Search found 35 matches

Friday, 4th June 2021, 19:17

Forum: Game Design Discussion

Topic: Torment - revisited

Replies: 18

Views: 7221

Re: Torment - revisited

Torment feels to me like a design concession that players can get vastly more powerful than originally planned, their defensive stats or strategies effectively blanking the damage dealt by most monsters in extended. Good luck being a speed 10 melee monster against casters spamming L9 spells at max d...

Wednesday, 19th May 2021, 17:21

Forum: Game Design Discussion

Topic: Against Piety Decay

Replies: 11

Views: 4792

Re: Against Piety Decay

I agree. I think time based punishments (hunger -> now zot clock, piety decay, summon/necro timeouts, even status buff/drain timers) are only a feasible thing to balance around if the game takes a consistent amount of time to play in a comfortable fashion. Autoexplore is by far the only reasonable w...

Saturday, 29th February 2020, 21:18

Forum: Game Design Discussion

Topic: Rethinking orc battlecry

Replies: 15

Views: 5918

Re: Rethinking orc battlecry

So you'd rather have less varied and unique game mechanics and a more vertical power curve? Then you can give the Orc Knight treatment to other support monsters. By the time you meet gnoll shamans, plain gnolls are pushovers. Remove plain gnolls, add an Ubergnoll. Maybe not as boring of a scaling a...

Saturday, 14th April 2018, 06:11

Forum: Game Design Discussion

Topic: replace wrath timers with rune offerings

Replies: 27

Views: 7167

Re: replace wrath timers with rune offerings

I typed up a huge, essay-length reply, hit preview after it was all done, and lost it because I took so long writing it that I was auto-logged out alright forget the careful explanations here were the problems I saw and my proposals PROBLEM: Gold/exp/skills/consumables can be scummed infinitely in i...

Tuesday, 28th November 2017, 04:16

Forum: Game Design Discussion

Topic: Automatically extend transformations with low failure rate?

Replies: 8

Views: 2519

Re: Automatically extend transformations with low failure ra

I liked the reserved MP idea at first blush when I heard it suggested long ago and even then thought it was pretty definitively the right solution. Eventually someone pointed out a few issues, the most prominent of which is that the MP-only cost disproportionately affects different types of users. H...

Sunday, 15th October 2017, 04:20

Forum: Game Design Discussion

Topic: Remove Berserkers

Replies: 24

Views: 8782

Re: Remove Berserkers

bel: Just stating my opinion, since no one had really made the case for wanting the power levels of race/classes to be closer. A lot of people seem to be for removal of Be because of its overcentralizing power, and I partially wanted to make a commentary on why I also see it being disproportionately...

Saturday, 14th October 2017, 21:34

Forum: Game Design Discussion

Topic: Remove Berserkers

Replies: 24

Views: 8782

Re: Remove Berserkers

Having an overpowered background does not have any balance implications at all. This is because you can only access Be's advantages by starting as a Be. If you don't want to be overpowered, just don't start as a Be. Choices made before the game start all fall into this category. Thus, it is totally...

Monday, 11th September 2017, 02:03

Forum: Game Design Discussion

Topic: Monster AI, esp. spells

Replies: 16

Views: 4578

Re: Monster AI, esp. spells

Hmm, the negatives as I see them were mostly outlined here: Compounding this, consider the usual way in which one fights a Tormentor, especially a melee specialist. If you don't have a decent ranged option, you will try to close the distance between the two of you to get rid of them. Assuming the To...

Sunday, 10th September 2017, 20:23

Forum: Game Design Discussion

Topic: Monster AI, esp. spells

Replies: 16

Views: 4578

Re: Monster AI, esp. spells

Well, yes and no. Of course random chance has its place, it's part of why the game is endlessly replayable. But 'here's a 12% chance to instantly halve the player's hp, go wild' is not my idea of well-managed random chance, and I don't want it to be in there unregulated. The problem isn't only there...

Sunday, 10th September 2017, 18:52

Forum: Game Design Discussion

Topic: Monster AI, esp. spells

Replies: 16

Views: 4578

Re: Monster AI, esp. spells

I'm not actually trying to suggest we make the AI 'smarter'. Smart tormentors would kite you to death and use torment exclusively until your max hp is in the single digits, then try pain or attacking depending on your MR. This would be horrendous to play against, of course, and anything that even st...

Sunday, 10th September 2017, 15:51

Forum: Game Design Discussion

Topic: Monster AI, esp. spells

Replies: 16

Views: 4578

Monster AI, esp. spells

I looked into how exactly monsters decide when to cast a spell, use an ability, or move / do something else on their turn (mostly focusing on spells). Since a lot of monster behavior relies on contingencies, I worked with the assumption that the monster was aware of their target, within LOS, and not...

Monday, 19th December 2016, 01:51

Forum: YASD! YAVP! and characters in progress too

Topic: Where food in extended?

Replies: 7

Views: 2828

Re: Where food in extended?

I recently won a Dg that also had a problem with food since I was casting OoD/firestorm too recklessly and couldn't skill up fast enough because of apts. At some point, I simply ran out of food (save for like 5 jerkies or something) and decided to crawl abyss for food, which worked really well actua...

