Search found 537 matches

Wednesday, 2nd October 2019, 04:22

Forum: Game Design Discussion

Topic: Fedhas rework

Replies: 32

Views: 4866

Re: Fedhas rework

Quick update, Fedhas rework is merged in trunk as of this commit . It will take a while for all servers to rebuild, but CKO and CPO have it right now. The only substantive change from my last post about the ballistomycete spore damage is that I went with removal of Fedhas' corpse violation conducts ...

Tuesday, 24th September 2019, 03:36

Forum: Game Design Discussion

Topic: Fedhas rework

Replies: 32

Views: 4866

Re: Fedhas rework

One issue with the current branch is that we still have conducts against corpse-violating spells as well as restrictions against ghouls worshiping. These were based on the strong connection Fedhas previously had with corpses and the thematic idea of "maintaining the natural cycle of life and de...

Tuesday, 24th September 2019, 03:14

Forum: Game Design Discussion

Topic: Fedhas rework

Replies: 32

Views: 4866

Re: Fedhas rework

Personally, I've always used Fedahs more for confusion stabs than for ranged support, not to say it's bad for that task, I just tend to play more stabbers than ranged combat. I would be mildly sad if Fedhas didn't have some ability to confuse/blind/whatever stuff. The reworked Fedhas has Grow Balli...

Sunday, 22nd September 2019, 03:00

Forum: Game Design Discussion

Topic: Fedhas rework

Replies: 32

Views: 4866

Re: Fedhas rework

I will post some additional replies to things in this thread later when I have more time, but until then here's a commit I made in the branch: Rework damage of ballistomycete spores Currently the spore damage is fixed at 3d15, which is pretty high when the 3* Grow Ballistomycete becomes available. T...

Sunday, 22nd September 2019, 02:53

Forum: Game Design Discussion

Topic: Fedhas rework

Replies: 32

Views: 4866

Re: Fedhas rework

Random ideas: 1. Summons should disappear immediately (or very quickly) outside of your LOS. This would reduce kiting for stationary summons a lot and I think it would make summons better in general. They are presently normally expiring summons with duration that range from shortish (wall of briars...

Sunday, 22nd September 2019, 02:44

Forum: Game Design Discussion

Topic: Fedhas rework

Replies: 32

Views: 4866

Re: Fedhas rework

Slow movement passive The passive inspired by Ledas' Liquefaction doesn't really work (and is currently disabled). Removing the movement penalty adds more kiting to the game and creates something close to directly negating slow species' movement penalties. If you do keep the movement penalty, kitin...

Sunday, 22nd September 2019, 02:32

Forum: Game Design Discussion

Topic: Fedhas rework

Replies: 32

Views: 4866

Re: Fedhas rework

If overgrowth will be implemented as corruption style, could evoke forest be removed and move the nymph and whatever it does to this ability? Or just use the fact you're working on plants to remove this spell that shouldn't be really a spell? Didn't have any plans to remove Summon Forest, but I sup...

Monday, 16th September 2019, 01:22

Forum: Game Design Discussion

Topic: Fedhas rework

Replies: 32

Views: 4866

Fedhas rework

I've pushed a branch (no pun intended) to the repo containing the basic parts of a Fedhas rework. There's a wiki page I've been using to plan my work: https://github.com/crawl/crawl/wiki/Fedhas-Rework That page has the commit messages inline in a way that describes all the relevant changes, so I won...

Friday, 1st February 2019, 03:43

Forum: The Dart Board

Topic: 0.23 Release and Tournament Info

Replies: 11

Views: 3088

0.23 Release and Tournament Info

The tournament starts on Friday 8 February at 20:00 UTC and ends on Sunday 24 February at 20:00 UTC. Here's the tournament home page with a preliminary set of rules: https://crawl.develz.org/tournament/0.23/ The 0.23 release will happen a day or two before February 8th. Feel free to coordinate teams...

Wednesday, 28th November 2018, 01:08

Forum: Bulletin Board

Topic: New crawl server CKO and server CJR taken offline

Replies: 0

Views: 3873

New crawl server CKO and server CJR taken offline

Some more details in this post.

