Search found 1051 matches

Thursday, 23rd October 2014, 16:33

Forum: Crazy Yiuf's Corner

Topic: Zot 5?

Replies: 18

Views: 4831

Re: Zot 5?

BobIsDead wrote:By the way, any idea what a "dorgi" was?

Image
except, a cyborg (?)

BobIsDead wrote:Also, I'm now sad that I'll never get to go fight with a robot in crawl.

never say never.

Thursday, 23rd October 2014, 16:25

Forum: Crazy Yiuf's Corner

Topic: redspells randart [Serious]

Replies: 7

Views: 2511

Re: redspells randart [Serious]

wheals wrote:poor felid

Thursday, 23rd October 2014, 05:11

Forum: Crazy Yiuf's Corner

Topic: redspells randart [Serious]

Replies: 7

Views: 2511

Re: redspells randart [Serious]

OK, implemented. It'll be in trunk tomorrow morning.

Thursday, 23rd October 2014, 04:38

Forum: Game Design Discussion

Topic: Shield reform

Replies: 53

Views: 16957

Re: Shield reform

Clarifications in advance: - In this plan, the penalties would be of the same type (-ev, -cast success, -attack speed, -uc attk spd) as at present; they’d just be reduced on a different schedule. - By analogy to armour, I’d place bucklers somewhere around, or slightly below, ring mail in penalty; no...

Thursday, 23rd October 2014, 04:37

Forum: Game Design Discussion

Topic: Shield reform

Replies: 53

Views: 16957

Shield reform

Currently, shields have hidden 'breakpoints' of skill at which their penalties are completely eliminated. This is bad, both because they're hidden (and vary by species, so even a spoilered player has to memorize & recall several different sets of numbers), but because they're hard breakpoints. I...

Wednesday, 22nd October 2014, 02:53

Forum: Crazy Yiuf's Corner

Topic: Zot 5?

Replies: 18

Views: 4831

Re: Zot 5?

if anyone was wondering, sgrunt kindly provided me the answer: the removed monster type was the 'dorgi'.

quokkas were actually removed at the same time, but came back. can't keep a good marsupial down...?

Wednesday, 22nd October 2014, 02:48

Forum: Crazy Yiuf's Corner

Topic: i`m going to identify these wands of magic dart

Replies: 18

Views: 4754

Re: i`m going to identify these wands of magic dart

actually, that last post wasn't true.

it was a lie.

sorry, all.

Wednesday, 22nd October 2014, 02:48

Forum: Crazy Yiuf's Corner

Topic: i`m going to identify these wands of magic dart

Replies: 18

Views: 4754

Re: i`m going to identify these wands of magic dart

twelwe wrote:i know thats why i just fucking HATE losing magic dart charges

one time I ran into a level with 2,727 giant spores and had to hoard every single magic dart I had to survive!!!!

Wednesday, 22nd October 2014, 00:48

Forum: Crazy Yiuf's Corner

Topic: i`m going to identify these wands of magic dart

Replies: 18

Views: 4754

Re: i`m going to identify these wands of magic dart

wands of magic dart are INSANELY good.

Tuesday, 21st October 2014, 17:38

Forum: Crazy Yiuf's Corner

Topic: Zot 5?

Replies: 18

Views: 4831

Re: Zot 5?

Toenail golems can also spawn on the orb run. As the wiki notes, Orbs of Fire have a strange history: In very ancient, pre-Stone Soup versions of Crawl, these monsters were instead called "Swords", in a reference to the Chronicles of an Age of Darkness by Hugh Cook. This explains the rathe...

Tuesday, 21st October 2014, 02:21

Forum: Game Design Discussion

Topic: Let allies move out of the way if they can't switch with you

Replies: 21

Views: 6255

Re: Let allies move out of the way if they can't switch with

duvessa wrote:I'll admit I haven't looked at most of the relevant code, but don't air elementals already work?

kind of. they 'submerge', like trapdoor spiders & eels. you might be able to hack that to make plants submerge when mushrooms walked into them, maybe.......?

Monday, 20th October 2014, 17:10

Forum: Game Design Discussion

Topic: Let allies move out of the way if they can't switch with you

Replies: 21

Views: 6255

Re: Let allies move out of the way if they can't switch with

I see no reason why wandering mushrooms shouldn't be able to pass through normal-sized plants. the reason is that it's a technical nightmare (fedhas passthrough for players is quite bad enough as is) I have no objection to Quazifugi and/or crate's suggestions, it's just a matter of someone implemen...

Monday, 20th October 2014, 03:56

Forum: Crazy Yiuf's Corner

Topic: A new record: streak of 23 by Tedronai

Replies: 29

Views: 7250

Re: A new record: streak of 23 by Tedronai

thread title is now dyslexically correct.

