Search found 761 matches

Tuesday, 5th April 2016, 03:00

Forum: Game Design Discussion

Topic: Request for foolproof warnings

Replies: 22

Views: 1429

Re: Request for foolproof warnings

Would be nice to be able to call a custom prompt in lua (one that requires y/n keypress) This is 100% possible. The petrifying dust one is completely possible with current crawl lua hooks. I don't remember the names off the top of my head, but there's one function which lets you determine if you're...

Tuesday, 16th February 2016, 02:10

Forum: Game Design Discussion

Topic: Minor Feature addition: Deactivate "Skill Default Mode"

Replies: 13

Views: 667

Re: Minor Feature addition: Deactivate "Skill Default Mode"

You could also program this with a start-of-game lua script.

I have one that opens my skill screen, but I don't care to go beyond that.

If background isn't exposed to clua (I presume it is but haven't checked) I'm sure any developer would push a patch to change that.

Saturday, 13th February 2016, 16:03

Forum: Crazy Yiuf's Corner

Topic: YAFVP - FTL

Replies: 6

Views: 443

Re: YAFVP - FTL

I stopped playing FTL after a couple hours because I couldn't stand looking up which weapon graphics correspond to which weapons and what those weapons do or the eternity it takes for Oxygen to refill after every battle. Is there some mod which fixes those issues? I think I could like the game if it...

Thursday, 4th February 2016, 22:16

Forum: Crazy Yiuf's Corner

Topic: My best inventory on leaving the abyss as an AK...

Replies: 12

Views: 820

Re: My best inventory on leaving the abyss as an AK...

the AKrobin quit was a griefer.

Thursday, 14th January 2016, 02:26

Forum: Crazy Yiuf's Corner

Topic: Most/Least Favorite Species

Replies: 34

Views: 2580

Re: Most/Least Favorite Species

duvessa wrote:Ds might replace Hu if it didn't have antennae, nightstalker, or demonic guardian.
What do you dislike about antennae?

Wednesday, 6th January 2016, 21:42

Forum: Game Design Discussion

Topic: Race Proposal: Skuggi (v2.0)

Replies: 23

Views: 2835

Re: Race Proposal: Skuggi

Might want to look into Dj, which were this idea being tried and not working at all.

Monday, 7th December 2015, 21:36

Forum: Game Design Discussion

Topic: Pakellas: don't think this god is a great addition.

Replies: 32

Views: 3246

Re: Pakellas: don't think this god is a great addition.

I haven't tried Pekellas yet (been meaning to but I'm too busy to play much Crawl right now) but my first thought when I saw his mechanics was "wouldn't it be better to just make his abilities use a new unique resource instead of effectively banning spellcasting"

Friday, 20th November 2015, 06:25

Forum: Game Design Discussion

Topic: Translocations spell: Doublephase

Replies: 3

Views: 315

Re: Translocations spell: Doublephase

Every mechanic which has tried to copy "exactly what the player does" has collapsed into a mechanically simpler version. For example, battlesphere would copy the bolt you used to trigger it before being changed to just use MMISSILE and shadow mimic used to do the /exact same thing/ before ...

Monday, 16th November 2015, 22:50

Forum: Game Design Discussion

Topic: New God: U(nclothed), a Martial Arts God

Replies: 24

Views: 1421

Re: New God: U(nclothed), a Martial Arts God

Preventing wearing body armour is bad because what body armour to wear is a very interesting decision. Also there are quite a few species which already prevent wearing body armour! As well as plenty of species which prevent wearing auxiliary option, although auxiliary armour is very rarely an intere...

Sunday, 15th November 2015, 19:01

Forum: Crazy Yiuf's Corner

Topic: scrolls of blinking remove tedium

Replies: 19

Views: 1224

Re: scrolls of blinking remove tedium

Guys the ~obvious degenerate thing~ with WingedEspeon's scenario is that Sp have fast move speed.

If players could never become faster than monsters without using a consumable than kiting would never occur without the decision of whether to use a consumable beforehand.

