Search found 19 matches

Tuesday, 6th December 2016, 10:08

Forum: Game Design Discussion

Topic: Tiles: Change demon tier icons to general threat level

Replies: 12

Views: 5136

Re: Tiles: Change demon tier icons to general threat level

I'd say it isn't necessary to show icons for normal/weak enemies - they're the most common enemies you'll run into and most of the time they don't require any extra thought. It would just add visual clutter to show the same icon for the vast majority of enemies in the game. It's the dangerous / very...

Wednesday, 29th June 2016, 14:29

Forum: Game Design Discussion

Topic: Riposte

Replies: 62

Views: 19675

Re: Riposte

I imagine this being hilarious vs hydras.

Wednesday, 16th September 2015, 09:25

Forum: Contributions

Topic: Save File Editor

Replies: 1

Views: 3822

Re: Save File Editor

You'd probably find it easier to just use wizard mode - accessible through pressing '&'. That'll let you spawn items, set stats, etc. ingame. Not all builds of the game have this mode enabled though (the webtiles servers have it disabled for example). I don't know if local builds have it enabled...

Monday, 14th September 2015, 18:03

Forum: Game Design Discussion

Topic: Tiles lighting rework

Replies: 11

Views: 2962

Re: Tiles lighting rework

Moose wrote:How does one enable the hybrid mode in the webtiles UI? That looks incredible?


There's a tile_display_mode rc option that can be set to tiles, hybrid, or glyphs.

Sunday, 13th September 2015, 12:49

Forum: Game Design Discussion

Topic: Tiles lighting rework

Replies: 11

Views: 2962

Re: Tiles lighting rework

Offline tiles has the same effect, and there's no changes to console.
I changed the blending slightly yesterday so non-opaque tiles don't blend into opaque tiles, which I think looks a bit more natural (see the walls closest to my character):
Image

Friday, 11th September 2015, 21:07

Forum: Game Design Discussion

Topic: Tiles lighting rework

Replies: 11

Views: 2962

Tiles lighting rework

I've been working on a tiles lighting rework for the last week or so with the aim of making the lighting in crawl a bit more dynamic. I've pretty much got it to a point where it's good for a first release at least, so the devs asked me to get some player feedback while they set up an experimental br...

Saturday, 29th August 2015, 21:55

Forum: Game Design Discussion

Topic: Proposal: Automatic Doors

Replies: 8

Views: 2216

Proposal: Automatic Doors

I think that doors are fairly uninteresting mechanically at the moment. Once you've opened a door while exploring, there's generally no reason to close it again, unless there's a tactically relevant time to do so (there's an enemy more than one square away that I want to get away from that can't ope...

Wednesday, 26th August 2015, 16:01

Forum: Dungeon Crawling Advice

Topic: reporting bug- can't pray at own god's altar

Replies: 3

Views: 1273

Re: reporting bug- can't pray at own god's altar

If you're playing trunk, you now brand your weapon from the ability menu, instead of at an altar. That goes for all the other capstone abilities as well.

Tuesday, 18th August 2015, 18:02

Forum: Game Design Discussion

Topic: But seriously, remove hunger

Replies: 291

Views: 106818

Re: But seriously, remove hunger

http://crawl.akrasiac.org/rawdata/kuniqs/morgue-kuniqs-20150818-140321.txt Short version: get rid of chunk-eating for !Ghouls... now. Long version: here we have a player with 12+ years of crawl experience starving to death because he valued his bread rations. If he ate one before instead of countin...

Monday, 17th August 2015, 20:20

Forum: Game Design Discussion

Topic: Revert Make AF_HUNGER trigger even when no damage is dealt

Replies: 26

Views: 5799

Re: Revert Make AF_HUNGER trigger even when no damage is dea

AF_HUNGER reduces your nutrition by 1/4 on every hit. You get much more mileage out of permafood once you're down to almost starving (although even then, eating a meat ration just as you hit starving would give you 7 hits before you're starving again, and beef jerky gives you 4 hits).

Sunday, 16th August 2015, 23:36

Forum: Game Design Discussion

Topic: But seriously, remove hunger

Replies: 291

Views: 106818

Re: But seriously, remove hunger

Another new version: https://www.dropbox.com/s/19hop63pblnswc5/crawl-foodless-v1.2.zip?dl=0 (tiles only) https://github.com/BodrickLight/crawl/tree/foodless This makes monsters on other floors never forget you - so you can't just wait upstairs for them to wander off if things go pearshaped near the ...

Saturday, 15th August 2015, 21:53

Forum: Game Design Discussion

Topic: But seriously, remove hunger

Replies: 291

Views: 106818

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 ...

Saturday, 15th August 2015, 14:59

Forum: Game Design Discussion

Topic: But seriously, remove hunger

Replies: 291

Views: 106818

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 o...

Friday, 14th August 2015, 22:55

Forum: Game Design Discussion

Topic: But seriously, remove hunger

Replies: 291

Views: 106818

Re: But seriously, remove hunger

Ok, having poked around in the code a bit to get to grips with it, I just set hunger to HUNGER_MAXIMUM whenever it would normally be decremented for now. I've put a fork up at https://github.com/BodrickLight/crawl/tree/foodless, and you can download windows builds from https://www.dropbox.com/s/7xef...

Friday, 14th August 2015, 19:15

Forum: Game Design Discussion

Topic: But seriously, remove hunger

Replies: 291

Views: 106818

Re: But seriously, remove hunger

I've started coding a patch for this based on what's in the spreadsheet - hopefully I can finish it without getting too stuck.

Sunday, 9th August 2015, 21:26

Forum: Game Design Discussion

Topic: But seriously, remove hunger

Replies: 291

Views: 106818

Re: But seriously, remove hunger

You could tie the clock in with rune collection - "The dungeon will collapse / world will end in 20000 turns!" and "Collecting the slimy rune of zot has stabilized the dungeon for 5000 turns" etc. This would be fairly easy to balance, doesn't depend on the swingyness of item gene...

Friday, 7th February 2014, 15:18

Forum: Game Design Discussion

Topic: Wrath reform

Replies: 40

Views: 16387

Re: Wrath reform

Penance level could be made proportional to your piety - a god doesn't care too much if someone who only just started worshipping them abandons them, but really hates it when one of their most devout followers changes religion?

Monday, 3rd February 2014, 11:36

Forum: Game Design Discussion

Topic: All scrolls auto-ID on pick up

Replies: 72

Views: 33682

Re: All scrolls auto-ID on pick up

How about randart / unrandart potions and scrolls, which combine the effects of 2 or more potions / scrolls? Then identification of the base items could be made less important - maybe auto-id on pickup - but these artefacts would be much more valuable and worth identifying as you'd get more effects ...

Saturday, 25th January 2014, 00:27

Forum: Game Design Discussion

Topic: "You can no longer regenerate..."

Replies: 2

Views: 1512

Re: "You can no longer regenerate..."


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