Search found 268 matches

Wednesday, 15th January 2020, 21:31

Forum: Crazy Yiuf's Corner

Topic: Gooncrawl [fork]

Replies: 37

Views: 24017

Re: Gooncrawl [fork]

Update: Added pledges, which are game modifiers chosen at game start. Most of them are similar to the banners in the DCSS tournaments, but there are a couple unique ones as well!

Also, new server! EatThePurple (FL, USA) @ https://crawl.eatthepurple.com:8081/#lobby

Tuesday, 19th March 2019, 02:29

Forum: Crazy Yiuf's Corner

Topic: Gooncrawl [fork]

Replies: 37

Views: 24017

Re: Gooncrawl [fork]

I lost my Mantis password for a while and haven't logged in, but here's some more progress patch notes towards v2.0 (almost but not quite finished): -Inner Flame will now let you target summoned creatures. Make some butterfly bombs! -Disc of storms is now back in. Do your best black draconian impers...

Wednesday, 19th September 2018, 20:13

Forum: Game Design Discussion

Topic: Spell expiration: Conjure Flame vs Death's Door

Replies: 1

Views: 1467

Re: Spell expiration: Conjure Flame vs Death's Door

Have you noticed how Conjure Flame always expire after all monsters move? You can cheiwalk in Statue Form next to a killer bee behind flame cloud (created by CF) and yet you can still safely recast it on the same spot after it expires. Now what's with Death's Door? You can easily be killed on the s...

Wednesday, 12th September 2018, 02:46

Forum: Crazy Yiuf's Corner

Topic: Typical monster abilities added in the last few years

Replies: 4

Views: 2135

Re: Typical monster abilities added in the last few years

So this thread is a proposal to get rid of defenses?

Friday, 17th August 2018, 22:58

Forum: Crazy Yiuf's Corner

Topic: la-mulana 2?

Replies: 50

Views: 17944

Re: la-mulana 2?

I really dislike the gameplay around key fairies I mean, it's La-Mulana and you knew going into it to expect this, but it's still like the dev took one look at trying to minimize backtracking and decided that not only did he want zero part of that, but also fuck you The fairies can blow me. I spend...

Tuesday, 17th July 2018, 01:50

Forum: Crazy Yiuf's Corner

Topic: Gooncrawl [fork]

Replies: 37

Views: 24017

Re: Gooncrawl [fork]

So it seems like cbro does not have fairy dragons yet. The real reason I am posting is that I started a gnoll wanderer and for some reason casting conjure distortion costs no mana and does not make time pass so I can just have complete cloud cover when ever I want... CBRO doesn't automatically rebu...

Saturday, 14th July 2018, 22:56

Forum: Crazy Yiuf's Corner

Topic: Gooncrawl [fork]

Replies: 37

Views: 24017

Re: Gooncrawl [fork]

Development for v2.0 is still underway, follow the specification checklist here if you are interested. However, you can still play the trunk build on CBRO or CPO, or download and compile an offline copy yourself with the latest development features. Here's a quick changelog of what's been done so fa...

Monday, 4th June 2018, 01:44

Forum: Coding

Topic: Good God-Evil Race interaction

Replies: 5

Views: 4480

Re: Good God-Evil Race interaction

Heya Everyone, Im thinking about modding in the possibility to join good gods as an evil race on my local 0.21. With the added effect, that, when joining, you are immediately hit with a pennance event. However, I am entirey unfamiliar with the folderstructure and would like to ask, where the event-...

Tuesday, 1st May 2018, 21:16

Forum: Crazy Yiuf's Corner

Topic: Gooncrawl [fork]

Replies: 37

Views: 24017

Re: Gooncrawl [fork]

Here's the design specification plans for v2.0 of Gooncrawl after finishing all the surveys:
https://docs.google.com/document/d/1gyF ... sp=sharing

Development starts now (or when I get in a coding mood and have free time, basically).

Wednesday, 11th April 2018, 16:56

Forum: Crazy Yiuf's Corner

Topic: Gooncrawl [fork]

Replies: 37

Views: 24017

Re: Gooncrawl [fork]

Planned design changes (and details for yet-to-be-implemented features) for v2.0:
https://docs.google.com/document/d/1hM1 ... sp=sharing

Still need to complete a poll and collate results for FR/PR/mainline commits, then development will start.

