Search found 966 matches

Wednesday, 3rd June 2020, 05:30

Forum: The Dart Board

Topic: Draft new tournament rules

Replies: 16

Views: 1371

Re: Draft new tournament rules

Yes, that page is the real thing, although it's still being worked on. Your overall point score is an average of all categories, including categories you scored 0 in. I'll update that sentence in the rules to be clearer. What made you discount it being the average? Some of the display maths is possi...

Tuesday, 26th May 2020, 23:45

Forum: Game Design Discussion

Topic: Simplify the damage formula

Replies: 39

Views: 3164

Re: Simplify the damage formula

I'm not sure I agree with the idea that current playfeel is tightly connected with the specific details of the current damage distributions. For all we know, the playfeel would be identical to replacing all these formula with much simpler formula which more-or-less match the mean and stddev. "M...

Tuesday, 26th May 2020, 07:00

Forum: Game Design Discussion

Topic: Simplify the damage formula

Replies: 39

Views: 3164

Re: Simplify the damage formula

The third central moment is the measure of the lopsidedness of the distribution; any symmetric distribution will have a third central moment, if defined, of zero. The normalised third central moment is called the skewness, often γ. A distribution that is skewed to the left (the tail of the distribu...

Tuesday, 19th May 2020, 22:07

Forum: Game Design Discussion

Topic: Make Kobolds the nightstalker species

Replies: 6

Views: 533

Re: Make Kobolds the nightstalker species

I'm assuming this thread is in response to the pull request proposing the same, which seems like it will get some dev attention after 0.25 comes out:
https://github.com/crawl/crawl/pull/1329

Friday, 8th May 2020, 23:00

Forum: YASD! YAVP! and characters in progress too

Topic: [Bloat] YAVP: PrPh of Ash (3 runes)

Replies: 4

Views: 534

Re: [Bloat] YAVP: PrPh of Ash (3 runes)

Yes, your size is determined by your max health. Which means things like losing mutations or going berserk can affect your size. That autoexplore bug sounds like an issue with very large players being able to walk in deep water, but autoexplore not knowing. Bloatcrawl 2 is basically finished, so don...

Friday, 8th May 2020, 00:56

Forum: YASD! YAVP! and characters in progress too

Topic: [Bloat] YAVP: PrPh of Ash (3 runes)

Replies: 4

Views: 534

Re: [Bloat] YAVP: PrPh of Ash (3 runes)

Congrats! Actually, there is one final size to grow to beyond very large...

I think I fixed that shield unequip bug in trunk, but nobody has updated the windows offline builds yet.

Friday, 1st May 2020, 01:54

Forum: Game Design Discussion

Topic: Issue: Flying and Shafts

Replies: 7

Views: 667

Re: Issue: Flying and Shafts

Shafts affect flying players because there are cheap non-permanent ways to fly and it would be optimal to keep re-activating flight with these tools if they didn't.

The only remaining tool here is the ring of flight -- maybe it would be easier if the ring made you fly permanently while worn.

Friday, 17th April 2020, 06:00

Forum: Crazy Yiuf's Corner

Topic: Yet Another Crawl Variant: Stoat Soup

Replies: 15

Views: 2529

Re: Yet Another Crawl Variant: Stoat Soup

Does this mean optimal vampire play is to always be as close to engorged, but not quite engorged, as possible?

Friday, 17th April 2020, 05:56

Forum: Game Design Discussion

Topic: Combine Scroll of Noise and Fan of Gales

Replies: 7

Views: 626

Re: Combine Scroll of Noise and Fan of Gales

I think it's a little reductive to say the only reason fan of gales was removed is "inventory management". I also think you are giving a false choice when saying there are only "two possibilities" (remove all inventory management vs accept all inventory management). A third optio...

Wednesday, 8th April 2020, 22:32

Forum: Game Design Discussion

Topic: merfolk avoiding shallow water

Replies: 14

Views: 1189

Re: merfolk avoiding shallow water

Remove merfolk boots slot!

Tuesday, 7th April 2020, 23:48

Forum: Game Design Discussion

Topic: Miscast Simplification

Replies: 33

Views: 2538

Re: Miscast Simplification

What's wrong with that?

Wednesday, 25th March 2020, 20:13

Forum: Crazy Yiuf's Corner

Topic: Boutique vs Emporium : What’s the Difference?

Replies: 4

Views: 876

Re: Boutique vs Emporium : What’s the Difference?

I'm wondering if it's more optimal to generate Gozag call shops at the deepest possible absdepth?

It used to be, but now gozag merchant quality scales with XL

Tuesday, 10th March 2020, 23:41

Forum: Crazy Yiuf's Corner

Topic: Vampire/dream sheep bug?