Friday, 23rd November 2018, 03:50

Forum: The Dart Board

Topic: 0.22 Crawl Sudden Death Challenges [Signups Closed]

Replies: 55

Views: 11344

Re: 0.22 Crawl Sudden Death Challenges [Signups Closed]

Mod Note: ebering asked that I make this writeup post on his behalf since he's only got mobile access during the Thanksgiving holiday. Also see the reddit thread about this here . With a whirlwind finish the 0.22 Crawl Sudden Death Challenges are over. It was close until the end, with several conte...

Monday, 19th November 2018, 23:43

Forum: Bulletin Board

Topic: crawl.jorgrun.rocks server (CJR) being taken offline

Replies: 10

Views: 3010

crawl.jorgrun.rocks server (CJR) being taken offline

Letting everyone know that Zibudo is taking CJR offline since he doesn't have the time nor desire to host the server any more. The server will go down for sure by 11/30/18, and may be unavailable for accessing in-progress games before then. Hence It'd be a good idea to quickly wrap up any in-progres...

Saturday, 20th October 2018, 17:18

Forum: Crazy Yiuf's Corner

Topic: the worst thing ive done to crawl

Replies: 11

Views: 2338

Re: the worst thing ive done to crawl

I have pretty much a perfect track record when it comes changes. I think basically everything I've done to crawl is a masterpiece.

Saturday, 29th September 2018, 00:35

Forum: Bulletin Board

Topic: Welcome ebering to the dev team

Replies: 0

Views: 793

Welcome ebering to the dev team

ebering has done a lot of nice work over the years, and has been especially active recently. His work in 0.22 included the unrand changes to Vampire's Tooth and Mace of Variability and making a bunch of ghost vaults. More recently he's made crawl lua AP documentation , improved ally conversion for B...

Wednesday, 15th August 2018, 16:00

Forum: Dungeon Crawling Advice

Topic: Thinking Challenge: Bad Move in Tomb 3 - What Would You Do?

Replies: 5

Views: 1174

Re: Thinking Challenge: Bad Move in Tomb 3 - What Would You

Mod note: Moved this to Dungeon Crawling Advice, since that's the appropriate home for this kind of topic.

Friday, 10th August 2018, 15:10

Forum: Bulletin Board

Topic: Crawl 0.22 "Ghost in a Cell"

Replies: 0

Views: 820

Crawl 0.22 "Ghost in a Cell"

DCSS 0.22 has been released! See the Download page to get binaries for Windows, OS X, and Linux. Best of luck to everyone in the 0.22 tournament!

Sunday, 5th August 2018, 05:44

Forum: Game Design Discussion

Topic: Can we tone down the number of two-headed ogres

Replies: 90

Views: 9634

Re: Can we tone down the number of two-headed ogres

Deep troll packs as a whole can sometimes be dangerous, but they are really not all that dangerous. If deep troll packs become somewhat more dangerous than they are now, we can adjust their frequency of placement accordingly, should that actually be necessary. Depths is just in no way shape or form ...

Saturday, 4th August 2018, 22:23

Forum: Game Design Discussion

Topic: Can we tone down the number of two-headed ogres

Replies: 90

Views: 9634

Re: Can we tone down the number of two-headed ogres

How a depth-appropriate character that plays well would fight e.g. a deep troll or two-headed ogre is exactly what you consider when deciding whether a monster is appropriate for a given location. That someone "holding down tab" occasionally dies to one isn't relevant, since those players ...

Saturday, 4th August 2018, 19:56

Forum: Game Design Discussion

Topic: Can we tone down the number of two-headed ogres

Replies: 90

Views: 9634

Re: Can we tone down the number of two-headed ogres

They're both popcorn; you can see this by how similar the profiles are of a two-headed ogres and deep troll, especially when you consider that the former get more damage from two weapons. And Deep trolls really don't get many kills at all in Depths; they are quite far down in the ranking (14th) for ...

