Search found 365 matches

Thursday, 22nd September 2016, 20:18

Forum: Game Design Discussion

Topic: List of "good" Xom effects that are actually bad

Replies: 8

Views: 3182

Re: List of "good" Xom effects that are actually bad

What Xom considers good is not the same as what the player considers good. Why does the game even differentiate between "good" and "bad" Xom effects, then? xom.cc dates back to at least the svn days and diving its history forces you to roll sanity checks the further back you go ...

Thursday, 22nd September 2016, 12:57

Forum: Game Design Discussion

Topic: FR: Blink Frog form

Replies: 3

Views: 1540

Re: FR: Blink Frog form

I'm not sure myself if this is a serious suggestion or not, but I want a discussion on the design philosophy of "transform to escape". It's better to have escape effects attached to (fixed at itemgen and nonrechargeable) charge limited items within Crawl's ruleset. Otherwise you run into ...

Thursday, 22nd September 2016, 02:22

Forum: Crazy Yiuf's Corner

Topic: How would you make Crawl harder, in a fun way?

Replies: 107

Views: 37723

Re: How would you make Crawl harder, in a fun way?

I see no reason to allow returning to the despawned level at all. Obviously, but this is easier for some people to swallow if we boil the frog. There's also the minor problem of floor connectivity between branches if you start disallowing access to despawned floors. This could be fixed with a hub l...

Thursday, 22nd September 2016, 00:13

Forum: Crazy Yiuf's Corner

Topic: How would you make Crawl harder, in a fun way?

Replies: 107

Views: 37723

Re: How would you make Crawl harder, in a fun way?

Despawning items is good, I like it. For me, uniques are sacrosanct because they're tracked in Ctrl-O, and for flavour. Your buddy Sigmund will wait for you on D:2. I don't think much has to be announced. Look at it from the perspective of a new player (who is not aware of the current situation): s...

Wednesday, 21st September 2016, 23:29

Forum: Crazy Yiuf's Corner

Topic: How would you make Crawl harder, in a fun way?

Replies: 107

Views: 37723

Re: How would you make Crawl harder, in a fun way?

Except for "one stair per level", this looks a lot like what I have in mind. In addition to "monster wander more", I would also like it if re-entering any level would not just re-place monsters (with emphasis to cluster them, potentially near stairs), but also if the game could ...

Sunday, 18th September 2016, 00:06

Forum: Crazy Yiuf's Corner

Topic: cut Haste spell, replace with cooler charms

Replies: 8

Views: 2440

Re: cut Haste spell, replace with cooler charms

dang, I thought this was going to be a twelwe thread

Thursday, 15th September 2016, 13:30

Forum: Game Design Discussion

Topic: Show origin of self-made armour

Replies: 9

Views: 3346

Re: Show origin of self-made armour

A question to anyone in this thread who prefers the existing behavior of displaying the level where you originally picked up the hide: Why? There are only a few use cases that I can think of where displaying pickup location is interesting to the player: 1) You're autoexploring, and autopickup grabs ...

Monday, 12th September 2016, 17:48

Forum: Crazy Yiuf's Corner

Topic: Consumables in DCSS [split]

Replies: 41

Views: 11363

Re:

I'd love to see the average xp score script. I'm too bad at Sequell to form robust queries that give meaningful experience values in the midgame. Seconding this. My sequell-fu is too weak to be certain of my analysis, in particular, trying to exclude branch entry milestones wasn't working to disabl...

Saturday, 10th September 2016, 07:22

Forum: Crazy Yiuf's Corner

Topic: How would you make Crawl harder, in a fun way?

Replies: 107

Views: 37723

Re: How would you make Crawl harder, in a fun way?

Hey, I didn't see this thread when it was posted. This is a good topic. For what it's worth, here's a nonexhaustive list of some ideas I've had kicking around in the back of my head, wanting to implement in a branch: Dungeon Blitz: (spoilering for length:) - Staircases removed. All level exits refla...

Saturday, 3rd September 2016, 01:22

Forum: Dungeon Crawling Advice

Topic: Apparently I play very slowly and this means I suck

Replies: 17

Views: 5785

Re: Apparently I play very slowly and this means I suck

First: does this indeed mean that I suck? Second: When I spectate people online I am utterly amazed at how fast they are playing, even while having a conversation with me! They seem to be making decisions and pressing keys so much faster than I do or can. I have a very hard time actually following ...