Wednesday, 11th November 2015, 15:51

Forum: Game Design Discussion

Topic: HD and polymorph

Replies: 57

Views: 4257

Re: HD and polymorph

What if Polymorph just picked from the spawn tables for whatever level you used it on, rather than using HD/XP? Only problems I see are: A)Bands making this un-intuitive. B)Encouraging players to lure monsters up stairs to polymorph them (this doesn't seem like a big deal? Monster would need to be i...

Saturday, 7th November 2015, 03:57

Forum: Game Design Discussion

Topic: God Concept: Ukozan, God of Close Combat

Replies: 14

Views: 1471

Re: God Concept: Ukozan, God of Close Combat

I don't think Tension is what you want for Bulwark, it's pretty unstable and easily affected by weird things such as monster becoming invisible. I like some the abilities (Taunt, Charge although it might be exploitable) but I'm not sure if making every ability revolve around close combat is a good i...

Monday, 2nd November 2015, 22:28

Forum: Game Design Discussion

Topic: Proposal: Xom can't be worshipped by undead

Replies: 21

Views: 1655

Re: Proposal: Xom can't be worshipped by undead

Xom scummimg is powerful if you are bad at Crawl.

A bit like how start scumming can help you get /a win/ but is bad at getting you a high winrate.

It takes much less player effort to scum Xom than actually play well.

Monday, 2nd November 2015, 14:24

Forum: Game Design Discussion

Topic: Iron Dwarf, the Scrollless Species (Now With Spellcasting)

Replies: 47

Views: 3714

Re: Iron Dwarf, the Spellless and Scrollless Species

There is really no reason to staple "spell-less" and "scroll-less" on to the same species, particularly since we already have Trog. (I don't think a spell-less species would add much). Here would be my implementation of a scroll-less species: Intrinsics: Can't read scrolls. New a...

Sunday, 1st November 2015, 00:48

Forum: Game Design Discussion

Topic: Proposal: Xom can't be worshipped by undead

Replies: 21

Views: 1655

Re: Proposal: Xom can't be worshipped by undead

Yes there are numerous ways to deal with this, for example maybe Xom should never spontaneous become Not-Bored when he is Bored. Also I'm pretty sure it's possible to Xom-scum on normal species too. Press "5" on the last floor you cleared until you're "Very Hungry" and then explo...

Thursday, 29th October 2015, 15:23

Forum: Game Design Discussion

Topic: Remove Shafts

Replies: 59

Views: 3245

Re: Remove Shafts

Guys the obvious solution to keeping the Shafting effect around if current traps are bad is to turn it into a monster spell (For example replacing Confuse in Orc Wizard's list)

Wednesday, 28th October 2015, 13:59

Forum: Coding

Topic: Opinion on branching/reversioning the game?

Replies: 3

Views: 731

Re: Opinion on branching/reversioning the game?

Several non-canonical branches are playable on dev.berotato.org and crawl.berotato.org, but the last major fork was crawl-light , which hasn't been updated for a few years. Note the latest commit in Crawl-light was actually in May 2014, the github page says 2011 because the last commit in that repo...

Monday, 26th October 2015, 14:25

Forum: Game Design Discussion

Topic: Replace paralysis with "slow, no EV and unable to move"

Replies: 9

Views: 671

Re: Replace paralysis with "slow, no EV and unable to move"

Changes that stop autoexplore deaths with little/no side effects are always good and likely to happen, not sure what change you're specifically asking for.

Sunday, 25th October 2015, 22:24

Forum: Game Design Discussion

Topic: Replace paralysis with "slow, no EV and unable to move"

Replies: 9

Views: 671

Re: Replace paralysis with "slow, no EV and unable to move"

The reasons Paralysis is good have been discussed to death, for example here. I prefer to think of Paralysis like Disintegrate, it's a high damage ranged spell that just happens to also check MR. (Except Paralysis damage is a interesting function of what monsters are around you and where they are in...

Friday, 23rd October 2015, 23:01

Forum: Game Design Discussion

Topic: Remove amulet of rMut

Replies: 45

Views: 3492

Re: Remove amulet of rMut

duvessa wrote:the two actually useful amulets are more likely to generate
What non-faith amulet do you think is useful? Regen?

