Search found 1051 matches

Wednesday, 14th January 2015, 05:52

Forum: Game Design Discussion

Topic: Add one to all displayed aptitudes (visual only)

Replies: 36

Views: 8823

Re: Add one to all displayed aptitudes (visual only)

It's really not all that hard to figure it out. Relative to skill level 0 we get: -5: 42.0% as fast -4: 50.0% as fast -3: 59.5% as fast -2: 70.7% as fast -1: 84.1% as fast 0: 100% as fast 1: 118.9% as fast 2: 141.4% as fast 3: 168.2% as fast 4: 200.0% as fast 5: 237.8% as fast I'm not making any st...

Monday, 12th January 2015, 04:02

Forum: Game Design Discussion

Topic: More complete in-game documentation about cards

Replies: 5

Views: 1907

Re: More complete in-game documentation about cards

Kismet wrote:Is there any chance of rods getting the same treatment?

Nah.

Monday, 12th January 2015, 01:12

Forum: Game Design Discussion

Topic: More complete in-game documentation about cards

Replies: 5

Views: 1907

Re: More complete in-game documentation about cards

In trunk, you no longer have to wield decks to use them; you just use them with V, like other evocable items. I have 'display card descriptions in the same way as spellbook spells' as a TODO; it's work, but doable. I've mainly been holding off in a vague hope that decks of cards will stop being a th...

Saturday, 10th January 2015, 23:27

Forum: Crazy Yiuf's Corner

Topic: Chei piety & summons

Replies: 5

Views: 1847

Re: Chei piety & summons

I'm guessing this is a bug relating to shadow traps, and not all summons. Earlier I was spectating a game and was surprised to find a vampire gain HP by stabbing a monster created by a shadow trap. This shouldn't happen, and I'm unable to reproduce it when testing. If you see it again, report it on...

Saturday, 10th January 2015, 03:08

Forum: Crazy Yiuf's Corner

Topic: Elite Test

Replies: 9

Views: 2777

Re: Elite Test

I guess if we're talking in speedrun terms then I'm getting close to playing optimally, but if we're talking in the general winrate optimality terms then I'm intentionally playing very suboptimally. Mostly because playing optimally for winrate would be making an already boring game (the time where ...

Friday, 9th January 2015, 16:27

Forum: Crazy Yiuf's Corner

Topic: Importing Tiles from Old Versions Online

Replies: 1

Views: 865

Re: Importing Tiles from Old Versions Online

Probably not.

Friday, 9th January 2015, 00:13

Forum: Game Design Discussion

Topic: Shadow Traps

Replies: 104

Views: 44947

Re: Shadow Traps

feh. too many bats!

Thursday, 8th January 2015, 23:23

Forum: Game Design Discussion

Topic: Shadow Traps

Replies: 104

Views: 44947

Re: Shadow Traps

Also aren't most creatures who are batty also flying? Would it make sense to have this be one of the traps not set of by flying creatures? There are no such traps. Also: - Bat - Harpy - Shard Shrike (flying) - Unseen Horror - Thrashing Horror - Death Scarab (not flying) I think that's all the batty...

Thursday, 8th January 2015, 22:38

Forum: Game Design Discussion

Topic: Should auxillary attacks benefit from the Speed brand?

Replies: 18

Views: 4872

Re: Should auxillary attacks benefit from the Speed brand?

Changing the description of the speed brand description for melee weapons from "attacks with this weapon are significantly faster" to something similar to "all melee attacks while wielding this weapon are significantly faster" (which doesn't necessarily include or exclude aux at...

Wednesday, 7th January 2015, 04:43

Forum: Game Design Discussion

Topic: Shadow Traps

Replies: 104

Views: 44947

Re: Shadow Traps

Just make them one-shot and summon actual monsters instead of actual monsters that don't give actual experience points. It should very rarely be a good thing to step on a trap. Just noted over in Crazy Yiuf's Corner - the 'I don't love it when...' thread. Xom altar with a shadow trap and a butterfl...

Wednesday, 7th January 2015, 04:35

Forum: Game Design Discussion

Topic: Extremely rare items and Fun.

Replies: 7

Views: 2522

Re: Extremely rare items and Fun.

octagon levels are rare now.........

Saturday, 3rd January 2015, 01:58

Forum: Crazy Yiuf's Corner

Topic: Shadow Tarps

Replies: 14

Views: 3882

Re: Shadow Tarps

shadow craps

summons a game of chance native to the current branch & depth

Friday, 2nd January 2015, 20:30

Forum: Game Design Discussion

Topic: Shadow Traps

Replies: 104

Views: 44947

Re: Shadow Traps

Most recent versions (starting in 0.13) spawned less than one trap per level (outside Zot and Slime), because of an implementation detail of mechanical trap "removal".