Saturday, 4th August 2018, 17:06

Forum: Game Design Discussion

Topic: Can we tone down the number of two-headed ogres

Replies: 90

Views: 9634

Re: Can we tone down the number of two-headed ogres

Well you yourself referred to them as popcorn monsters in a previous post, so I'm not sure why you'd dispute the definition now. As far as getting frequent kills goes, don't worry, anything they get replaced with will also frequently get kills. In fact, said replacement is basically guaranteed to ge...

Saturday, 4th August 2018, 15:16

Forum: Game Design Discussion

Topic: Can we tone down the number of two-headed ogres

Replies: 90

Views: 9634

Re: Can we tone down the number of two-headed ogres

The argument that popcorn monsters do something sometimes is not very compelling, generally speaking. There are just plenty of relatively more dangerous monsters to choose from for Depths, and they would work very well as a replacement for deep trolls if we allowed them to be buffed by e.g. deep tro...

Saturday, 4th August 2018, 14:53

Forum: Game Design Discussion

Topic: Can we tone down the number of two-headed ogres

Replies: 90

Views: 9634

Re: Can we tone down the number of two-headed ogres

You don't need to generate fewer monsters. There are more than enough knobs we have to tune monster difficulty in Depths. If we change one aspect, like removing a trivial monster, we can change another aspect, like replacing the weight of said monster with that of more appropriate monsters.

Thursday, 2nd August 2018, 17:24

Forum: Game Design Discussion

Topic: Can we tone down the number of two-headed ogres

Replies: 90

Views: 9634

Re: Can we tone down the number of two-headed ogres

I didn't change the number of post-Dungeon two-headed ogres, but in ccba5386 I basically halved the number you see from D:8-D:11 on-average. It might be nice to remove their usage in later areas, but there's a long list of re-used monsters that show up in later branches where they're relatively triv...

Wednesday, 1st August 2018, 03:01

Forum: Crazy Yiuf's Corner

Topic: shield

Replies: 7

Views: 1205

Re: The word "shield" 100 times.

Arrhythmia wrote:shield


quit trying to derail the topic.

Wednesday, 1st August 2018, 02:16

Forum: Crazy Yiuf's Corner

Topic: shield

Replies: 7

Views: 1205

Re: shield

I'm a little surprised that not only is shield in first, but it's also tied with shield and shield, of all things. Seriously, who prefers shield over shield or shield? You find a shield and it's basically GG but I actually have shield marked useless in my RC because they're, well, useless.

Saturday, 14th July 2018, 01:06

Forum: The Dart Board

Topic: 0.22 Release and Tournament Info

Replies: 2

Views: 2026

0.22 Release and Tournament Info

The tournament starts on Friday 10 August at 20:00 UTC and ends on Sunday 26 August at 20:00 UTC. Here's the tournament home page with a preliminary set of rules: http://dobrazupa.org/tournament/0.22/ The 0.22 release will happen a day or two before Aug 10th. Feel free to coordinate teams in this th...

Sunday, 8th July 2018, 21:08

Forum: Crazy Yiuf's Corner

Topic: No more trunk build update?

Replies: 12

Views: 2066

Re: No more trunk build update?

You might have already seen this, but in case not, there was a trunk update post on the blog as well:

http://crawl.develz.org/wordpress/trunk ... ament-info

Sunday, 1st July 2018, 06:01

Forum: Crazy Yiuf's Corner

Topic: No more trunk build update?

Replies: 12

Views: 2066

Re: No more trunk build update?

I will be making one in the next week. The release tournament will probably be in August, so there will be an announcement about that some time afterwards. Can't make any promises about monthly update posts, but hopefully we can get a few more of those in the next cycle. Development often happens in...

Sunday, 10th June 2018, 19:00

Forum: Game Design Discussion

Topic: Change the order of skills in the "m" screen (and elsewhere)

Replies: 3

Views: 1099

Re: Change the order of skills in the "m" screen (and elsewh

I hope the OP realizes that commit credit does NOT directly give any extra Tavern thanks.