Saturday, 27th August 2016, 05:29

Forum: Crazy Yiuf's Corner

Topic: Really loud spells should mention noise in description

Replies: 21

Views: 8481

Re: Really loud spells should mention noise in description

There's space between Type and Failure for everything except like, triple school spells. e: Thanks Doesn't. If there were to be a short, 3 character, form for each spell schol (Conjurations -> Cnj, Necromancy -> Ncr, etc) you could cut down the longest strings to 11 characters which should be enoug...

Wednesday, 24th August 2016, 19:06

Forum: Crazy Yiuf's Corner

Topic: Old versions of Crawl?

Replies: 10

Views: 4159

Re: Old versions of Crawl?

Sourceforge not as good as Github? Also, since we're talking about compiling: is there some kind of super easy guide to compiling for people who don't get how coding works? http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/INSTALL.txt These instructions are pretty straightforward. If you follow...

Tuesday, 23rd August 2016, 19:06

Forum: Game Design Discussion

Topic: Nerf elemental resistances of PC

Replies: 39

Views: 19538

Re: Nerf elemental resistances of PC

Base HP: 100 Effective HP against fire damage at rF+: 200 (+100 HP) eHP at rF++: 300 (+100 HP) eHP at rF+++: 500 (+200 HP) Maybe look at this from another angle, with the same functional result: Damage: 50 (2 hits to kill 100 hp), 25 (4 hits, +2), 17 (6 hits, +2), 10 (10 hits, +4) Damage: 100 (1), ...

Saturday, 20th August 2016, 05:46

Forum: Dungeon Crawling Advice

Topic: Looking for a monster exp table

Replies: 10

Views: 3022

Re: Looking for a monster exp table

Hi, does anyone know where I can get the list of XP per each monster? Even if it's in the git codebase, it should be more or less centralized, no? Thanks in advance Most of the code the game uses to calculate experience granted on monster death is located in these places: mon-util.cc line 2178, mon...

Friday, 19th August 2016, 11:21

Forum: Crazy Yiuf's Corner

Topic: what are some good games

Replies: 117

Views: 58769

Re: what are some good games

Stuff mostly newer than 2010, some slightly older, in no particular order: Dustforce DX Momodora: Reverie Under the Moonlight Dark Souls 1 Spelunky Portal 1 Super Meat Boy Antichamber Bastion Shovel Knight XCOM: Enemy Unknown Super House of Dead Ninjas Undertale Castle in the Darkness One Way Heroic...

Thursday, 18th August 2016, 06:34

Forum: Game Design Discussion

Topic: Remove swiftness spell

Replies: 44

Views: 10589

Re: Remove swiftness spell

This thread becomes increasingly mysterious. There are many spells that allow one to reliably run away from nearly all monsters without using any consumables. Almost any spell that produces allies fits this description, for example. Indeed, one of the best spells for this purpose is a level 1 summo...

Monday, 15th August 2016, 03:14

Forum: Crazy Yiuf's Corner

Topic: Combine "Harm and "Inacc

Replies: 32

Views: 9518

Re: Combine "Harm and "Inacc

PleasingFungus wrote:harm is good

Look PF you're usually pretty on point but everyone should know that this is a foul untruth

I'm not going to support this assertion because this thread is in CYC and I assume tabstorm or minmay will bust out a diatribe on why they don't like it shortly

Friday, 5th August 2016, 20:41

Forum: Game Design Discussion

Topic: Move the Crypt into the Orcish Mines.

Replies: 13

Views: 3853

Re: Move the Crypt into the Orcish Mines.

Perhaps Crypt could connect as a through passage from Orc into Vaults? Either acting as a backdoor to the runelocked V entrance -- or alternately, to preserve the runelock, by increasing the depth of Crypt to 4 and giving it a rune, maybe some additional branch end layouts, and a secondary runelocke...

Tuesday, 2nd August 2016, 18:45

Forum: Game Design Discussion

Topic: Anti-Cannibalism Interface Improvement

Replies: 5

Views: 2157

Re: Anti-Cannibalism Interface Improvement

Racial butchering is relevant in at least one edge case: Trolls butchering other trolls to try to pickup a troll hide/TLA. Unfitting armour makes the possibility at an early hide armour more appealing for player Trolls than it might otherwise be, and stacked regen is always appealing. I actually ran...