Monday, 2nd April 2018, 16:20

Forum: Crazy Yiuf's Corner

Topic: Gooncrawl [fork]

Replies: 37

Views: 24017

Re: Gooncrawl [fork]

For anyone who doesn't follow the SA thread, requirements gathering (aka getting and voting on design details, feature requests, pull requests, and mainline major crawl commits) should wrap up in the next couple weeks. Development on v2.0 should begin at that point.

Friday, 30th March 2018, 11:16

Forum: Crazy Yiuf's Corner

Topic: Is this what the game needs?

Replies: 12

Views: 4205

Re: Is this what the game needs?

I saw someone else recently claim the *forums* were "dying" or unpopular, but I don't know what that was based on either...Pure confirmation bias maybe? The better explanation for that is Mantis registration keeps getting disabled for periods of time (at least, it was the last time I glan...

Monday, 26th February 2018, 15:41

Forum: Crazy Yiuf's Corner

Topic: Gooncrawl [fork]

Replies: 37

Views: 24017

Re: Gooncrawl [fork]

bel wrote:Can someone post a link to the SA thread?

https://forums.somethingawful.com/showt ... id=3845579

No idea if the paywall is currently up or not.

Monday, 26th February 2018, 13:13

Forum: Crazy Yiuf's Corner

Topic: Gooncrawl [fork]

Replies: 37

Views: 24017

Re: Gooncrawl [fork]

Gooncrawl is now playable on CBRO for those who may not have had a good connection to Australia. Thanks johnstein!

Saturday, 24th February 2018, 01:19

Forum: Crazy Yiuf's Corner

Topic: new forum game

Replies: 14

Views: 4245

Re: new forum game

Talk to the dummy.

Monday, 19th February 2018, 18:29

Forum: Game Design Discussion

Topic: Make All Amulets Fragile, Remove Anti-Swap Downsides

Replies: 31

Views: 8836

Re: Make All Amulets Fragile, Remove Anti-Swap Downsides

I feel like this is mostly a non-issue. Amulet swapping hasn't been a thing for me since rMut and clarity amulets were removed. As a quick example for existing amulets: -Player finds nasty melee unique that must be dealt with for whatever reason (ex. Mennas blocking stairs) -Player is currently wea...

Friday, 16th February 2018, 16:30

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 97724

Re: Bultungin/Gnoll Feedback

Finally ascended with the third gnoll, this guy surprisingly didn't end up with a vampiric weapon. There really were not any good choices for vampiric at all. He instead equip ID'ed a +11 fragile vorpal longbow and decided he was just gonna end the game with that. With amulet of harm he was 3-shott...

Friday, 16th February 2018, 16:27

Forum: Game Design Discussion

Topic: Make All Amulets Fragile, Remove Anti-Swap Downsides

Replies: 31

Views: 8836

Re: Make All Amulets Fragile, Remove Anti-Swap Downsides

I feel like this is mostly a non-issue. Amulet swapping hasn't been a thing for me since rMut and clarity amulets were removed. As a quick example for existing amulets: -Player finds nasty melee unique that must be dealt with for whatever reason (ex. Mennas blocking stairs) -Player is currently wea...

Thursday, 15th February 2018, 19:03

Forum: Game Design Discussion

Topic: Make All Amulets Fragile, Remove Anti-Swap Downsides

Replies: 31

Views: 8836

Re: Make All Amulets Fragile, Remove Anti-Swap Downsides

I've made requests similar to this, and the reason they've gotten shot down is that it encourages the player to stockpile/stash duplicate amulets for future swap use. Artifacts are often one of a kind, so *Fragile works to encourage you to not get rid of the only instance of that particular item in ...

Thursday, 1st February 2018, 23:41

Forum: Crazy Yiuf's Corner

Topic: Amulet of Harm replacement

Replies: 13

Views: 4018

Re: Amulet of Harm replacement

I'm thinking of creating a pull request to replace Harm with the Amulet of Instruction. Instruction would give a +1 to all skill training (like a manual) while worn and keep the heavy draining on removal. From my own experience I never use Harm, it makes easy parts easier and (because of spiky dama...