Sunday, 19th October 2014, 04:09

Forum: Crazy Yiuf's Corner

Topic: Small message issues

Replies: 12

Views: 2894

Re: Small message issues

Shrug off (verb)

to dismiss as of little importance
an administration that was willing to shrug off the problem

Sunday, 19th October 2014, 04:06

Forum: Crazy Yiuf's Corner

Topic: Level 9 Transmutation spell

Replies: 39

Views: 9271

Re: Level 9 Transmutation spell

nilsbloodaxe wrote:gammafunk was saying online the other day that they are moving towards eliminating Nemelex and cards. But they want to keep the interesting cards somehow. Maybe a spell.

gammafunk has wanted to remove nemelex for literally years. it is not going to happen

Wednesday, 15th October 2014, 15:38

Forum: Game Design Discussion

Topic: Spell hunger scale

Replies: 15

Views: 4111

Re: Spell hunger scale

elliptic proposed fudging the numbers to ease memorization, something like: 50, 100, 150, 250, 400, 550, 700, 850, 1000 Pushed these. Did some searching through the git in the process; turns out that the old hunger numbers date back to pre-Stone-Soup. Also turns out that crawl did (and does) suppor...

Wednesday, 15th October 2014, 15:29

Forum: Game Design Discussion

Topic: Spell hunger scale

Replies: 15

Views: 4111

Re: Spell hunger scale


In complete fairness, that quote is from a 15-year-old commit.

Crawl's code is still bad, but it's not quite that bad anymore.

Mostly.

Tuesday, 14th October 2014, 15:52

Forum: Game Design Discussion

Topic: Spell hunger scale

Replies: 15

Views: 4111

Re: Spell hunger scale

I don't know for sure one way or the other, but elliptic may have been more concerned about ease of remembering/re-typing these numbers for people working on the code, rather than players looking it up on learndb. It isn't a huge deal either way, but since it isn't a huge deal, why not go with nice...

Tuesday, 14th October 2014, 15:15

Forum: Crazy Yiuf's Corner

Topic: Hydra form!

Replies: 10

Views: 2971

Re: Hydra form!

http://s-z.org/neil/git/?p=crawl.git;a=blob_plain;f=crawl-ref/source/rltiles/gui/spells/transmutation/hydra_form.png;h=b274e6eaf57658d54a688ace3dc2a38a8a0da482;hb=b274e6eaf57658d54a688ace3dc2a38a8a0da482 What's this? Hydra Form is evolving... . .. ... http://s-z.org/neil/git/?p=crawl.git;a=blob_pla...

Sunday, 12th October 2014, 00:34

Forum: Game Design Discussion

Topic: Spell hunger scale

Replies: 15

Views: 4111

Re: Spell hunger scale

Casting a spell lowers your nutrition by an amount varying with the spell's level: (1) 50, (2) 95, (3) 160, (4) 250, (5) 350, (6) 550, (7) 700, (8) 860, (9) 1000. Here's a graph of current spell hunger: http://i.imgur.com/EqPBEeb.png Here's one of the change in spell hunger from the previous level:...

Friday, 10th October 2014, 00:24

Forum: Game Design Discussion

Topic: Rename cloak of darkness to cloak of invisibility

Replies: 8

Views: 2559

Re: Rename cloak of darkness to cloak of invisibility

XuaXua wrote:With the comments on the patch submission, you'd think that adding +Stealth would have been called for.

We talked about it, but the conclusion was that it would be stomping on the niche that "boots of stealth" already fill. One +slth aux armour ego is probably enough.

Wednesday, 8th October 2014, 18:18

Forum: Game Design Discussion

Topic: Lazy orbrun

Replies: 7

Views: 2144

Re: Lazy orbrun

GD0

Wednesday, 8th October 2014, 03:53

Forum: Game Design Discussion

Topic: Rename cloak of darkness to cloak of invisibility

Replies: 8

Views: 2559

Re: Rename cloak of darkness to cloak of invisibility

XuaXua wrote:Rename it, "developers", and then get rid of rings of invisibility like you did rings of regeneration. Tolkien be-damned.

Do you really want amulets of invisibility that much?

Wednesday, 8th October 2014, 01:13

Forum: Game Design Discussion

Topic: Make Black Draconian breath aimed

Replies: 17

Views: 4574

Re: Make Black Draconian breath aimed

duvessa wrote:Personally I think it's worse from a design perspective than other breath weapons because it duplicates a common item.

Is Disc of Storms really all that common?

Tuesday, 7th October 2014, 17:26

Forum: Crazy Yiuf's Corner

Topic: I'm done with DCSS

Replies: 48

Views: 11536

Re: I'm done with DCSS

XuaXua: the stylish non-wizard hat, handcrafted with skill, made of lovely lamb leather and ornate with a fantastic pheasant feather is gone. What's left? Ridiculous cone-shapped Harry Potter hats... It would have suit the Vampire Shark Robot perfectly... http://s-z.org/neil/git/?p=crawl.git;a=blob...