Wednesday, 27th July 2016, 14:17

Forum: Game Design Discussion

Topic: .des vaults would benefit from randomization

Replies: 10

Views: 2856

Re: .des vaults would benefit from randomization

Perhaps we need some guidelines, or just examples of what we consider "reasonably randomised", to make it easier (for vault making and modifying) to achieve some standard? I would like to request that anyone adding randomized vaults to trunk ensures that if they can contain grossly depth-...

Wednesday, 20th July 2016, 19:52

Forum: Game Design Discussion

Topic: Give Formicids their giant clubs back

Replies: 43

Views: 14743

Re: Give Formicids their giant clubs back

from a design standpoint giving formicids access to giant clubs undercuts their concept Formicids are humanoid ants from deep below. They have four incredibly strong arms that allow them to wield practically anything, along with a shield. They are incredibly adept at the earth, allowing them to dig...

Friday, 10th June 2016, 07:17

Forum: Dungeon Crawling Advice

Topic: Mummy Monk challenge

Replies: 26

Views: 10031

Re: Mummy Monk challenge

Zargon wrote:
Tiktacy wrote:Can you throw stuff or is that a weapon?

only if it's fun stuff (fruit, etc.)

Just watch out for those sneaky gloves of archery making your bread deal damage

Then you have to kite the thing you hit until it's back at full HP before you kill it

Friday, 7th November 2014, 21:04

Forum: Crazy Yiuf's Corner

Topic: Too Many Cooks

Replies: 1

Views: 1184

Too Many Cooks

https://www.youtube.com/watch?v=RzdRQCnDBlw

this topic really belongs in GDD but it would be moved here anyway

Monday, 24th March 2014, 09:48

Forum: Game Design Discussion

Topic: Tile build: Melee animation

Replies: 40

Views: 15195

Re: Tile build: Melee animation

Or just disable melee animation automatically while TABbing, and use it when you hit things manually. For what it's worth: I play tiles almost exclusively, most of the characters I play are heavily melee focused, and I don't use autofight. Autofight has terrible threat prioritization (or did, the l...

Monday, 24th March 2014, 09:28

Forum: The Dart Board

Topic: CSDC Week 9 - TrAM, CLOSED

Replies: 33

Views: 10731

Re: Week 9 - TrAM

There appears to be a minor error in the google spreadsheet:

There is a score listed for me under TrAM when I definitely haven't gotten around to playing anything past TeSK yet.

Sunday, 16th March 2014, 02:16

Forum: Crazy Yiuf's Corner

Topic: Trunk Cockroach looks like Equipment

Replies: 21

Views: 4574

Re: Trunk Cockroach looks like Equipment

Bloax wrote:Image


Maybe it's just me but that looks like some kind of twisted jackalope demon thing that's out to steal your children more than a cockroach.

Friday, 14th March 2014, 22:08

Forum: Game Design Discussion

Topic: proposal: FSIM as a non-wizard command, available in game

Replies: 48

Views: 9824

Re: proposal: FSIM as a non-wizard command, available in gam

What if, as an alternative to a FSIM-style number dump, the game were to color code weapon names in inventory based upon their relative damage output per turn compared to the equipped weapon? Better damage = darker shades of green. Worse damage = darker shades of red. You could include some threshol...

Monday, 10th March 2014, 22:24

Forum: Game Design Discussion

Topic: Proposal: Rename !speed => !haste

Replies: 27

Views: 5957

Re: Proposal: Rename !speed => !haste

duvessa wrote:scroll of blinking does not have the effect of the controlled blink spell
controlled blink is semicontrolled on -cTele levels, scroll of blinking is not


From a clarity standpoint, this inconsistency should either be made more explicit or go away anyway.

Friday, 21st February 2014, 15:08

Forum: Game Design Discussion

Topic: Jewellery idea: Amulet of Unbreathing

Replies: 31

Views: 7888

Re: Jewellery idea: Amulet of Unbreathing

whether a new jewelry effect should be a ring or an amulet. For simplicity's sake I chose to highlight the utter mess of ring effects in DCSS. Dismissing for the moment the notion of consistency in effect type per body slot (which is a topic for another thread), the reasoning is unchanged whether y...