Replies: 6

Views: 1259

Re: Vampire/dream sheep bug?

Dream dust's messaging is ambiguous as to how the dust works. But both "visual effect" and "inhalation" work with the messages. In crawl-lore, the dust could have two methods of working.

Re: [Bloat] YAVP: RaRo of Kiku (3 runes, my first Bloat vict

Air horn uses the sonic wave spell, which basically damages everything in LoS and makes an extremely loud noise. The damage is a little mediocre, probably.

Tuesday, 3rd March 2020, 08:01

Forum: Game Design Discussion

Topic: Proposal: Alternative hydra head-chopping mechanic

Replies: 11

Views: 943

Re: Proposal: Alternative hydra head-chopping mechanic

Here's an alternate proposal: any non-fire >0 damage attack against a hydra causes a head to grow. Fire attacks cause a head to be removed.

Monday, 24th February 2020, 02:41

Forum: Game Design Discussion

Topic: Name 10-aut units, or do away with them and just count auts

Replies: 21

Views: 1903

Re: Name 10-aut units, or do away with them and just count a

How about:

  Code:
This weapon's attacks take 13 TU at 0 skill.
Its fastest attack speed (6) is reached at skill level 14.
At your current skill level (7.9), attacks take 8-9 TU.

Tuesday, 11th February 2020, 21:56

Forum: Game Design Discussion

Topic: drop last picked up or unequipped item with D

Replies: 6

Views: 602

Re: drop last picked up or unequipped item with D

How does this change the current behaviour?

Tuesday, 11th February 2020, 21:43

Forum: Game Design Discussion

Topic: Simplification of felid extra-lives mechanics

Replies: 19

Views: 1338

Re: Simplification of felid extra-lives mechanics

Dying multiple times in quick succession is really unfun from a player perspective, so I think any system integrating NoRevive is good.

Monday, 10th February 2020, 22:46

Forum: Dungeon Crawling Advice

Topic: Corrupting Pulse length?

Replies: 2

Views: 712

Re: Corrupting Pulse length?

It's like deterioration. They clear with xp gained

Friday, 7th February 2020, 04:50

Forum: Game Design Discussion

Topic: Simplification of felid extra-lives mechanics

Replies: 19

Views: 1338

Re: Simplification of felid extra-lives mechanics

I like this idea. 1. Players should have a clear idea of how much time they need to spend in NoRevive state. (Presumably it would last 1k-10k+ turns.) Here's one idea: when you die, your progress to the next XL is set to 0%. You need to gain an XL to lose the NoRevive status. a. This would be a vari...

Friday, 7th February 2020, 02:52

Forum: Game Design Discussion

Topic: Spiketaur

Replies: 9

Views: 713

Re: Spiketaur

Monster AI is a little more convoluted than that. In the case of a monster with spells (and no items), the monster will first decide if it's casting a spell, and if so which spell. It will continue to normal AI if it decides not to cast a spell or if the spell it picked to cast is invalid (eg fireba...

Wednesday, 5th February 2020, 02:45

Forum: Game Design Discussion

Topic: Give Trolls +2 Maces & Flails Aptitude

Replies: 42

Views: 2970

Re: Give Trolls +2 Maces & Flails Aptitude

To be honest, I'm not sure if you're suggesting shields are either mandatory or never used. About 75% of winning games have shields skill >15.0, which is not really either of those extremes.

Friday, 31st January 2020, 23:32

Forum: Game Design Discussion

Topic: Give Trolls +2 Maces & Flails Aptitude

Replies: 42

Views: 2970

Re: Give Trolls +2 Maces & Flails Aptitude

TheMeInTeam wrote:One of which is to avoid no-brainer decisions, which OP presented troll UC to be. Is that in dispute?

You should read the PR, in particular ebering's reply, which does dispute this.

Friday, 31st January 2020, 22:46

Forum: Game Design Discussion

Topic: Why is Corona so bad?

Replies: 5

Views: 736

Re: Why is Corona so bad?

Another suggestion: corona could make it impossible to miss the affected actor

Tuesday, 28th January 2020, 08:04

Forum: Crazy Yiuf's Corner

Topic: Bloatcrawl 2

Replies: 27

Views: 3137

Re: Bloatcrawl 2

As a general announcement, I don't think Hellmonk or myself are planning to keep Bloatcrawl up to date or fix the various little bugs identified over the past couple of weeks. If anyone else submits pull requests to merge in upstream trunk or fix bugs I'll happily accept them though.

