Search found 247 matches

Today, 07:02

Forum: Game Design Discussion

Topic: Demonspawn incompatibilities

Replies: 10

Views: 288

Re: Demonspawn incompatibilities

I've discovered that the most effective way to play demonspawn, It's a single player game, so play how you like, but this is contra to the roguelike ethos of crawl, would be considered cheating by online players, and is absolutely not at all supported behavior that we're gonna design around . This ...

Saturday, 4th December 2021, 09:02

Forum: Game Design Discussion

Topic: Demonspawn incompatibilities

Replies: 10

Views: 288

Re: Demonspawn incompatibilities

as the choice of quitting and starting a new character that doesn't have the conflict is always the superior choice to continuing the gimped character, which is both and no-brainer and grindy I'm pretty sure quitting does the opposite of achieve the goal of winning. We do make certain concessions t...

Friday, 26th November 2021, 10:13

Forum: Game Design Discussion

Topic: Offhand focus

Replies: 5

Views: 373

Re: Offhand focus

Note that los reduction returned in the scarf of shadows that was added in charms reform (without the rest of the lantern of shadows). I have a similar idea in my brainstorming notes. The point of comparison for ego strength should be something like scarves. Ideally the ego list on these trinkets wi...

Monday, 18th October 2021, 23:23

Forum: Game Design Discussion

Topic: Octopodes should be able to use scarves

Replies: 11

Views: 1064

Re: Octopodes should be able to use scarves

Scarves are absorbent and would fatally dry out an octopode through their semi porous skin. Hats, with less material and leather bands don’t share this flaw.

Monday, 18th October 2021, 23:21

Forum: Game Design Discussion

Topic: Can we just show attack delay?

Replies: 3

Views: 458

Re: Can we just show attack delay?

Very reasonable, in the mean time your current attack delay is shown (in numbers) by pressing @

Sunday, 26th September 2021, 21:15

Forum: Game Design Discussion

Topic: Hell Reform (Experimental Playable)

Replies: 18

Views: 1959

Re: Hell Reform (Experimental Playable)

This seems like a pretty unproductive series of speculative theory crafting posts, since, as Nebu pointed out, their playtests were based on an earlier iteration of the effects, and not the subsequent tuning. Much more useful would be things like Majang's post-tune play testing report from other pla...

Wednesday, 22nd September 2021, 22:21

Forum: Game Design Discussion

Topic: Hell Reform (Experimental Playable)

Replies: 18

Views: 1959

Re: Hell Reform (Experimental Playable)

The hell effects have been tuned based on feedback. Good to see they're landing closer to the mark now.

Sunday, 12th September 2021, 08:15

Forum: Game Design Discussion

Topic: The current state of summoning

Replies: 13

Views: 1378

Re: The current state of summoning

Proposing a solution requires a clear problem and problem statement, which you’ve yet to provide.

BVC is shorthand for Borgjnor’s Vile Clutch, the L5 earth/necro zombie hands spell that has beam targeting and ignores friendlies. It seems like you’re confusing it with revivification.

Friday, 10th September 2021, 17:03

Forum: Game Design Discussion

Topic: The current state of summoning

Replies: 13

Views: 1378

Re: The current state of summoning

This post really belongs in DCA. I can’t say for sure without a morgue, but from your narrative it seems like a poorly built character being poorly piloted: ⋅  god swap from Gozag (gold distraction does work on ally kills, plus potion petition) to Makh (whose heal on kill has never worked ...

Wednesday, 1st September 2021, 06:32

Forum: Game Design Discussion

Topic: Hell Reform (Experimental Playable)

Replies: 18

Views: 1959

Re: Hell Reform (Experimental Playable)

This is now live in trunk!

Saturday, 28th August 2021, 11:51

Forum: Game Design Discussion

Topic: Hell Reform (Experimental Playable)

Replies: 18

Views: 1959

Hell Reform (Experimental Playable)

Welcome friends. As part of the 0.28 cycle I have an experimental branch to overhaul the Hells. Click the link for all the details , here's the quick executive summary: ⋅  each subbranch has its own branch wide "hell effect" that is always on ⋅  timed hell effects only ...

Tuesday, 17th August 2021, 07:08

Forum: Dungeon Crawling Advice

Topic: Chei and Speed

Replies: 2

Views: 403

Re: Chei and Speed

This is a bug in the warning code that I've pushed a fix for.

Chei would still punish you for swinging the speed brand.

Saturday, 31st July 2021, 23:08

Forum: Crazy Yiuf's Corner

Topic: NOT select jewelry?