Not sure what the first 'trapless crawl' was; probably that was before my time.

Friday, 2nd January 2015, 18:57

Forum: Game Design Discussion

Topic: Should using Reflection Shields issue a warning under TSO?

Replies: 12

Views: 3828

Re: Should using Reflection Shields issue a warning under TS

that's pretty clearly a bug; toss it on mantis, please.

Friday, 2nd January 2015, 18:56

Forum: Game Design Discussion

Topic: Make net traps not drop anything if they fail

Replies: 2

Views: 1360

Re: Make net traps not drop anything if they fail

also, if caught in a net in a situation where you're in no danger (e.g. a net trap), it's optimal to switch away from your weapon (unless you have claws, in which case you should switch to a non-vorpal, non-flaming, non-slicing weapon) and put on any -str/+dex items you have, to maximize your chance...

Wednesday, 31st December 2014, 20:06

Forum: Game Design Discussion

Topic: Remove mummies' stat regeneration

Replies: 12

Views: 3510

Re: Remove mummies' stat regeneration

I'm not sure they were *intended* as anything (just more leftovers from divination miscasts), but I think they work pretty well as strategic costs.

You're right that we could switch over to some other kind of strategic cost; draining is feasible. I'll mull it over.

Wednesday, 31st December 2014, 03:11

Forum: Crazy Yiuf's Corner

Topic: Remove big kobolds

Replies: 45

Views: 15458

Re: Remove big kobolds

nicolae wrote:for some reason I feel like taking this guy's kobold opinions more seriously

crawl trivia: in linley's dungeon crawl, the monsters that later became "big kobolds" were named "kobold lord"

Wednesday, 31st December 2014, 03:09

Forum: Game Design Discussion

Topic: Remove mummies' stat regeneration

Replies: 12

Views: 3510

Re: Remove mummies' stat regeneration

With most gods it costs enough piety to be really bad, but yeah. IMO not regenerating stats is terrible gameplay right now though (ever tried playing DD?) because of the things stat drain typically comes from. Putting max MP drain on monsters is basically like putting rot, item destruction, permane...

Tuesday, 30th December 2014, 18:06

Forum: Game Design Discussion

Topic: Shadow Traps

Replies: 104

Views: 44947

Re: Shadow Traps

Where I draw issue with the design of this trap is when enemies like bats can spam it very rapidly without you being able to do much about it. Most monsters I can position and manipulate to avoid this happening, but several times now i've engaged a bat and 2 turns later the trap has already been hi...

Saturday, 27th December 2014, 17:26

Forum: Game Design Discussion

Topic: Show success chance for Elyvilion pacification

Replies: 10

Views: 3116

Re: Show success chance for Elyvilion pacification

While I like the concept, this won't really work because it leaks monster max HP. Maybe change pacification to work off HD instead? By my understanding the MR check already leaks HD changes anyway. The "% to affect" display is based on the monster type's base HD, not their current HD. (Li...

Saturday, 27th December 2014, 04:49

Forum: Game Design Discussion

Topic: Change green dragon

Replies: 21

Views: 6408

Re: Change green dragon

Saturday, 27th December 2014, 04:47

Forum: Game Design Discussion

Topic: Why can't all weapons roll all egos?

Replies: 19

Views: 5382

Re: Why can't all weapons roll all egos?

That's alright, but I don't think this has to be communicated to the player very explicitly. (I mean, it probably should, but if it's just some appendix in the manual, say, that'd suffice.) The main point of differentiating weapon types is to let the player make strategic playstyle choices. How can...

Friday, 26th December 2014, 05:30

Forum: Crazy Yiuf's Corner

Topic: 19.12.2014 - It happened

Replies: 4

Views: 2010

Re: 19.12.2014 - It happened

nicolae wrote:Nostalgia is forever...

https://loom.shalott.org/learndb.html#nostalgia[3]

Friday, 26th December 2014, 05:24

Forum: Crazy Yiuf's Corner

Topic: mikee please

Replies: 6

Views: 2254

Re: mikee please

eeviac wrote:the longer you wait, the more 'fun' the devs pack into extended and my high score becomes all the more secure.

Please Respect Fun

Friday, 26th December 2014, 04:58

Forum: Game Design Discussion

Topic: Why can't all weapons roll all egos?

Replies: 19

Views: 5382

Re: Why can't all weapons roll all egos?

I very rarely use maces because I don't like the great mace brand set (iirc draining,holy,protection?) static const vector<brand_weight_tuple> M_AND_F_BRANDS = { { SPWPN_PROTECTION, 30 }, { SPWPN_NORMAL, 28 }, { SPWPN_HOLY_WRATH, 15 }, { SPWPN_VORPAL, 14 }, { SPWPN_DRAINING, 10 }, { SPWPN_VENOM, 5 ...