Saturday, 2nd June 2018, 20:44

Forum: Game Design Discussion

Topic: Make digging as rare as scattershot/clouds

Replies: 13

Views: 2319

Re: Make digging as rare as scattershot/clouds

duvessa wrote:Worth noting that LRD and Shatter still let characters of any species destroy unlimited walls, the former with perfect control.


For LRD, not any more as of this commit made a little while ago.

Wednesday, 23rd May 2018, 02:51

Forum: Game Design Discussion

Topic: Redesign Proposal - Demigod (or, a new Species?)

Replies: 92

Views: 13750

Re: Redesign Proposal - Demigod (or, a new Species?)

Mod Note: Please let's not derail this species proposal with further discussions about tone of argument etc. OP made a polite request for less sarcasm, and that is certainly sufficient. You may start a discussion thread "Suggestions and Criticisms" if you like, but this thread is for discu...

Sunday, 8th April 2018, 18:58

Forum: Game Design Discussion

Topic: Mummy Curses

Replies: 16

Views: 2494

Re: Mummy Curses

Currently, if you intend to do the tomb, it is very difficult to near impossible to do without making use of either Kiku, Makh or TSO. This is just not true. It's not that difficult and it's certainly leagues away from "near impossible" to do Tomb without those gods. Players in 0.21+ that...

Friday, 6th April 2018, 13:19

Forum: Crazy Yiuf's Corner

Topic: Remove the fuckin' dithmenos fire conduct already

Replies: 8

Views: 1713

Re: Remove the fuckin' dithmenos fire conduct already

Wait, it was removed? By who?

Thursday, 8th March 2018, 17:15

Forum: Dungeon Crawling Advice

Topic: Why most people get 0-2 runes of Zot

Replies: 59

Views: 6620

Re: Why most people get 0-2 runes of Zot

Mod Note: This thread is more appropriate for Dungeon Crawling Advice, so moving it here. Please follow the Game Design Discussion guidelines if you're going to post in the GDD forum.

Saturday, 3rd March 2018, 17:28

Forum: Crazy Yiuf's Corner

Topic: Popular, but stupid notions

Replies: 47

Views: 5611

Re: Popular, but stupid notions

That being said I find it funny that we're basically arguing over two forms of adding regeneration to your character. Yes guardian spirit does also front load some extra health pool, but they're both basically "Wear this and you'll have more hp". An AC+8 ring and an AC+4 ring are both &qu...

Tuesday, 27th February 2018, 23:32

Forum: Crazy Yiuf's Corner

Topic: Popular, but stupid notions

Replies: 47

Views: 5611

Re: Popular, but stupid notions

regen amulet isn't even good "for o and tab", whatever that's suppose to actually mean. It's just a relatively weak amulet that's easily outclassed by gspirit or a moderately enchanted reflect amulet, neither of which require you to use the ability screen. It's also not difficult to pay en...

Wednesday, 27th December 2017, 18:14

Forum: The Dart Board

Topic: 0.21 release and tournament

Replies: 10

Views: 2682

0.21 release and tournament

The tournament starts on Jan 5, 2018 at 20:00 UTC and ends on Jan 21, 2018 at 20:00 UTC. Here's the tournament home page with a preliminary set of rules: http://dobrazupa.org/tournament/0.21/ The 0.21 release will happen before that time. Feel free to coordinate teams in this thread or discuss any r...

Saturday, 23rd December 2017, 03:51

Forum: Game Design Discussion

Topic: ZOMBIE HANDS (serious proposal)

Replies: 30

Views: 6762

Re: ZOMBIE HANDS (serious proposal)

This spell has been implemented as Borgnjor's Vile Clutch (name based on IRC discussions). It's now available in the Ne starting book, as well as in the book of Unlife and in the book of Dreams.

Thursday, 12th October 2017, 04:09

Forum: Game Design Discussion

Topic: One weird trick to make pandemonium faster

Replies: 7

Views: 1789

Re: One weird trick to make pandemonium faster

Merged in this commit, thanks. This is obviously just a quick tweak and Pan needs more substantial work, which will likely include making the branch finite. Until then, at least people won't have to slog through so many levels (most of the time).