Replies: 2

Views: 440

Re: NOT select jewelry?

In the drop menu, press
  Code:
\
before selecting an item to drop, this will drop and turn off Autopickup.

Friday, 7th May 2021, 16:34

Forum: Crazy Yiuf's Corner

Topic: hello this is fork discussion

Replies: 8

Views: 1502

Re: hello this is fork discussion

I for one look forward to the imminent dckrawl release.

Friday, 19th March 2021, 21:34

Forum: Game Design Discussion

Topic: New Ashenzari redesign

Replies: 27

Views: 4849

Re: New Ashenzari redesign

Saturday, 27th February 2021, 14:47

Forum: Dungeon Crawling Advice

Topic: What happens if I add another manual? [Trunk]

Replies: 1

Views: 831

Re: What happens if I add another manual? [Trunk]

It's additive, you can expect to get the full set of charges from both.

Saturday, 27th February 2021, 14:46

Forum: Game Design Discussion

Topic: New Ashenzari redesign

Replies: 27

Views: 4849

Re: New Ashenzari redesign

When talking about trunk it's best to include a version string from your game and the server you're playing on, since things tend to change rapidly. For example, earlier today I increased the curse rate to speed piety gain, but we have no way of knowing if your feedback is based on the old speed (wh...

Sunday, 31st January 2021, 08:37

Forum: Dungeon Crawling Advice

Topic: lua questions

Replies: 3

Views: 1110

Re: lua questions

Re 1: autofight is written entirely in lua and can be found in the file autofight.lua in the crawl source tree

Re 2: Hmm, I'm not sure; SOLID vis SOLID_SEE: two bushes block los, one is transparent but blocks lof. Maybe look in automagic.lua or the new targeting hooks?

Wednesday, 27th January 2021, 11:25

Forum: The Dart Board

Topic: 0.26 Crawl Combo Guide Contest

Replies: 1

Views: 5181

Re: 0.26 Crawl Combo Guide Contest

Competition cancelled because the form was spammed with slurs and harassment and I can't be bothered to wade through filth for this. Sorry everyone.

Wednesday, 27th January 2021, 11:24

Forum: The Dart Board

Topic: 0.26 Tournament Rules Feedback

Replies: 1

Views: 5644

0.26 Tournament Rules Feedback

Hi everyone, the 0.26 tournament has ended, you can read a write up of the results here . Thanks everyone for playing. This thread is for feedback on the still evolving rules as well as the webpage. Known issues that we'll try to fix (time permitting) before the next tournament: ⋅  Display...

Sunday, 10th January 2021, 07:03

Forum: Game Design Discussion

Topic: Add LUA functions for spell/ability success

Replies: 6

Views: 1086

Re: Add LUA functions for spell/ability success

doc.dcss.io has been updated, enjoy!

And thanks for the suggestion, I'll add something to that effect. Happy hacking.

Friday, 8th January 2021, 09:58

Forum: Game Design Discussion

Topic: Add LUA functions for spell/ability success

Replies: 6

Views: 1086

Re: Add LUA functions for spell/ability success

I went and looked into the ldoc issue again and it turns out it was not any kind of versioning incompatibility. ldoc is just very brittle and will crash with useless error messages when certain things are missing. As of latest trunk (0.27-a0-62-g2af701fde4) and 0.26-b1-60 if you run `make api` it wi...

Thursday, 31st December 2020, 14:47

Forum: The Dart Board

Topic: 0.26 Crawl Combo Guide Contest

Replies: 1

Views: 5181

0.26 Crawl Combo Guide Contest

Hello everyone. Terribly sorry I didn't get it together to organize a CSDC for 0.25, Corona times are strange times indeed. As a consolation I'm organizing a different kind of contest. A guide writing contest for guides in the style of elliptic's SpEn guide . To enter, submit your guides on the Very...

Thursday, 19th November 2020, 21:03

Forum: Game Design Discussion

Topic: shafted into a transporter vault

Replies: 6

Views: 1046

Re: shafted into a transporter vault

Runed door vaults are not no_tele_into with the exception of ghost vaults. They're fair game for shafts and teleports, and give these features some extra surprise potential. Enjoy!

Thursday, 13th August 2020, 21:46

Forum: Game Design Discussion

Topic: Staff of energy

Replies: 19

Views: 2868

Re: Staff of energy

Friday, 24th July 2020, 02:55

Forum: Game Design Discussion

Topic: XP given by popcorn monsters

Replies: 19

Views: 4354

Re: XP given by popcorn monsters

I would be interested in consulting the spreadsheets you produce.