Monday, 22nd December 2014, 20:04

Forum: Game Design Discussion

Topic: Remove the special case for attacking jellies gloveless

Replies: 1

Views: 1127

Re: Remove the special case for attacking jellies gloveless

brown oozes were removed a while ago. also, technically, you missed dissolution (not that dissolution exists)

anyway, I'd be fine with removing the UC special case.

Saturday, 20th December 2014, 02:44

Forum: Game Design Discussion

Topic: Proposal: Poison chunks and rPois

Replies: 21

Views: 5285

Re: Proposal: Poison chunks and rPois

This is getting offtopic so i ll put it simple: ignite poison is a spell that you usually learn when playing a transmuter background because its useful since 3 out of 4 of the possible rune branches for lair are poison themed. i could create a topic about changing the spell to ignite blood and elab...

Thursday, 18th December 2014, 20:35

Forum: Game Design Discussion

Topic: Pain brand/Necromancy training

Replies: 8

Views: 2539

Re: Pain brand/necromutation training

wheals wrote:I can't be the only one who saw the title of this thread and was very confused.

You were not.

Thursday, 18th December 2014, 20:28

Forum: Game Design Discussion

Topic: Proposal: Poison chunks and rPois

Replies: 21

Views: 5285

Re: Proposal: Poison chunks and rPois

damiac wrote:Plus, why do poison chunks have a Y/N prompt if you have no rPois, yet pressing Y doesn't do anything.

That prompt went away some time ago. Alas. I suspect it was eaten.

Tuesday, 16th December 2014, 23:42

Forum: Game Design Discussion

Topic: Proposal: elemental armor

Replies: 22

Views: 6464

Re: Proposal: elemental armor

- Talisman of Displacement is hilariously, absurdly strong. Huh. 12 EV could be toned down, of course, but that's still 13.5 translocations just to get a ring of evasion +6 in your amulet slot (assuming it scaled linearly with skill). Or is the point simply that having EV in your amulet slot a bad ...

Tuesday, 16th December 2014, 22:10

Forum: Game Design Discussion

Topic: Proposal: elemental armor

Replies: 22

Views: 6464

Re: Proposal: elemental armor

Chatted with other devs about this a little bit. Decided to look at these items purely from the perspective of "new suggested items", rather than relative to the existing buffs. Rough consensus: - Talisman of Displacement is hilariously, absurdly strong. - Boots of swiftness are a little f...

Tuesday, 16th December 2014, 21:28

Forum: Game Design Discussion

Topic: Proposal: elemental armor

Replies: 22

Views: 6464

Re: Proposal: elemental armor

I'm a little confused about why you're including Swiftness in this proposal.

Tuesday, 16th December 2014, 21:06

Forum: Crazy Yiuf's Corner

Topic: Allow apportation to open and close doors

Replies: 14

Views: 3712

Re: Allow apportation to open and close doors

how does this keep happening https://crawl.develz.org/tavern/viewtopic.php?f=17&t=7500 https://crawl.develz.org/tavern/viewtopic.php?p=60817#p60817 https://crawl.develz.org/tavern/viewtopic.php?p=47294#p47294 https://crawl.develz.org/tavern/viewtopic.php?p=47275#p47275 https://crawl.develz.org/...

Tuesday, 16th December 2014, 19:25

Forum: Crazy Yiuf's Corner

Topic: Allow apportation to open and close doors

Replies: 14

Views: 3712

Re: Allow apportation to open and close doors

Piginabag wrote:This would also turn apportation into even more of a value point than it is already, so limit door manipulation based on skill in translocations

How?

Tuesday, 16th December 2014, 18:28

Forum: Game Design Discussion

Topic: TSO reform, possible buffs

Replies: 21

Views: 7950

Re: TSO reform, possible buffs

Well right now the problem is if you play a summoner of TSO you are not allowed to attack enemies half the time. The least-intrusive fix here is to make it so monsters cannot become distracted if you worship TSO (this makes sense anyway--you have a giant halo), but I would see any change that lets ...

Tuesday, 16th December 2014, 16:21

Forum: Game Design Discussion

Topic: TSO reform, possible buffs

Replies: 21

Views: 7950

Re: TSO reform, possible buffs

I liked the idea of "no penance for attacking distracted/disabled enemies, can't get stab bonuses" the last time it was suggested, but the main concern is that it makes the conduct pretty much toothless for primary-spellcasters of TSO. Which I don't think is something we want. (Maybe I'm w...