Wednesday, 14th December 2016, 14:04

Forum: Technical Support

Topic: Can you show damage numbers?

Replies: 6

Views: 2793

Re: Can you show damage numbers?

It does not work for me, either. I am not too familiar with lua or crawl's framework around it, but it seems to me like this function is implemented but not called anywhere. Also, I am not sure when the rcfile is compiled, so it makes things hard to test (when crawl starts? when a game starts? when ...

Tuesday, 1st November 2016, 01:50

Forum: Technical Support

Topic: Why on earth does the tavern stop working around 7:30 PST?

Replies: 4

Views: 2616

Re: Why on earth does the tavern stop working around 7:30 PS

Can corroborate, on EST and it gives out every night at 10:30PM, which matches up with 7:30PM PST. I always assumed it was some kind of maintenance, but every night seems a bit frequent...

Sunday, 30th October 2016, 17:19

Forum: Crazy Yiuf's Corner

Topic: Are hot dogs sandwiches?

Replies: 108

Views: 37736

Re: Are hot dogs sandwiches?

Your argument doesn't address the [I]difference [\i]between "BLT sandwich" and "hotdog sandwich". BLT is synecdoche as well. I didn't address it since I don't think it adds anything. Yes, 'hot dog' refers to two things ('frank/weiner/sausage' and 'hot dog sandwich') whereas 'BLT...

Sunday, 30th October 2016, 16:02

Forum: Crazy Yiuf's Corner

Topic: Are hot dogs sandwiches?

Replies: 108

Views: 37736

Re: Are hot dogs sandwiches?

Compare ⋅  "BLT sandwich": It sounds redundant, but you would not interpret it as anything other than a BLT ⋅  "Hotdog sandwich"" You know exactly what this means, and it is not a standard-configuration hotdog Ergo, a hotdog is not a sandwich. Obviously ...

Saturday, 29th October 2016, 03:20

Forum: Crazy Yiuf's Corner

Topic: Are hot dogs sandwiches?

Replies: 108

Views: 37736

Re: Are hot dogs sandwiches?

It's an exceedingly pervasive waste of time, and while the subject matter is a bit silly, make no mistake that some people take it very seriously - an apt description of crawl as well :D

Saturday, 29th October 2016, 00:54

Forum: Crazy Yiuf's Corner

Topic: Are hot dogs sandwiches?

Replies: 108

Views: 37736

Re: Are hot dogs sandwiches?

Wrote this theory up a while ago. There are a few assumptions that I would address more directly if I were to rewrite it. Define 'cutting planes' as the set of geometric planes that pass through the unit under question that divide the unit into natural subsections, such as slices or halves, for serv...

Wednesday, 22nd June 2016, 02:51

Forum: Dungeon Crawling Advice

Topic: Must-Keep, Must-Purge Mutations

Replies: 14

Views: 3416

Re: Must-Keep, Must-Purge Mutations

Often, I find myself keeping the rMut mutation nowadays, even if paired with other negatives, since that's such a hard thing to come by normally.
I usually feel a strong urge to get rid of misshapen, if only because the flavor disturbs me. I'll put up with it if it's not doing much though.

Monday, 30th May 2016, 03:41

Forum: Game Design Discussion

Topic: Amulets of Dismissal are more annoying than helpful

Replies: 36

Views: 9315

Re: Amulets of Dismissal are more annoying than helpful

What if dismissal flickered the monster instead of teleporting it. "your amu vibrates and foo temporarily stops existing for # turns" Then you know where it is (right where you left it), you know it's coming back, and you can try to get gone, or wait a bit to kill it. Like some kind of......

Monday, 9th May 2016, 14:40

Forum: Game Design Discussion

Topic: more interaction with gods

Replies: 9

Views: 2434

Re: more interaction with gods

Oedipus complex? We want to kill our dads and marry our moms?? Anyway, more interaction with gods is a good idea in the abstract, kinda like "crawl races should have MORE quirks!", but in implementation you start to see the annoyances that most executions of this idea would bring about. Le...

Monday, 4th April 2016, 00:56

Forum: Crazy Yiuf's Corner

Topic: Closing doors

Replies: 11

Views: 2959

Re: Closing doors

Not being able to close doors on items makes it so the best thing to do is pick up everything that ends up in a doorway (usually after a fight with a ranged attacker) and drop it elsewhere. After all, this turns an open door into basically-floor as far as the heat of battle is concerned. If you're f...

Wednesday, 30th March 2016, 00:04

Forum: Game Design Discussion

Topic: Remove Rings: rFire, rCold, rPoi, etc.

Replies: 68

Views: 15574

Re: Remove Rings: rFire, rCold, rPoi, etc.

I wasn't insinuating that you shouldn't be able to swap at all. After all, the game is balanced around being able to swap in resistances as you mentioned. However, I think there's something to be said about not being able to trivially stack rF+++ against any fire-based monster that walks into LOS - ...