Thursday, 22nd October 2015, 19:00

Forum: Dungeon Crawling Advice

Topic: Pulling out the best of ?acq

Replies: 41

Views: 1775

Re: Pulling out the best of ?acq

New box is quite good, but I concur old one was quite meh . Anyway I don't know the odds to get elemental evokers from ?acq misc, but it looks to me the chance is pretty slim: I wiz tried to acquire 1000 items via ?misc and got 1 Lamp, 1 Disc of Storm and boxes, sacks, mirrors and legendary decks i...

Saturday, 17th October 2015, 04:35

Forum: Crazy Yiuf's Corner

Topic: I don't love it when...

Replies: 698

Views: 73835

Re: I don't love it when...

Pollen_Golem wrote:Guess it's time to finally try that Bribe Branch ability!
Bribe Branch doesn't work on monsters in LOS, you have to use it preemptively.

(Before a commit I push about an hour ago you had to use it before entering the floor you wanted to use for it to affect most of the monsters).

Friday, 16th October 2015, 04:58

Forum: Game Design Discussion

Topic: Ghost Moths are too spoilery:

Replies: 28

Views: 2099

Re: Ghost Moths are too spoilery:

The "feel like you're being watched" message doesn't always tell you exactly where the Ghost Moths are the { on the screen does the { doesn't always appear, unless tiles are mechanically different from console from some reason ??? (I tested it on cbro webtiles because I don't have access ...

Friday, 16th October 2015, 04:17

Forum: Game Design Discussion

Topic: Ghost Moths are too spoilery:

Replies: 28

Views: 2099

Re: Ghost Moths are too spoilery:

@duvessa ghost moths being invisible hides where the ghost moth is, forcing the player to locate them before attacking them? ...how on earth does it accomplish that? Their movement is deterministic. The "feel like you're being watched" message doesn't always tell you exactly where the Gho...

Friday, 16th October 2015, 01:57

Forum: Game Design Discussion

Topic: Ghost Moths are too spoilery:

Replies: 28

Views: 2099

Re: Ghost Moths are too spoilery:

Ghost Moths occur far enough in the game I think characters can handle them even unspoiled (?tele or ?blink for example). If a player dies to a Ghost Moth or creates a Ghost Moth corpse they can ?/ their description, or if they ever see a Ghost Moth and x over them. I guess ghost moths could be ment...

Friday, 9th October 2015, 20:53

Forum: Crazy Yiuf's Corner

Topic: I love it when...

Replies: 1431

Views: 121830

Re: I love it when...

  Code:
 Harold the Weathered comes into view. He is wielding a short sword.
 Harold shouts!
 You redirect Harold's attack!
 Harold throws a throwing net. The throwing net hits Harold.
 Harold is caught in the net! Harold struggles to escape the net.
 Found a throwing net.

Tuesday, 6th October 2015, 22:54

Forum: Crazy Yiuf's Corner

Topic: I'll never win Chei

Replies: 41

Views: 1594

Re: I'll never win Chei

You could do some lua magic to make the game prompt you if you try to move while worshipping Chei and next to a monster.

Saturday, 3rd October 2015, 13:20

Forum: Dungeon Crawling Advice

Topic: What's the safest way to clear V:5 with a FoBe?

Replies: 20

Views: 1098

Re: What's the safest way to clear V:5 with a FoBe?

duvessa wrote:magic map -> go to the best terrain (which is probably in a quadrant) and dont make noise doing it
Could you elaborate on "dont make noise doing it"? Do you mean "don't engage things in melee" or is there more to it? How do you deal with monsters shouting?

Wednesday, 23rd September 2015, 18:46

Forum: Crazy Yiuf's Corner

Topic: stop calling things "fire" when they aren't fire

Replies: 44

Views: 2184

Re: stop calling things "fire" when they aren't fire

Is there a good word for "thing that hurts you if you keep standing on it"? (other than fire) "ghostly mist" is an OK name, but I think it wouldn't be obvious that you take damage from standing in it. "ghostly fire" seems like something you don't want to step in. I've n...

Sunday, 20th September 2015, 02:42

Forum: Crazy Yiuf's Corner

Topic: Monsters that can slow you

Replies: 10

Views: 565

Re: Monsters that can slow you

Also a lot of monsters can pick up a slow wand and zap you with it so add them to the list as well.