Thursday, 16th January 2020, 05:11

Forum: Game Design Discussion

Topic: Necromancy school suggestion: -MaxHP costs

Replies: 12

Views: 974

Re: Necromancy school suggestion: -MaxHP costs

Idea: remove the MP cost of necro spells, so they only cost whatever this new resource is. It would make them much more powerful (you could always cast Borg's), but much simpler UX

Wednesday, 15th January 2020, 00:05

Forum: Game Design Discussion

Topic: Necromancy school suggestion: -MaxHP costs

Replies: 12

Views: 974

Re: Necromancy school suggestion: -MaxHP costs

I submitted a PR that proposed re-adding regeneration with an extra rot cost, but it was knocked back. However, this seems like a broader and possibly more interesting change. Having two different forms of rot seems really confusing, so I agree you would have to unify them. Most rot sources now coul...

Sunday, 12th January 2020, 22:52

Forum: Game Design Discussion

Topic: Diversify thrown vs slings

Replies: 11

Views: 917

Re: Diversify thrown vs slings

Don't use the targeter. Do this instead: whenever you move, the weapon attacks the nearest monster in that direction. Instead of a standing throw, just allow melee attacks with the weapon. So if you have javelins quivered and you step east in this situation: @....o -- you will automatically throw a...

Thursday, 9th January 2020, 22:07

Forum: Crazy Yiuf's Corner

Topic: Remove Vanilla Orcs Beyond D:9

Replies: 9

Views: 956

Re: Remove Vanilla Orcs Beyond D:9

Yes. It would be an easy pull request to change the minimum place depth from 13 to 9 (in mon-pick-data.h).

Wednesday, 8th January 2020, 04:54

Forum: Game Design Discussion

Topic: Slime creature change

Replies: 8

Views: 754

Re: Slime creature change

You could use LoS to prevent slimes from attacking you. Not sure if that's a good or bad thing.

Tuesday, 7th January 2020, 22:31

Forum: Crazy Yiuf's Corner

Topic: DCSS is unrealistic

Replies: 24

Views: 3333

Re: DCSS is unrealistic

5. Assuming each turn lasts several seconds (5 for convenience), the average 3-rune winning game of 70k turns would take the character around four days to complete. In this time they do not sleep and eat around fifty rations.

Tuesday, 7th January 2020, 00:28

Forum: Crazy Yiuf's Corner

Topic: Do Gnolls have souls?

Replies: 5

Views: 855

Re: Do Gnolls have souls?

Yes, Gnolls have souls. All species do, except Nagas and Humans.

Thursday, 2nd January 2020, 23:07

Forum: Game Design Discussion

Topic: rethinking layouts

Replies: 12

Views: 980

Re: rethinking layouts

I think you're right there is a vocabulary problem. Maybe the way forward is to create a layout you think illustrates good design, and contrast parts of it with an existing layout you think has problems. I've personally found this thread a little abstract. Your example with the "loops layout&qu...

Thursday, 2nd January 2020, 09:49

Forum: Crazy Yiuf's Corner

Topic: Bloatcrawl 2

Replies: 27

Views: 3137

Re: Bloatcrawl 2

Whoops, I built the 2.1 macOS binary as console, not tiles. Here's Bloatcrawl 2.2 with working builds: https://github.com/Hellmonk/bloatcrawl2/releases/tag/2.2.0 Changes Reduce piety for Zodach sacrificing love Improve messaging for Kitsun'e charm Add ghost undead type for Silent Spectre and Mirror ...

Wednesday, 1st January 2020, 22:50

Forum: Crazy Yiuf's Corner

Topic: Bloatcrawl 2

Replies: 27

Views: 3137

Re: Bloatcrawl 2

Bloatcrawl 2.1 is out, with offline builds for Windows & OSX: https://github.com/Hellmonk/bloatcrawl2/releases/tag/2.1.0 Changes Let tiny species wear robes Buff Bunyip Bug fixes Don't equip Fencer's Gloves at game start for Fencers who are too small (eg Protean) Fix rune lock game modifier sele...

Tuesday, 31st December 2019, 21:46

Forum: Crazy Yiuf's Corner

Topic: Bloatcrawl 2

Replies: 27

Views: 3137

Re: Bloatcrawl 2

CKO only updates forks once a day, so you'll have to wait a day :-(

Tuesday, 31st December 2019, 20:13

Forum: Crazy Yiuf's Corner

Topic: Bloatcrawl 2

Replies: 27

Views: 3137

Re: Bloatcrawl 2

macOS tiles version: https://crawl.project357.org/static/bloatcrawl2-macos-tiles.zip The shapeshifter bug has been fixed, and the macOS Tiles build has been updated. The new build is version 0.25-a0-601-g772be7b9e1. If you are still having problems with this build (or you saw the problem on CPO/CKO)...