Friday, 21st February 2014, 09:56

Forum: Game Design Discussion

Topic: Jewellery idea: Amulet of Unbreathing

Replies: 31

Views: 7888

Re: Jewellery idea: Amulet of Unbreathing

Any thoughts on this? The argument below contains several blind assertions for which the underlying reasoning has been snipped out in the interest of clarity of the overall point: rDrown overlaps with Flight. rSilence is uninteresting for several reasons. rSilence is the more relevant attribute of ...

Monday, 10th February 2014, 00:36

Forum: Crazy Yiuf's Corner

Topic: Advanced Vault Design

Replies: 12

Views: 3604

Re: Advanced Vault Design

Thanks for the reply. I still feel as though I don't understand what the code is doing. crawl.random2() makes a call to the function registered in the Lua lib "crawl" called "random2". In the DCSS code, files containing Lua libraries tend to be prefixed as l_whatever.cc, in this...

Sunday, 9th February 2014, 21:22

Forum: Game Design Discussion

Topic: Paralysation 2

Replies: 113

Views: 35531

Re: Paralysation 2

Sar wrote:fr: all enemies with para also summon

pls no, DracoOmega might hear you and then it will turn out like that time people voted for Noxico

Friday, 7th February 2014, 21:46

Forum: Game Design Discussion

Topic: Paralysation 2

Replies: 113

Views: 35531

Re: Paralysation 2

Something really dumb, like killing TRJ without first meticulously clearing the rest of the floor for eyeballs. It's pretty obnoxious that Slime:6 is set up for this to happen, and in my opinion giant eyeball paralysis should be restricted to not work through translucent rock. http://i.imgur.com/9vS...

Friday, 7th February 2014, 03:58

Forum: Dungeon Crawling Advice

Topic: Turning Item Destruction Off

Replies: 16

Views: 4752

Re: Turning Item Destruction Off

While we're at it, is there any quick and dirty way to turn off my other huge pet-peeve, the tides in shoals? Quick and dirty patch below. Caveats: There's a lot of code dealing with tides in Shoals, and it's bizzarely mixed in with things like level generation. I created a wizmode game to verify t...

Monday, 3rd February 2014, 20:05

Forum: Game Design Discussion

Topic: Auto-identify hides

Replies: 12

Views: 4548

Re: Auto-identify hides

As of right now the enchantment level is only hidden on hides, but there is also currently a small bug in that if someone wears a hide and then gets hit by acid to reduce the level of invisible enchantment of the hide, that remains invisible until such time as the hide has ?ea used on it to become a...

Monday, 3rd February 2014, 16:17

Forum: Dungeon Crawling Advice

Topic: Can't really figure out encumberance ratings impact

Replies: 33

Views: 6819

Re: Can't really figure out encumberance ratings impact

To me it's holy fucking shit obvious that being able to cast spells sometime sooner than Vaults and not attracting the nearest third of the level's worth of monsters every time you do something is better for your character's practical defense than a slightly bigger number next to your AC, but thank ...

Monday, 3rd February 2014, 14:54

Forum: Dungeon Crawling Advice

Topic: Can't really figure out encumberance ratings impact

Replies: 33

Views: 6819

Re: Can't really figure out encumberance ratings impact

since these [robe characters] tend to have much better defenses than guys in plate I don't agree with this at all. I don't want to put words in anyone's mouth, but I take it to have been dck's intent that "dudes in robes" meant "dudes that upgrade to leather and then MDA as soon as p...

Monday, 3rd February 2014, 13:54

Forum: Game Design Discussion

Topic: Auto-identify hides

Replies: 12

Views: 4548

Re: Auto-identify hides

Monday, 3rd February 2014, 10:01

Forum: The Dart Board

Topic: CSDC Week 2 - DrCK, CLOSED

Replies: 80

Views: 25930

Re: CSDC Week 2 - DrCK

My favorite moment of this week's challenge, for your entertainment:

Image

Monday, 3rd February 2014, 07:56

Forum: Dungeon Crawling Advice

Topic: Turning Item Destruction Off

Replies: 16

Views: 4752

Re: Turning Item Destruction Off

Apply the patch below, recompile. This is quick and a bit spammy, if you don't want to see any messages related to item destruction just edit out the mprf bit. From 83bfd8e34eb900b6f4e1e61293d5ad660fb71d94 Mon Sep 17 00:00:00 2001 From: Implojin <implosionwow@gmail.com> Date: Mon, 3 Feb 2014 01:39:4...