Monday, 6th October 2014, 22:13

Forum: Crazy Yiuf's Corner

Topic: I'm done with DCSS

Replies: 48

Views: 11536

Re: I'm done with DCSS

Sar wrote:The post that started this thread is hardly well-spirited. Not like I care, though. I just want a goddamn explanation.

I'm more curious about their time spent "undoing the damage you people are doing to this game", personally. Is skjarl a secret dev?

Friday, 3rd October 2014, 19:31

Forum: Game Design Discussion

Topic: Chunks: Rotting and Otherwise

Replies: 25

Views: 5891

Re: Chunks: Rotting and Otherwise

I'm ok with no chunks for eating anymore (as much as I will miss chopping up and eating raw elves) but what about the "flavor" chunks generated when an enemy is disintegrated? we actually discussed this; iirc the best suggestion was painting the floors with 'offal' or something along thos...

Friday, 3rd October 2014, 19:30

Forum: Crazy Yiuf's Corner

Topic: Hall of Blades on Trunk

Replies: 4

Views: 1669

Re: Hall of Blades on Trunk

Did you mean to post this in CYC?

Friday, 3rd October 2014, 17:24

Forum: Game Design Discussion

Topic: "cursed" items

Replies: 5

Views: 2023

Re: "cursed" items

Much like other roguelike traditions (e.g. the ID game), it's much more relevant at the start of the game, where you can easily get stuck with a cursed amulet of inaccuracy or -3 spear for several floors if you're reckless in equipping items. Later on it's not very relevant for most non-Ash characte...

Friday, 3rd October 2014, 17:22

Forum: Game Design Discussion

Topic: Chunks: Rotting and Otherwise

Replies: 25

Views: 5891

Re: Chunks: Rotting and Otherwise

Enemies drop meat rations and jerkies instead of chunks, so kobolds are just fine. Or do I misunderstand? That's currently how the chunkless branch works, but consensus was that 'enemies dropping permafood' was a failure; probably, if chunkless is revived, it will go back to the initial "highe...

Friday, 3rd October 2014, 01:29

Forum: Game Design Discussion

Topic: Chunks: Rotting and Otherwise

Replies: 25

Views: 5891

Re: Chunks: Rotting and Otherwise

Meat rations are not being removed, so I don't see why it would need addressing in the first place. Going from "can eat everything, always engorged" to "can only eat a minority of food items, like spriggan but only with more uncommon food types and without the slow metabolism" i...

Thursday, 2nd October 2014, 23:44

Forum: Crazy Yiuf's Corner

Topic: Orb of Cold

Replies: 19

Views: 4771

Re: Orb of Cold

nicolae wrote:Because it's not a "real" monster, it's an orb of fire redefined with vault syntax to have a new name and spell list, so it just inherits the base properties (like resists) of the monster it's based off of.

yep. you'll notice it also only has rc+

Thursday, 2nd October 2014, 18:17

Forum: Crazy Yiuf's Corner

Topic: Orb of Cold

Replies: 19

Views: 4771

Re: Orb of Cold

It's not. I think one of the Sprints has a vault-defined orb of ice. Yep! orb of ice (*) | Spd: 15 | HD: 30 | HP: 150 | AC/EV: 20/20 | non-living, see invisible, lev, !sil, vault | Res: magic(immune), hellfire, fire+++, cold, elec+++, poison+++, rot+++, neg+++, torm, napalm | XP: 9612 | Sp: glaciat...

Thursday, 2nd October 2014, 18:14

Forum: Game Design Discussion

Topic: Why doesn't confusion redirect stair movement?

Replies: 2

Views: 1191

Re: Why doesn't confusion redirect stair movement?

There's a chance of stumbling on the stairs and going nowhere, iirc.

Thursday, 2nd October 2014, 12:33

Forum: Game Design Discussion

Topic: Wizlab probability?

Replies: 8

Views: 2789

Re: Wizlab probability?

IIRC, the last time I looked into this, the numbers were about one in three, for games that got far enough for wizlabs to spawn.

Wednesday, 1st October 2014, 23:23

Forum: Game Design Discussion

Topic: Proposal:Alternative dragon armour buffs

Replies: 39

Views: 9251

Re: Proposal:Alternative dragon armour buffs

I think that would be good, FDA and IDA are practically unusable for most characters, because RF++ does not make up for RC-, so now I need to give up 2 slots to get to RC+. It's rare that that's even possible, let alone worthwhile, and the armor itself isn't even that great (8ac, 11 evp certainly i...