Sunday, 14th December 2014, 03:49

Forum: Crazy Yiuf's Corner

Topic: Remember Me?

Replies: 67

Views: 20577

Re: Remember Me?

where's it. where's, the edit button.

Sunday, 14th December 2014, 03:45

Forum: Crazy Yiuf's Corner

Topic: Remember Me?

Replies: 67

Views: 20577

Re: Remember Me?

I'd argue that Marvin's post better summed up THIS thread. Which is to say he used his powers to edit the posts of someone he disliked, then (falsely) quoted that change in an attempt to discredit the poster instead of providing any actual counterpoints. http://i.imgur.com/9x8m3es.png I can't find ...

Friday, 12th December 2014, 07:41

Forum: Crazy Yiuf's Corner

Topic: Tomb titivators

Replies: 23

Views: 4836

Re: Tomb titivators

twelwe wrote:nago would be a tomb titivator but he has a lame custom title instead, no one cares

brutal.

Wednesday, 10th December 2014, 21:09

Forum: Game Design Discussion

Topic: Why is Polearm for Merfolk +4?

Replies: 42

Views: 13003

Re: Why is Polearm for Merfolk +4?

XuaXua wrote:I want to play an unarmed transmuter character where it is optimal to be an unarmed transmuter. Truly the option here is Human.

Or draconian, felid, or octopode.

Tuesday, 9th December 2014, 18:17

Forum: Crazy Yiuf's Corner

Topic: Crawlin' Wiki

Replies: 11

Views: 2928

Re: Crawlin' Wiki

Didn't Aule update the card page on the wiki? e: maybe that was just the decks? The decks and some of the cards. PF: All of this is true. Couldn't we just (ask players to) slowly migrate good content from chaos wiki to dev wiki, and rename the latter? It's a pity that wiki editing is so hard... com...

Tuesday, 9th December 2014, 17:42

Forum: Crazy Yiuf's Corner

Topic: I actually miss Makhleb corpse sacing

Replies: 23

Views: 5563

Re: I actually miss Makhleb corpse sacing

I think with Makhleb corpse sacrifice you just kind of did nondescript but presumably violent Stuff to it. "The goblin corpse disappears without a sign." "The orc corpse flares red and disappears." "The minotaur corpse flares blood-red and disappears." I am a little co...

Tuesday, 9th December 2014, 17:31

Forum: Crazy Yiuf's Corner

Topic: elegant quickness

Replies: 5

Views: 1436

Re: elegant quickness

And share it with a quickness you did!

Tuesday, 9th December 2014, 17:30

Forum: Crazy Yiuf's Corner

Topic: Crawlin' Wiki

Replies: 11

Views: 2928

Re: Crawlin' Wiki

I started at the wiki to learn a lot of the basics of the game, which it is very good for. It's also good for finding out what spells do, and seems to be the only way to find out what the hell the various cards do. The learndb has listings for the cards, but many of them are obsolete. Of course, so...

Tuesday, 9th December 2014, 17:25

Forum: Crazy Yiuf's Corner

Topic: elegant quickness

Replies: 5

Views: 1436

Re: elegant quickness

The second half of that sentence is reasonably true.

Tuesday, 9th December 2014, 02:55

Forum: Crazy Yiuf's Corner

Topic: I actually miss Makhleb corpse sacing

Replies: 23

Views: 5563

Re: I actually miss Makhleb corpse sacing

Insular Community wrote:No, no, the pretty colours is (used to be?) Nemelex. MAKHLEB make corbse BUR IN A COLUMN OF FLAMEEEEEEEEEEEEEEEE *FWHOOOOSCHHHHH****

actually, you're thinking of okawaru.

Tuesday, 9th December 2014, 02:54

Forum: Crazy Yiuf's Corner

Topic: crawl 0.16

Replies: 5

Views: 1710

Re: crawl 0.16

cigotuvi's embrace isn't ice magic

also I'm probably going to buff it sooner than later (not the duration thing tho)

Sunday, 7th December 2014, 21:56

Forum: Crazy Yiuf's Corner

Topic: Any way to disable screen flash?

Replies: 4

Views: 1385

Re: Any way to disable screen flash?

something involving the 'use_animations' rcfile option & the term 'hp' should fix the hp flashes

wretched star flashes involve the term 'monster'

Saturday, 6th December 2014, 16:28

Forum: Crazy Yiuf's Corner

Topic: Remember Me?

Replies: 67

Views: 20577

Re: Remember Me?

my favourite was "mummies have the worst MR in the game" In complete fairness, the difference between racial MR values is relatively subtle in-game, since the per-level difference is much, much smaller than the smallest value that's displayed. Even if you played mummies, you could easily ...
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