Sunday, 2nd February 2014, 16:51

Forum: Game Design Discussion

Topic: Allow training of Shields with shield in inventory only

Replies: 50

Views: 14686

Re: Allow training of Shields with shield in inventory only

But it wouldn't be very realistic to be able to train Shields without having a shield equipped.

(This thread is about filling out tavern bingo cards, right?)

Saturday, 1st February 2014, 16:47

Forum: Game Design Discussion

Topic: Vine Stalkers.

Replies: 126

Views: 51167

Re: Vine Stalkers.

I just finished a VSMo of Dith. This was my first time playing with either Dithmengos or Vine Stalker. Morgue here: http://dobrazupa.org/morgue/Implojin/morgue-Implojin-20140201-150149.txt My major critique of this species is that my game played a hell of a lot like a Vampire with lower max HP. It w...

Saturday, 1st February 2014, 11:00

Forum: Dungeon Crawling Advice

Topic: Stacking EV with enemy inaccuracy?

Replies: 12

Views: 3516

Re: Stacking EV with enemy inaccuracy?

dck wrote:Also all undead have umbravision, so they get no penalty,


If this is really a thing it should be an unthing because I have trouble imagining a more opaque mechanic.

Thursday, 19th December 2013, 20:48

Forum: Game Design Discussion

Topic: Make hexes show failure chance

Replies: 18

Views: 5249

Re: Make hexes show failure chance

damiac wrote:playing crawl right means you have to go to the wiki

snarky_comment_for_free_thanks.png

Tuesday, 3rd December 2013, 03:05

Forum: Dungeon Crawling Advice

Topic: Into the MuCK: How do you win with a Mummy of Xom?

Replies: 6

Views: 2344

Re: Into the MuCK: How do you win with a Mummy of Xom?

Step 1: Start the game with your chaos mace. Step 2: Unequip your chaos mace as soon as a not-suicidal weapon is available. Step 3: Hope that the game decides to spawn a lantern of shadows or clarity or some evoker items. Step 4: Play just well enough that you don't screw it up. Alternately: Scum fo...

Sunday, 24th November 2013, 18:19

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 104308

Re: Formicids (Was: Dwants)

And I've had a bad time with the 39 I've splatted, which is where I base my opinion from. I have had lots of fun with both Troll and Formicid. Troll: "This race is ridiculously strong, so let's see what kind of dumb shit I can get away with doing." Formicid: "This race's conduct is d...

Tuesday, 8th October 2013, 21:22

Forum: Dungeon Crawling Advice

Topic: Extended endgame

Replies: 60

Views: 16674

Re: Making mutations matter more consistently

my question is why is extended not so fun? Extended is something you do a few times, then you reach a point as a player where you realize "Hey, I already know how to deal with all the threats the game will throw at me and I have a fair understanding of my current character's strengths and weak...

Monday, 30th September 2013, 23:58

Forum: Game Design Discussion

Topic: No-Brainer Attributes / Int for Combat; Str for Spellcasting

Replies: 26

Views: 7491

Re: No-Brainer Attributes / Int for Combat; Str for Spellcas

Did you even read the whole post? Siegurt definitely did not say that you should always increase strenght because it increases the damage in melee. The whole point of his post was to compare to-hit and to-damage boni gained from dex and str not to write an universal guide on what stats to pick. Obv...

Monday, 30th September 2013, 23:37

Forum: Game Design Discussion

Topic: No-Brainer Attributes / Int for Combat; Str for Spellcasting

Replies: 26

Views: 7491

Re: No-Brainer Attributes / Int for Combat; Str for Spellcas

raising str is ALWAYS better than raising dex for increased melee damage Melee combat in DCSS doesn't really work like this. Raising dex on levelups and getting your damage from skill contribution gives you EV and damage. Raising str on levelups only gives you (a minor contribution to) damage. EV i...
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