Saturday, 4th July 2020, 17:02

Forum: The Dart Board

Topic: 0.25 Tournament Rules Feedback

Replies: 5

Views: 9126

0.25 Tournament Rules Feedback

Hi everyone, I hope you enjoyed the 0.25 tournament. Thank you all for your input, bug spotting, &c. on the tournament rules overhaul. I want to open a space to collect feedback on how the rules played, as well as share some changes I think are a good idea going forward. ⋅  Use a sum i...

Friday, 12th June 2020, 17:35

Forum: The Dart Board

Topic: Draft new tournament rules

Replies: 28

Views: 12347

Re: Draft new tournament rules

It is still the average, not the sum.

Hepliaklqana wrath prevents you from gaining XP for the duration. A cheese strat that's ruled out by this rule is to abandon hep for the wrath and stick with usk for actual play.

Tuesday, 26th May 2020, 05:26

Forum: Game Design Discussion

Topic: Simplify the damage formula

Replies: 39

Views: 7264

Re: Simplify the damage formula

I’ll start this with: part of the reason why the combat formulas don’t see a lot of change is that in the dev team we like the current playfeel of the formulas that were ad hoc matched to behave similar to linley’s ad hoc formulas long ago when crawl was much more opaque with numbers. A consequence ...

Wednesday, 13th May 2020, 17:26

Forum: The Dart Board

Topic: Draft new tournament rules

Replies: 28

Views: 12347

Re: Draft new tournament rules

I've updated the draft again, thank you for the feedback regarding typos and wording clarity. It now consistently uses "score" for points and "rank" for ordering. As for what the harmonic mean is, these draft rules are a design doc and not the final webpage; they include a link t...

Tuesday, 5th May 2020, 03:30

Forum: The Dart Board

Topic: Draft new tournament rules

Replies: 28

Views: 12347

Re: Draft new tournament rules

By "nothing's really changed since then" I was referring to tournaments that have happened so far . Oobviously your proposed rules change things quite a bit, and for the better, but they're for a future tournament that hasn't happened yet! Sorry for the ambiguity of that. It appears I too...

Monday, 4th May 2020, 20:05

Forum: The Dart Board

Topic: Draft new tournament rules

Replies: 28

Views: 12347

Re: Draft new tournament rules

First Win: Makhleb will also rank those speed demons who are the first to win a game in the tournament. This category is ranked by the finish time of a player's first win in the tournament. First All Rune Win: This category is ranked by the finish time of a player's first all rune win in the tourna...

Monday, 4th May 2020, 14:13

Forum: The Dart Board

Topic: Draft new tournament rules

Replies: 28

Views: 12347

Draft new tournament rules

Hi everyone, in preparing for the 0.25 tournament we're looking at overhauling the tournament scoring system. I would appreciate both general impressions and specific feedback on the point values in the "banner score" section.

The current draft is available here.

Saturday, 18th April 2020, 06:05

Forum: Game Design Discussion

Topic: Miscast Simplification

Replies: 33

Views: 6293

Re: Miscast Simplification

Thanks for the play-testing feedback. For now I'm keeping nameless horrors durably summoned, but I've halved their HP and lowered their AC. I've also toned down miscast effects across the board, and improved status light coloring: grey failure only displays if no damage is possible. If the possible ...

Monday, 13th April 2020, 00:35

Forum: Game Design Discussion

Topic: Miscast Simplification

Replies: 33

Views: 6293

Re: Miscast Simplification

Well this thread went way off topic very fast. Most commentators read neither the pr nor the wiki page. (Thanks to tealizard, petercordia, and duvessa; gold stars for actually reading). In terms of the wrath effects being more severe than the miscasts they're replacing: yes, good. These effects are ...

Monday, 6th April 2020, 03:41

Forum: Game Design Discussion

Topic: Miscast Simplification

Replies: 33

Views: 6293

Miscast Simplification

The current spell miscast system is... an adventure. It is at times flavorful and amusing, but it is so opaque that most players go with the option of "miscast as little as possible", while some players who have read the flowchart spoilers are more cavalier. As a part of my ongoing magic r...

Saturday, 15th February 2020, 13:47

Forum: Game Design Discussion

Topic: Rework the ancient champion spellbook

Replies: 3

Views: 1113

Re: Rework the ancient champion spellbook

Send us some PRs you coward we know you know how to write them.