Monday, 29th January 2018, 17:08

Forum: Crazy Yiuf's Corner

Topic: Gooncrawl [fork]

Replies: 37

Views: 24017

Re: Gooncrawl [fork]

It seems like feature requests use Google forms to gather interest, would it be possible to link thosr here as well, whenever a vote occurs, to gather maximum exposure? I'm not sure how it would increase exposure as I only record entries on those surveys from valid SA usernames, which I verify by c...

Monday, 29th January 2018, 11:31

Forum: Crazy Yiuf's Corner

Topic: Gooncrawl [fork]

Replies: 37

Views: 24017

Re: Gooncrawl [fork]

This is playable on CPO now. As a non-$10 payer, please do new things in the fork rather than rehashing content crawl used to have, and which is still playable by just launching a 0.15 game or whatever. Thank you! Nostalgia is a powerful motivator (it's easier to remember a feature than come up wit...

Monday, 29th January 2018, 00:24

Forum: Crazy Yiuf's Corner

Topic: Gooncrawl [fork]

Replies: 37

Views: 24017

Re: Gooncrawl [fork]

If I want to run this fork on CPO, when should I update it? Should I just attempt to automatically build it daily? If you set it to use the gooncrawl_stable branch, builds will only need to happen if I release a new version which won't happen too often (est. 1-3 months of build time based on how lo...

Sunday, 28th January 2018, 20:04

Forum: Crazy Yiuf's Corner

Topic: Gooncrawl [fork]

Replies: 37

Views: 24017

Re: Gooncrawl [fork]

mikee wrote:
Floodkiller wrote:[*]Virulence as a player spell. Late game Poison Magic!


Can you call it venom cocktail? Do I have to pay 10 dollars to say this.


You can try to convince someone who already paid 10 dollars to say it for you.

Sunday, 28th January 2018, 12:58

Forum: Crazy Yiuf's Corner

Topic: Gooncrawl [fork]

Replies: 37

Views: 24017

Gooncrawl [fork]

What is Gooncrawl? Gooncrawl is a new DCSS fork created by myself for the Crawl thread on the Something Awful forums, but others can play it too! The design goals for the fork are simple: it's design by committee, with the committee being the SA thread. All features/changes/removals/etc that are si...

Wednesday, 17th January 2018, 00:10

Forum: Crazy Yiuf's Corner

Topic: Remove Labyrinths

Replies: 49

Views: 17961

Re: Remove Labyrinths

duvessa wrote:This would be a great way to do a ton of work while improving absolutely nothing.

I guess I could stick an oklob plant in the corner of every room if you really want.

Tuesday, 16th January 2018, 15:23

Forum: Crazy Yiuf's Corner

Topic: Remove Labyrinths

Replies: 49

Views: 17961

Re: Remove Labyrinths

Turn labyrinths into a 10x10 room based maze (with room dimensions of 6x6 and a 1 tile width indestructible wall for border and room separation, making it a 71x71 map). Use doors on the N/S/E/W walls to move between rooms (removing doors as needed for maze generation). Have the rooms chance between ...

Monday, 18th December 2017, 19:58

Forum: Crazy Yiuf's Corner

Topic: No food rework approval thread? Food rework approval thread!

Replies: 22

Views: 16144

Re: No food rework approval thread? Food rework approval thr

My mut chunk fix proposal: ⋅ Cut Jiyva as a god of worship-Jiyva mutations lists (one of the main gimmicks) are less permanent and useful than Xom's, jellies eating items for piety leads to weird scumming by going to cleared floors to max piety after starting worship, neutral slimes are st...

Friday, 1st December 2017, 18:08

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 442433

Re: [proclick] new fork, hellcrawl

FR: Alt+. (same key as >) to replicate the effect of G,>: auto-travel and descend the nearest staircase. Since G doesn't allow you to do that anymore.

