffs) In general, just follow https://github.com/crawl/crawl/blob/master/crawl-ref/INSTALL.txt , but point it at the hellcrawl repo. ( htt...

Wednesday, 27th September 2017, 17:56

Forum: Crazy Yiuf's Corner

Topic: dcss mechanics tier list

Replies: 52

Views: 18966

Re: dcss mechanics tier list

duvessa wrote:tome4 mechanics tier list

SS: admins can read from and write to any file on your computer as long as you're logged in in-game

What in the serious fuck, really?

Monday, 25th September 2017, 09:35

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 520327

Re: [proclick] new fork, hellcrawl

Hellmonk wrote:[*]Sif piety is exploration based rather than kill + magic skilling based.

So the more I think about progress clocks the more I am convinced that the speedrunning camp is actually right

if you tease me like this you'd better go all the way bby

Sunday, 24th September 2017, 13:47

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 520327

Re: [proclick] new fork, hellcrawl

Also, it is not clear how shafts would work in some cases, for example in branch ends. If people are pissed off they got forced off a level by summons on top of them, imagine their fury when they get shafted out of pan orc into slime or something. This isn't hard to define. Have shafts follow the c...

Sunday, 24th September 2017, 13:22

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 520327

Re: [proclick] new fork, hellcrawl

If an anti scumming measure is needed to force players to progress, why not just shaft the player? Any measure that doesn't immediately eject the player from the level allows for edge-case abuse, and the 'problems' with shafting the player (lost items) are also present in the 'dump titans on the pl...

Sunday, 24th September 2017, 11:59

Forum: Crazy Yiuf's Corner

Topic: Player ghost aggravation

Replies: 143

Views: 41547

Re: Player ghost aggravation

I sincerely cannot fathom why these things are still extant in Crawl at all. The answer to that question is always "Because someone once wrote the code that way, and devteam consensus isn't strongly enough against it to motivate someone to write it differently." DCSS is a game hacked toge...

Tuesday, 19th September 2017, 12:47

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 520327

Re: [proclick] new fork, hellcrawl

Is it possible to make those shops like spell books i.e. you always have access to them? I would suggest, rather than constantly-available shops or "order forms", adding a short intermission hallway between floors that has a bazaar with access to every shop previously found in the game. T...

Wednesday, 16th August 2017, 11:33

Forum: Game Design Discussion

Topic: Don't spawn literal trash monsters

Replies: 15

Views: 6222

Re: Don't spawn literal trash monsters

Hellcrawl FR: Trash Monster

Wednesday, 9th August 2017, 02:02

Forum: Coding

Topic: A set of functions to examine/describe a monster

Replies: 1

Views: 3278

Re: A set of functions to examine/describe a monster

Something I'm interested in trying is automating an xv on a monster that comes into view. Later I'd keep track of monsters I've "identified" and only xv the first of each monster type. If you have any particular rc files that'd you recommend parsing, that'd be nice. Here's the Lua to do t...

Wednesday, 31st May 2017, 02:28

Forum: Game Design Discussion

Topic: helmets suck

Replies: 8

Views: 4255

Re: helmets suck

if you're playing a xom or jiyva char then you carry around two pieces of headgear: a helmet to wear while you don't have horns/antennae, and a hat to wear when you do, and you get to switch between them manually every time your god mutates you i don't see why we need two different base types for t...

Tuesday, 30th May 2017, 18:42

Forum: Dungeon Crawling Advice

Topic: What is the precise relationship between Fighting and HP?

Replies: 8

Views: 3075

Re: What is the precise relationship between Fighting and HP

Learndb says the hp formula is Floor[(8 + Floor[(1+3*Fighting)/2]+Floor[11*XL/2]+Floor[Fighting*XL/14])*(1+Aptitude/10)]. Have fun with that. Here's the code, which also handles temporary HP boosts not listed in the above formula: https://github.com/crawl/crawl/blob/master/crawl-ref/source/player.c...

Sunday, 28th May 2017, 19:34

Forum: Dungeon Crawling Advice

Topic: Warning on melee attack with weapon?

Replies: 4

Views: 1975

Re: Warning on melee attack with weapon?

You can inscribe a weapon to prevent yourself from attacking with it, (!a), no RC file modification required. Of course, you can always add an autoinscribe line to your rc to save yourself the time of inscribing things manually. Something like this should work, to prevent attacking with enhancer st...

Friday, 26th May 2017, 00:38

Forum: Game Design Discussion

Topic: Remove Beogh

Replies: 104

Views: 42941

Re: Remove Beogh

duvessa wrote:You're listing a bunch of characters, when watertreatmentRL was talking about game mechanics.

Imagine XCOM without rookies.

Thursday, 25th May 2017, 22:56

Forum: Game Design Discussion

Topic: Remove Beogh

Replies: 104

Views: 42941

Re: Remove Beogh

I reject the notion of "storytelling" as rationale for gameplay decisions. Man, I don't even know where to begin with this. If that's your stance then that's okay for you, but there are clearly huge swaths of players who will play and love games for their compelling storylines. Sometimes ...

Thursday, 25th May 2017, 18:42

Forum: Game Design Discussion

Topic: Remove Beogh

Replies: 104

Views: 42941

Re: Remove Beogh

Wait, there needs to be some cost associated, both gameplay and flavor-wise. it would not be very good if Beogh just gave endless instant resurrection to your buddies. Even if it's just "it takes some AUTs | piety | XP gain" before your buddies respawn, there's no reason to be careful wit...

Thursday, 25th May 2017, 18:04

Forum: Technical Support

Topic: Some crawl rc settings broken in 0.20

Replies: 2

Views: 1781

Re: Some crawl rc settings broken in 0.20

It works fine in trunk, but any 0.20 game doesn't have the monster damage displayed and constantly displays 'LUA error' anytime I take a turn a turn. I play on the xtahua web server, if that's any help. This problem is caused by the files indicated by the include += lines in your rcfile not (yet) e...

Wednesday, 24th May 2017, 05:25

Forum: Dungeon Crawling Advice

Topic: Request for Updated Walkthroughs

Replies: 13

Views: 4054

Re: Request for Updated Walkthroughs

May I ask where you are finding a 0.11 walkthrough, and where you would like this kind of thing to be updated?

Tuesday, 23rd May 2017, 23:55

Forum: Contributions

Topic: New scoreboard

Replies: 42

Views: 35702

Re: New scoreboard

It would be nice to have past streaks visible on the individual player pages somewhere.

As Brannock suggested upthread, putting a visual indicator on the wins that ties together wins that were streaked might be a nice way to show this.
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