Thursday, 17th September 2015, 20:48

Forum: Game Design Discussion

Topic: Proposal: Display relative cost of skill levels

Replies: 48

Views: 3005

Re: Proposal: Display relative cost of skill levels

I think this is a very good idea.

Why not just make raising a +0 skill from level 0 -> level 1 defined as 1.0? It makes way more sense then having "1.0" change over time or based on what skill the character has trained.

Wednesday, 9th September 2015, 20:51

Forum: Contributions

Topic: What Kinds of Vaults are Needed?

Replies: 6

Views: 687

Re: What Kinds of Vaults are Needed?

??vaults needed: according to hangedman: decorative vaults for all branches (emphasis: lair branches bar swamp, crypt, hells), renewing serial vaults (e.g. curves.des, corridor.des), less plain bazaar entries, abyss entry vaults, more special rooms, ashenzari overflows, layout_pan_divisions quadrant...

Wednesday, 9th September 2015, 18:37

Forum: Game Design Discussion

Topic: Two challenge gods

Replies: 37

Views: 2690

Re: Two challenge gods

I've considered something similar to H's 0* ability independently. (which is probably an indication it's a good idea!) Not sure about the rest of H's abilities, my version was that you automatically gained XP for culled monsters, no other effects ever. 2* being probably a drawback specifically strik...

Wednesday, 9th September 2015, 12:37

Forum: Game Design Discussion

Topic: Tukima's Dance and Yred

Replies: 8

Views: 426

Re: Tukima's Dance and Yred

Gods hating particular brands is'a remnant of when Tukima's targeted a weapon in your inventory instead of on a monster.

Considering that gods don't (or rather shouldn't) get mad for reflecting bolts with forbidden damage types perhaps not getting mad over Tukima's is sensible.

Tuesday, 1st September 2015, 02:49

Forum: Game Design Discussion

Topic: Simplify Makhleb Summons

Replies: 10

Views: 878

Re: Simplify Makhleb Summons

This was mentioned in ##crawl-dev logs and I agree with it: Making the definition of "fail" different from ever other a ability in the game is kind of bad. I would definitely support showing the chance of a hostile demon appearing being shown in the ability description, or perhaps spell ou...

Saturday, 29th August 2015, 22:33

Forum: YASD! YAVP! and characters in progress too

Topic: CiP - DsGl - How to approach Extended?

Replies: 2

Views: 205

CiP - DsGl - How to approach Extended?

This character has cleared down to Zot outside the Zot:5 lungs, I think I'm going to try to go for 15 runes with this one. Dump: Dungeon Crawl Stone Soup version 0.17-a0-1731-g129c023 (webtiles) character file. reaver the Phalangite (Demonspawn Gladiator) Turns: 71174, Time: 07:17:11 Health: 191/191...

Wednesday, 19th August 2015, 17:49

Forum: YASD! YAVP! and characters in progress too

Topic: [YASD] Drowned and confused by the UI

Replies: 7

Views: 329

Re: [YASD] Drowned and confused by the UI

I'd report this as a bug on manits.

Wednesday, 19th August 2015, 17:21

Forum: Game Design Discussion

Topic: "Of the Transmuter" Fixedart(s)

Replies: 6

Views: 480

Re: "Of the Transmuter" Fixedart(s)

I don't see the interesting decision here?

I guess if you find them late as a Tm you would have to decide between 1 AC + rCorr at all times vs. 2 AC that only works if you're not transformed but I'm pretty sure you always choose the form since you never want to be not transformed.

Saturday, 15th August 2015, 20:44

Forum: Game Design Discussion

Topic: But seriously, remove hunger

Replies: 291

Views: 14695

Re: But seriously, remove hunger

New version: In addition to having no food, this now turns all random monster spawns into durable summons (0XP and no drops). Monsters will never stop spawning on floors now either. https://www.dropbox.com/s/s8fedxqq5kv9vd7/crawl-foodless-v1.1.zip?dl=0 I definitely prefer this version to the first ...

Tuesday, 4th August 2015, 04:17

Forum: Game Design Discussion

Topic: Remove butchering functionality

Replies: 19

Views: 838

Re: Remove butchering functionality

Option A sounds good to me, chunks could be re-flavored as "Perishable rations" or something similar (since getting a monster dropping chunks and a corpse is kind of weird...). Changing the rate that chunks spawn strikes me as unnecessary.