Friday, 27th December 2019, 12:01

Forum: Technical Support

Topic: How to turn pregen off?

Replies: 10

Views: 673

Re: How to turn pregen off?

Incremental is the new default. It generates the dungeon in a fixed order, but only as many floors as are needed. False generates only the requested floor, so the order of floors generated is not constant. For example if you are on D1 and shafted to d4, incremental prevent would generate d2, D3 and ...

Thursday, 26th December 2019, 06:42

Forum: Game Design Discussion

Topic: New Race Idea: Lizardfolk

Replies: 1

Views: 475

Re: New Race Idea: Lizardfolk

For new species, the bar is pretty high. More important than lore, new species need to fit into gameplay niches that aren't covered by the existing game, or add new mechanics. See Vine Stalker and Octopode for "recent" examples of this. Viewed in this light, your proposal doesn't add much ...

Wednesday, 25th December 2019, 01:48

Forum: The Dart Board

Topic: Dungeon Crawl Secret Santa 2019

Replies: 10

Views: 1774

Re: Dungeon Crawl Secret Santa 2019

Before I forget, I wanted to mention a few people: * ebering, for graciously postponing his own tournament plans so that DCSSSSAT might run unopposed * kitchen_ace, MainiacJoe, miscthings, and mopl, for coming through with amazing backup challenges at short notice All of your work was above and beyo...

Wednesday, 25th December 2019, 01:41

Forum: The Dart Board

Topic: Dungeon Crawl Secret Santa 2019

Replies: 10

Views: 1774

Re: Dungeon Crawl Secret Santa 2019

All presents have been delivered! Contact me ASAP if yours is lost in the mail.

Wednesday, 18th December 2019, 09:06

Forum: The Dart Board

Topic: Dungeon Crawl Secret Santa 2019

Replies: 10

Views: 1774

Re: Dungeon Crawl Secret Santa 2019 - Signup Thread

Initial matches have gone out.

Tuesday, 17th December 2019, 23:41

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 6013

Re: Update stair logic (nerf stair dancing)

(My apologies to chequers for the derailment.)

You've apologised twice but you aren't really sorry. Or you would have stopped. You have filled this thread with garbage and I no longer enjoy reading my own topic.

Sunday, 15th December 2019, 22:05

Forum: The Dart Board

Topic: Dungeon Crawl Secret Santa 2019

Replies: 10

Views: 1774

Re: Dungeon Crawl Secret Santa 2019 - Signup Thread

  Code:
  .-""-.
 /,..___\
() {_____}
  (/-@-@-\)
  {`-=^=-'}
  {  `-'  }
   {     }
    `---'


Bump. Two days remaining to sign up.

Thursday, 12th December 2019, 00:02

Forum: Game Design Discussion

Topic: anti-luring feature: statues

Replies: 17

Views: 1531

Re: anti-luring feature: statues

Could these statues cause the player to get blocked? For example, you are being chased by a goblin and back into a 1-wide corridor. A statue also activates while you are kiting and follows the goblin into the corridor. You kill the goblin and the statue deactivates, blocking the corridor.

Wednesday, 11th December 2019, 02:48

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 6013

Re: Update stair logic (nerf stair dancing)

This conceives the problem a bit narrowly. You would still have the luring problem, but there are things you could do to deal with that too. I'd rather focus on stair dancing, rather than the broader concept of luring. I think stair dancing is much easier to tackle (relatively speaking!!) because t...

Wednesday, 11th December 2019, 02:44

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 6013

Re: Update stair logic (nerf stair dancing)

Remove upstairs, transition the Dungeon to a linear branching layout. This is definitely a solution to stair dancing and several other problems, but I think breaks too much else in DCSS to be a realistic candidate for vanilla. You would have to rework so many other systems, like shops, dungeon stru...

Wednesday, 11th December 2019, 01:53

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 6013

Update stair logic (nerf stair dancing)

The purpose of this thread is to talk about how to nerf stair dancing. Talking about if stair dancing should be nerfed is off topic for the thread. What bad effects does stair dancing have? 1. It's a no brainer mechanic that crowds out other mechanics because it's so effective. 1a. Parts of the game...

Monday, 9th December 2019, 19:12

Forum: Suggestions & Criticism

Topic: Feature removal ?

Replies: 6

Views: 3077

Re: Feature removal ?

If you don't like this feature, don't use it. The ability for people to ignore posts by someone they don't like is a fundamental feature of internet forums, from mailing lists to Facebook.
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