Wednesday, 1st October 2014, 15:24

Forum: Game Design Discussion

Topic: Chunks: Rotting and Otherwise

Replies: 25

Views: 5891

Re: Chunks: Rotting and Otherwise

Similarly, is there no way the chunk inventory spaces could be consolidated? Is a malleable stack of inventory junk a crawl taboo? Eg one stack of chunks where the 'decomposed' chunks are removed automatically from that stack. I've been working on this on and off, but it's actually quite technicall...

Tuesday, 30th September 2014, 13:26

Forum: Crazy Yiuf's Corner

Topic: Now on CSZO, play as Cerebov

Replies: 10

Views: 3136

Re: Now on CSZO, play as Cerebov

instead of ignoring, I'm going to laugh

best possible bug #9000

Monday, 29th September 2014, 22:57

Forum: Game Design Discussion

Topic: Why no more auto-memorized starting spells?

Replies: 11

Views: 2902

Re: Why no more auto-memorized starting spells?

Aule wrote:How do commits get committed? Someone just makes the change and that's that?

fucked up, but true.

Monday, 29th September 2014, 22:57

Forum: Game Design Discussion

Topic: Why no more auto-memorized starting spells?

Replies: 11

Views: 2902

Re: Why no more auto-memorized starting spells?

Once upon a time a certain wandering fungus that meleed the code a bit too much when refactoring (cleaning it up), and the code became confused. I fixed the bug in the commit you linked, and when the server rebuilds this evening (midnight for cszo, and I think the same for cao), the problem will go...

Monday, 29th September 2014, 21:19

Forum: Crazy Yiuf's Corner

Topic: Why can't formicids wear 2 pairs of gloves?

Replies: 24

Views: 7032

Re: Why can't formicids wear 2 pairs of gloves?

Sar wrote:just reword their description to "two strong arms already", I mean COME ON

then rename them to 'mountain dwarves'

Sunday, 28th September 2014, 17:01

Forum: Game Design Discussion

Topic: Demigods and their stats

Replies: 68

Views: 24492

Re: Demigods and their stats

Pushed some variant of the stat control. Undecided about sustab; might add that later, might not.

Friday, 26th September 2014, 17:31

Forum: Game Design Discussion

Topic: Buff Sif a little

Replies: 81

Views: 23770

Re: Buff Sif a little

It's a god encouraging you doing something that the god doesn't want you to do. trog encourages you to eat corpses so that you can berserk, but that means you can't sacrifice them to get piety! what's the deal with that? the invo thing is a tradeoff, just like every other non-spellcasting skill inv...

Friday, 26th September 2014, 15:15

Forum: Game Design Discussion

Topic: Autoautofight

Replies: 4

Views: 1728

Re: Autoautofight

imho skip the intervening steps and go straight to parabolic

parabolic[1/1]: Lua bot that autoplays HOBe, returning control to a human pilot when it is scared of something. Written by elliptic and elliott. Piloted to a 32-minute win by elliptic.

Friday, 26th September 2014, 15:10

Forum: Game Design Discussion

Topic: Remove blowguns

Replies: 17

Views: 4270

Re: Remove blowguns

What other brand do blowguns get, besides evasion? The only one I can think of is chaos (through Xom's direct intervention), and that doesn't actually do anything, sadly.

Friday, 26th September 2014, 15:02

Forum: Game Design Discussion

Topic: Buff Sif a little

Replies: 81

Views: 23770

Re: Buff Sif a little

Siegurt wrote:Actually, what I would *really* like for Sif, is if invocations counted as a "spellcasting skill" for the purpose of gaining sif piety...

That seems neither intuitive, nor flavorful, nor particularly necessary for balance. It's a tradeoff, just like all skill investments.

Wednesday, 24th September 2014, 18:11

Forum: Game Design Discussion

Topic: Misc evokables

Replies: 14

Views: 3844

Re: Misc evokables

Crate makes some very good points. I agree that the current situation is... poor, from a design perspective, in terms of the item shuffling it encourages - I've noticed it myself, in my own games. but I'm not fond of the idea of allowing evocable stacking, either. some limited use system, per (c), m...

Wednesday, 24th September 2014, 05:43

Forum: Game Design Discussion

Topic: Buff Sif a little

Replies: 81

Views: 23770

Re: Buff Sif a little

Crawl already has a nasty habit of throwing too many abilities at the player - potions, scrolls, wands, spells, god abilities, mutation abilities, species abilities, evocable equipment, elemental evocables, moving, firing, and probably some others that I'm not thinking of off the top of my head. Pas...

Monday, 22nd September 2014, 16:57

Forum: Game Design Discussion

Topic: Proposal: Redesigns to Torment, Hellfire and Caster AI

Replies: 62

Views: 16981

Re: Proposal: Redesigns to Torment, Hellfire and Caster AI

This is not *much* different than the current implementation of acid (a temporary debuff on AC) however I think just adding more reasons to have rCorr in the extended game wouldn't be very interesting (It just makes other amulet choices less viable) I would like there to be some reason to have rcor...
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