Tuesday, 29th March 2016, 16:53

Forum: Game Design Discussion

Topic: Remove Rings: rFire, rCold, rPoi, etc.

Replies: 68

Views: 15574

Re: Remove Rings: rFire, rCold, rPoi, etc.

Light drain or some other malus on swap may be enough to make resistance swapping not a no-brainer.

Thursday, 24th March 2016, 04:15

Forum: Crazy Yiuf's Corner

Topic: [PROPOSAL] Curses!

Replies: 3

Views: 1240

Re: [PROPOSAL] Curses!

I think the point is that by lategame you're already sitting on more remove curses than you'd ever need to use, and at that point wearing a cursed item is just one extra turn of nuisance. Heck, you'll often have more remove curses than you'll ever need by midgame. The need to use remove curses also ...

Tuesday, 15th March 2016, 01:57

Forum: YASD! YAVP! and characters in progress too

Topic: Help this dude. Please

Replies: 8

Views: 2086

Re: Help this dude. Please

It looks like you're doing well, I would just suggest rebranding the executioner's axe when you can.

Saturday, 12th March 2016, 23:27

Forum: Dungeon Crawling Advice

Topic: Is "Chance to defeat MR" the whole story?

Replies: 3

Views: 1481

Re: Is "Chance to defeat MR" the whole story?

Alright works for me, just wanted to make sure I wasn't missing some other obvious factor (to the tune of sleep-awareness or something)

Saturday, 12th March 2016, 22:45

Forum: Dungeon Crawling Advice

Topic: Is "Chance to defeat MR" the whole story?

Replies: 3

Views: 1481

Is "Chance to defeat MR" the whole story?

So I just spent many turns in front of a hydra zapping a wand of paralysis with a supposed 36% success rate, but never landed it once. According to the log, I started with 8 charges, which leaves a (1-.36)^8 or 2.8% chance of this happening. With this in mind, I was wondering if "Chance to defe...

Saturday, 10th January 2015, 00:46

Forum: Crazy Yiuf's Corner

Topic: I made a silly macro that plays Crawl!

Replies: 9

Views: 3169

Re: I made a silly macro that plays Crawl!

Good point on Makhleb. I might add the god clause and a weapon search and then carry this a little further before I stop, since diminishing returns will kick in fast. Plus if this thing ever made it to Lair it would attempt to chop a hydra's heads off until it died (which would be funny to watch but...

Friday, 9th January 2015, 16:02

Forum: Crazy Yiuf's Corner

Topic: I made a silly macro that plays Crawl!

Replies: 9

Views: 3169

Re: I made a silly macro that plays Crawl!

Thanks for the advice Siegurt. I tried out a food-eating character to good results. It only took me a few tests and several miscalculated starvations to get down to D:4 and even kill a player ghost (though I died to another one). http://i.imgur.com/IDPW9sx.gif I went with a MiFi. Gl might be better,...

Friday, 9th January 2015, 05:03

Forum: Crazy Yiuf's Corner

Topic: I made a silly macro that plays Crawl!

Replies: 9

Views: 3169

Re: I made a silly macro that plays Crawl!

Game Maker is great for making stuff quick! I made this in like 20 minutes (but then tweaked the numbers for a while after). But I've used GM for 11 years so maybe I'm just too attached :lol:

Friday, 9th January 2015, 04:12

Forum: Crazy Yiuf's Corner

Topic: I made a silly macro that plays Crawl!

Replies: 9

Views: 3169

Re: I made a silly macro that plays Crawl!

Ah, I figured something like that had already been made but I didn't explicitly know about it. But this is much smaller scope, basically it was me thinking "man, D:1-3 are so easy! I bet I could write something that does it for me!" This was a more Crazy Yiuf approach though, because it is...

Friday, 9th January 2015, 03:40

Forum: Crazy Yiuf's Corner

Topic: I made a silly macro that plays Crawl!

Replies: 9

Views: 3169

I made a silly macro that plays Crawl!

http://i.imgur.com/dj1HPZS.webm Basically I just wrote a program that simulates Crawl-relevant keypresses in a pattern. It reads absolutely 0 information from the game, so it's not an AI of any form, just a dumb macro. I know it's nothing revolutionary, but I like to watch it and silently root for i...

Friday, 9th January 2015, 02:34

Forum: Contributions

Topic: Tiles that could use improvement

Replies: 131

Views: 134634

Re: Tiles that could use improvement

Just popping in to deliver a layman's opinion: The bennu looks good, but I think it really needs the crest that it is normally depicted with. Right now it has a tuft sticking out of the back of its head but it's not quite the same. I wasn't sure which snake was which in the lineup but I prefer #3. #...

Wednesday, 5th February 2014, 19:31

Forum: Coding

Topic: Getting the source to compile (MSVC)

Replies: 2

Views: 2291

Getting the source to compile (MSVC)

I'm trying to get the source code to compile so I can begin editing or messing around or whatever. I've followed the instructions on INSTALL.txt, but obviously I went wrong somewhere along the line. Here's what I've done so far: - Installed git and dowloaded the source code with the contributing lib...

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