Monday, 20th November 2017, 23:12

Forum: Game Design Discussion

Topic: Reduce rarity of wands of clouds/scattershot

Replies: 1

Views: 1231

Re: Reduce rarity of wands of clouds/scattershot

FYI: Wands of lightning just got cut and the weight distributed across a bunch of wands (including scattershot and clouds), so option 1 isn't quite accurate anymore without running a new objstat to work out where to move weight from, but I'll leave option 1 unedited in the OP for the general idea be...

Monday, 20th November 2017, 14:57

Forum: Game Design Discussion

Topic: Reduce rarity of wands of clouds/scattershot

Replies: 1

Views: 1231

Reduce rarity of wands of clouds/scattershot

Currently, wands of clouds and wands of scattershot have a weight of 2 when generating a random wand. Using objstat, this translates to an average of 1.5-1.6 wands per 3-rune game, including all portal vaults (raises to ~1.8 for Extended+Pan/Abyss/Zig). When generated, they get between 1 to 9 charge...

Tuesday, 7th November 2017, 15:06

Forum: Crazy Yiuf's Corner

Topic: You Can Berserk While Starving

Replies: 5

Views: 1897

Re: You Can Berserk While Starving

Is this intended? You can fly in a rage while starving. It works with potions and berserkitis. 0.20.1. Unintentional berserk no longer causes hunger, so starving no longer prevents you from triggering berserk. I think this was mainly to prevent people from playing at near starving to ignore berserk...

Monday, 6th November 2017, 15:26

Forum: Crazy Yiuf's Corner

Topic: Stupid ideas -- Started for 0.19, and Still Running!

Replies: 233

Views: 1008300

Re: Stupid ideas for 0.19

Implement IVAN's pantheon system of god worship: -you are effectively worshipping every god simultaneously -they all have their own likes and dislikes that often conflict with at least one other god -you can receive wrath from any god who hates you at any moment -you have to pray to a god to have th...

Tuesday, 3rd October 2017, 02:28

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 97724

Re: Bultungin/Gnoll Feedback

I have noticed that gnolls don't cross-train. If for instance I start with some Long Blades skill from my background, I am expecting based on my experience with other races that my Short Blades skill will always be a little bit higher than the other skills that started at zero. I don't think gnolls...

Sunday, 1st October 2017, 14:03

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 97724

Re: Bultungin/Gnoll Feedback

Quick summary of changes: Gnolls no longer get told about stopping/starting training when dropping objects. They didn't actually stop training the skill, but it did turn off the plus on the skill menu and the messages were annoying. Gnoll skills will now rise evenly. Before, it would randomly assign...

Thursday, 28th September 2017, 17:05

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 97724

Re: Bultungin/Gnoll Feedback

Can you sacrifice armour/dodging/evocations with ru? Good question, I'll bring it up in crawl-dev for discussion when I'm off of work. I'm not quite sure if it makes sense to ban Arcana sacs and not the other "sacrifice a skill" options. Edit: underhound.eu still has old gnolls with 7 eve...

Thursday, 28th September 2017, 13:57

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 97724

Re: Bultungin/Gnoll Feedback

Factorialite wrote:Will Heroism work?

Yes, from the look of it in player.cc. Ash passive skill boosting should also be working.

Thursday, 28th September 2017, 12:59

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 97724

Re: Bultungin/Gnoll Feedback

Another round of Gnoll rework! The stat locked version obviously wasn't well received, and my patch for it got shot down because the devs didn't like the potential abuse that could come of it (min maxing stats to 28/1/1, for example). I took a step back for this rework because I had to help a frien...

Tuesday, 12th September 2017, 16:26

Forum: Game Design Discussion

Topic: remove mummies and vampires (or let them starve)

Replies: 62

Views: 26303

Re: remove mummies and vampires (or let them starve)

Another solution could be lowering the max game time limit to somewhere around 300k turns. I'm pretty suboptimal in terms of both exploration and backtracking, and most of my games still finish within 150k turns (even 15 runes + multiple zigs); the only exception is ~350k turns for a Xomscumming->Go...