Saturday, 1st February 2020, 03:13

Forum: Game Design Discussion

Topic: Give Trolls +2 Maces & Flails Aptitude

Replies: 42

Views: 6733

Re: Give Trolls +2 Maces & Flails Aptitude

For what it's worth, ebering's math in the PR comment is wrong because it equivocates weapon base damage to unarmed base damage, which is only accurate when weapon skill is 0. Yes, I left out the skill modifier to damage for weapons that unarmed doesn't get; I also left out the impact of enchantmen...

Friday, 31st January 2020, 20:46

Forum: Game Design Discussion

Topic: Give Trolls +2 Maces & Flails Aptitude

Replies: 42

Views: 6733

Re: Give Trolls +2 Maces & Flails Aptitude

Aaand closed. Have to say I disagree with the response (you can't just gloss over the fact that shields are a thing, specially for Tr and Og) and that it doesn't really seem consistent with Crawls own philosophy You said yourself earlier in the thread that your goal wasn't to make big sticks optima...

Friday, 31st January 2020, 20:25

Forum: Game Design Discussion

Topic: Give Trolls +2 Maces & Flails Aptitude

Replies: 42

Views: 6733

Re: Give Trolls +2 Maces & Flails Aptitude

Can you stop derailing threads with lesswrong sloganism mixed with (willful?) misrepresentation of devteam positions. Regen was not removed because it was like Trog's hand. Regen was removed for the combination of reasons presented in the commit message taken together as a single conjunct. The desig...

Friday, 31st January 2020, 12:39

Forum: The Dart Board

Topic: 0.24 Crawl Sudden Death Challenges

Replies: 2

Views: 2575

Re: 0.24 Crawl Sudden Death Challenges

The Challenges have commenced!

Click over to the website for week 1.

Tuesday, 14th January 2020, 21:58

Forum: The Dart Board

Topic: 0.24 Crawl Sudden Death Challenges

Replies: 2

Views: 2575

0.24 Crawl Sudden Death Challenges

Welcome Friends, a new installment of the crawl sudden death challenges will be starting soon. The format returns, this time in a five week series, running from 31 January to 6 March. Sign-ups are now open, and will close 7 February. Details can be found on the homepage . There will again be cool pl...

Saturday, 7th December 2019, 01:02

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 24507

Re: Positional Attack Magic Implementation [Now Playable]

This thread was doing so well sticking to playtesting feedback. Maybe we can get back to it. I’m especially grateful to Sydney for translating cwz feedback. The issue with cflame and slow has been fixed. Foxfire was literally designed with the expressed purpose of being bad in corridors; that FE as ...

Tuesday, 3rd December 2019, 13:59

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 24507

Re: Positional Attack Magic Implementation [Now Playable]

Now that it's in trunk Mantis is a fine place for reports.

Monday, 2nd December 2019, 06:21

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 24507

Re: Positional Attack Magic Implementation [Now Playable]

Update: The branch has been merged into master. Continued feedback for tweaks &c. is of course still welcome. Thank you all for the feedback in the development of this.

Sunday, 1st December 2019, 19:32

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 24507

Re: Positional Attack Magic Implementation [Now Playable]

It turns out allowing monsters to swap with foxfire and having foxfire attack on this swap were of equal technical difficulty, and that difficulty was lower than I initially expected. Monsters will now walk in to foxfire (taking the hit) to try to get closer to the player, so it no longer can be use...

Friday, 22nd November 2019, 03:53

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 24507

Re: Positional Attack Magic Implementation [Now Playable]

Thanks for the report, I've pushed a fix.

The issue with the targeter is known, there are some similar issues with other friendly checks in the new spells; the right solution is a bit involved code-wise so it will be a little bit.

Monday, 18th November 2019, 23:42

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 24507

Re: Positional Attack Magic Implementation

sdynet: Thank you for sharing this around with the Korean community! The feedback is very helpful.

One clarification question. I think this is a language barrier issue. By decrease in convenience do you mean "decrease in when you can cast a spell without moving" or something else?

Monday, 18th November 2019, 23:40

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 24507

Re: Positional Attack Magic Implementation

tealizard: Re chasing the technical demons in crawl code. There are a lot of branches with good ideas in the main repo that died when they hit a technical wall; I'm trying to avoid the trap many of my foredevs fell into. The best I can say is "we'll see".

Monday, 18th November 2019, 23:27

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 24507

Re: Positional Attack Magic Implementation

TheMeInTeam: You often write long posts arguing for some position, but just about every time I read one you've taken some strange definition or a "problem" that applies to all of crawl specialized to a spell to argue against it. In the case of conjure flame: using it requires understanding...
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