Saturday, 30th September 2017, 04:29

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 53171

Re: Bultungin/Gnoll Feedback

but gammafunk, elliptic, mikee and others pitched in to put together another version. It's pretty close to what one of my backup plans were, so it's got my approval. So this is literally just my idea. =P I told elliptic how I thought we could fix gnolls and he said something like, that sounds poten...

Tuesday, 8th August 2017, 13:26

Forum: Dungeon Crawling Advice

Topic: NaWn is broken

Replies: 73

Views: 11339

Re: NaWn is broken

I'm making a joke about a spell chei turncount speedrunners would want to have guaranteed at game start more than any other spell. Since being able to start with chei is a thing primarily of interest to turncount players.

Tuesday, 8th August 2017, 13:11

Forum: Dungeon Crawling Advice

Topic: NaWn is broken

Replies: 73

Views: 11339

Re: NaWn is broken

What spells would snail knight begin with I wonder.

Monday, 17th July 2017, 00:58

Forum: Dungeon Crawling Advice

Topic: Deadliest monster per floor

Replies: 29

Views: 5580

Re: Deadliest monster per floor

Titan's in Crypt are from Oka's wrath: !lg * !boring recent crypt:2 s=cikiller Cerebot: 78 games for * (!boring recent crypt:2): 17x the fury of Okawaru, 8x Khufu, 6x a vampire knight, 5x a phantasmal warrior, 4x a curse skull, 3x a necromancer, 3x a lich, 3x a vampire mage, 3x Mennas, 3x an ancient...

Wednesday, 12th July 2017, 21:02

Forum: Dungeon Crawling Advice

Topic: Transporter

Replies: 51

Views: 9092

Re: Transporter

Go in, after all you can't see anything bad right now, so what could possibly go wrong?! That other landing site you're next to is the vault exit. I added landing sites so that it would be possible to unambiguously communicate where a transporter goes and so that we can have a UI through map mode (o...

Sunday, 9th July 2017, 09:46

Forum: Dungeon Crawling Advice

Topic: Transporter

Replies: 51

Views: 9092

Re: Transporter

If the monsters in the vault aren't awake, a player can kill all monsters in its_a_trap reliably without ever triggering a single Zot trap in their LOS in most instances where it places. The vault reveals where the player will land and it's possible to tell if monsters are awake in the vault, since ...

Sunday, 9th July 2017, 08:43

Forum: Dungeon Crawling Advice

Topic: Transporter

Replies: 51

Views: 9092

Re: Transporter

As far as I can tell, gammafunk made this transporter vault with the sole intention of killing unspoiled players, since no spoiled player in their right mind would ever enter it. Or maybe it was made to encourage people to bring deep troll earth magi from depths to d:7. Spoiled and unspoiled player...

Wednesday, 28th June 2017, 22:51

Forum: Crazy Yiuf's Corner

Topic: duvessa's unironic tier lists

Replies: 128

Views: 41556

Re: duvessa's unironic tier lists

Also no ratings for Sword of Cerebov, Sceptre of Asmodeus, Staff of Dispater, or Horn of Geryon. Staff of Dispater is so amazingly good that merely finding it means that you're incredibly likely to win. Sure, that may be 100% due to the fact that you found the last rune you could possibly get, but w...

Wednesday, 28th June 2017, 21:48

Forum: Crazy Yiuf's Corner

Topic: jorgrun you absolute jobber

Replies: 10

Views: 1689

Re: jorgrun you absolute jobber

What the hell is a jobber?

Monday, 26th June 2017, 22:05

Forum: Crazy Yiuf's Corner

Topic: duvessa's unironic tier lists

Replies: 128

Views: 41556

Re: duvessa's unironic tier lists

Remember that you don't have to play to maximize probability of winning every game. In fact, most excellent players do not do that because it's not much fun. On the other hand, it's unreasonable to suggest duvessa's (or any) tier list should ignore best practices because most people can't be bother...
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