Tuesday, 29th August 2017, 17:04

Forum: Game Design Discussion

Topic: Remove Dexterity

Replies: 65

Views: 22755

Re: Remove Dexterity

Have dexterity factor into calculating attack delay for weapons (and maybe spells) by one of: -reducing (or increasing) the amount of weapon skill required to reduce attack delay by 1 aut based on dexterity -have Dex increase (or decrease) the strength of a point (or a tenth of a point) of weapon sk...

Friday, 25th August 2017, 02:08

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 97724

Re: Bultungin/Gnoll Feedback

I pushed two changes to a PR. It is still awaiting dev review and not guaranteed to be accepted, but I felt like posting an update here since it's been about a month since the last post. First one is improving the stats from 7/7/7 to 10/10/10, which should eliminate most of the low stat penalties in...

Friday, 18th August 2017, 13:27

Forum: Crazy Yiuf's Corner

Topic: Anti-Inventory god

Replies: 16

Views: 4164

Re: Anti-Inventory god

So for potions and scrolls, I should retreat to a safe level to use up leftover or mediocre consumables to refresh my stock? Probably worth a bit of drain/piety to get hasting/blinking back instead of walking around with only lig/immo.

Wednesday, 16th August 2017, 17:01

Forum: Game Design Discussion

Topic: Let players choose their god at character creation

Replies: 37

Views: 11774

Re: Let players choose their god at character creation

I'd be fine seeing Zealots get cut and just making this how Monks work: choose a god instead of a weapon and get some Invo skill (or whatever skill the god uses for abilities, or more Fighting if the god uses nothing) and starting piety. Generally a good idea, but, as I said elsewhere, I'd see prob...

Wednesday, 16th August 2017, 15:01

Forum: Game Design Discussion

Topic: Let players choose their god at character creation

Replies: 37

Views: 11774

Re: Let players choose their god at character creation

One advantage that hasn't been mentioned: by moving god choice to the character selection screen, and removing abandonment and altars, it'd be much easier to dismiss Gozag etc. wins as essentially cheating like we do for DD/Ce/etc. wins, since you can no longer obfuscate your god choice by e.g. con...

Monday, 24th July 2017, 11:08

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 97724

Re: Bultungin/Gnoll Feedback

I think Crawl is more fun when you have to worship the floor god, and my most memorable games have been with generalist characters that needed to really use everything they were given, especially through the beginning of the game. What is "worship the floor god" exactly? You find somethin...

Wednesday, 19th July 2017, 20:20

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 97724

Re: Bultungin/Gnoll Feedback

Another possibility would be locking all stats at, say, XL+3 and have low apts. I feel like giving high stats rather than low stats would better achieve the goal of diversifying, for the reason laularukyrumo pointed out If the species is shifted towards high stats/low apts, it is too similar to Dem...

Wednesday, 19th July 2017, 17:33

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 97724

Re: Bultungin/Gnoll Feedback

The idea of locking stats at a level that is uniform across all backgrounds cuts against any goal of varied play there might be here. If you're going to try something different, the first thing to do is reexamine received notions like "backgrounds are just a starting package." "What ...

Wednesday, 19th July 2017, 15:07

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 97724

Re: Bultungin/Gnoll Feedback

The issue is that the statcap doesn't actually accomplish the intended goals. Instead of pushing the player to diversify, the low stats force even the most basic actions to require more skilling than other characters, meaning that you have to specialize in something. This could probably be improved...

Monday, 17th July 2017, 01:20

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 97724

Re: Bultungin/Gnoll Feedback

New version of Gnoll is now in Trunk: -Scaled aptitude/skill system is gone: all aptitudes are now just a straight +3. -In exchange, the statline for Gnolls is 7/7/7, and cannot be increased or decreased by any means. The previous version had a lot of disagreement from the dev team (as seen by leav...

Thursday, 29th June 2017, 22:26

Forum: Game Design Discussion

Topic: DCSS has a power creep problem

Replies: 93

Views: 37837

Re: DCSS has a power creep problem

duvessa wrote:Reminder that 0.20 globally buffed player melee and missile damage and wand power.

Don't forget Tomb hatches and more vaults with unsealed very-OOD monsters showing up earlier.
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