Monday, 6th July 2015, 03:06

Forum: Game Design Discussion

Topic: Background Idea: Supplicant

Replies: 29

Views: 6892

Re: Background Idea: Supplicant

This background would either be the strongest background in the game or the second strongest background in the game behind Be. Getting a god early is extremely strong. This is particularly unsuitable for a random background, which needs to be a "challenge" background to avoid start-scumming.

Wednesday, 17th June 2015, 23:21

Forum: Game Design Discussion

Topic: Remove hunger costs from casting

Replies: 72

Views: 3791

Re: Remove hunger costs from casting

This logic would also apply to rod spell hunger, correct?

I don't see any reason why not but I understand its slightly different than normal spell hunger (can't be entirely eliminated with enough Evo skill, for example).

I agree with Lasty this is worth trying.

Friday, 12th June 2015, 22:34

Forum: Dungeon Crawling Advice

Topic: How to deal with shock serpents?

Replies: 18

Views: 1627

How to deal with shock serpents?

I've died to shock serpents a couple times and I'm not sure what the best way to deal with them is.

Always use long-range wands while they approach? Use other consumables if the position is even slightly bad? Just try to avoid them?

Friday, 12th June 2015, 01:38

Forum: Crazy Yiuf's Corner

Topic: I wish xv monsters looked more like this

Replies: 47

Views: 2215

Re: I wish xv monsters looked more like this

You can still see the Hex % in the monster spell description.

Moving it to the xv screen is a good idea, patches welcome!

(I'll even set a dev environment up on my new computer just to review it >_>)

Thursday, 4th June 2015, 02:27

Forum: Game Design Discussion

Topic: Potion/scroll generation and identification

Replies: 42

Views: 2452

Re: Potion/scroll generation and identification

Stacks increase variance between games.

A game where you find a 2-stack of teleport feels different than when you find a 2-stack of fear, while two games where you get 1 of each feel similar.

I've toyed with the idea of making stacks bigger but giving out less stacks to increase this variance.

Wednesday, 3rd June 2015, 03:23

Forum: Game Design Discussion

Topic: Make creatures sleeping/waking status be less static

Replies: 7

Views: 747

Re: Make creatures sleeping/waking status be less static

Lasty wrote:Seems like stealthy characters could scum this to get repeated tries at sleep-stabbing the same target.
This is a solvable problem.

Simple solution: Whenever a monsters naturally "wakes up" there is a chance a flag will be set that causes them to never fall asleep again.

Monday, 25th May 2015, 19:04

Forum: Crazy Yiuf's Corner

Topic: Are game graphics licensed for commercial use?

Replies: 10

Views: 830

Re: Are game graphics licensed for commercial use?

Well /some/ of the tiles are public domain. Some of them are not public domain. It depends on the artist. I say this because that app uses pan lord tiles, which I imagine were made for Crawl specifically and are not in the original public domain rltiles package, so it might be in violation after all!

Monday, 25th May 2015, 18:58

Forum: Crazy Yiuf's Corner

Topic: Cursed Doors

Replies: 4

Views: 328

Re: Cursed Doors

I don't think going through every door you pass once to check it isn't cursed is fun.

I also don't see the benefit this feature is suppose to be adding?

Sunday, 24th May 2015, 23:29

Forum: Crazy Yiuf's Corner

Topic: MuWz Guide

Replies: 4

Views: 499

MuWz Guide

I played DCSS for a while shortly after my son was born, about five years ago. I recommend combining harsh roguelikes with massive sleep loss to really hone your masochism. I managed my only win with a Mummy Wizard using a strategy that involved following Kiku through getting the Necronomicon, lite...

Wednesday, 13th May 2015, 21:34

Forum: Game Design Discussion

Topic: No, but seriously, remove Ballistomycetes

Replies: 45

Views: 4062

Re: No, but seriously, remove Ballistomycetes

I've generally found giant spores to be "hit them with a stone or other ranged attack to take no damage". Also if the giant spore did hit you there often wouldn't be enough nearby monsters to make the effect meaningful if it didn't insta-kill you. Monster OOD is an effect which has the sim...
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