Search found 35 matches

Sunday, 26th March 2017, 12:37

Forum: Crazy Yiuf's Corner

Topic: Yiuf's Home for Lost and Forgotten Species

Replies: 48

Views: 45853

Re: Yiuf's Home for Lost and Forgotten Species

edit: can anyone read japanese? I found a link to yiufcrawl on "shitaraba.net". I'm a bit curious what they have to say! 528: 名@無@し :2017/03/04(土) 14:43:02 ID:9BUhtzyQ So this is supposed to be a version where you can play old species https://crawl.develz.org/tavern/viewtopic.php?f=17&...

Friday, 13th January 2017, 22:07

Forum: Game Design Discussion

Topic: Dynamic Monsters branch

Replies: 48

Views: 20556

Re: Dynamic Monsters branch

If you want to really reduce the importance of luring as a strategy, you have to go for a purely linear game with no upstairs, or you have to make bailing on a floor be of some consequence. There is no other way. This would be a sufficient condition, but I am not at all sure that this is necessary....

Wednesday, 17th June 2015, 22:03

Forum: Game Design Discussion

Topic: Salamander stormcallers

Replies: 61

Views: 15004

Re: Salamander stormcallers

It might not be a good thing for stormcallers in particular, but I think the idea of an enemy that encourages* you to position yourself such that other enemies get hit by collateral damage is interesting. Having a pet orb spider follow you around and help you kill emperor scorpions is fun. if this ...

Wednesday, 17th June 2015, 07:24

Forum: Game Design Discussion

Topic: Salamander stormcallers

Replies: 61

Views: 15004

Re: Salamander stormcallers

It might not be a good thing for stormcallers in particular, but I think the idea of an enemy that encourages* you to position yourself such that other enemies get hit by collateral damage is interesting. Having a pet orb spider follow you around and help you kill emperor scorpions is fun. * assumin...

Monday, 15th June 2015, 03:40

Forum: Game Design Discussion

Topic: rework "escape recommended" monster

Replies: 9

Views: 2350

Re: rework "escape recommended" monster

I think it would be nice if each unique were associated with a handful of fixedarts and were guaranteed to drop one of them on kill. Roxanne, Gastronok, and Yiuf kind of have this already, as onget pointed out, and there are a few other examples as well, like Cerebov. Consistent loot tables would ma...

Saturday, 13th June 2015, 03:27

Forum: Game Design Discussion

Topic: Does channeling have to cause hunger?

Replies: 21

Views: 4608

Re: Does channeling have to cause hunger?

Changing it from hunger to HP doesn't seem like the worst idea, but I've always found this set of mechanics a little confusing. First, Crawl has pretty limited MP, to the point that most of the ~casters~ I've played have to either 5 or sif channel on top of enemy corpses after every fight. In addit...

Tuesday, 12th May 2015, 05:49

Forum: Game Design Discussion

Topic: Felid Innate Proposal: God Wandering

Replies: 25

Views: 12381

Re: Felid Innate Proposal: God Wandering

edgefigaro wrote:Ru doesn't have wrath anyway. Maintaining piety doesn't sense thematically.

I was talking about the case of maintaining piety when switching to Ru, and if it were determined to be a good idea for gameplay I'm sure one of the creative people here could come up with a flavorful justification.

Tuesday, 12th May 2015, 05:25

Forum: Game Design Discussion

Topic: Felid Innate Proposal: God Wandering

Replies: 25

Views: 12381

Re: Felid Innate Proposal: God Wandering

Would being forced to abandon your current god upon death but skipping wrath and retaining x% of your piety total for the next god you worshiped be overpowered for all exciting values of x? There are corner cases where it wouldn't work at all (* -> Ru) but it could be interesting combined with -Fait...

Saturday, 2nd May 2015, 07:07

Forum: Crazy Yiuf's Corner

Topic: Myrva the Melodious

Replies: 16

Views: 3857

Re: Myrva the Melodious

FR: casting Death's Door at max piety makes you yell the chorus to Crawling

Friday, 1st May 2015, 17:08

Forum: Game Design Discussion

Topic: Increase experience of nasty special ability monsters

Replies: 8

Views: 2312

Re: Increase experience of nasty special ability monsters

* Hardcode all the XPs, using the current XP values as a starting point, adjusting as needed. Some people may dislike having 'magic numbers' for all the monster XPs - but I will point out that monsters *already have* a magic number associated with XP anyway. This just allows the devs finer control....

Thursday, 30th April 2015, 09:06

Forum: Game Design Discussion

Topic: SquareLOS experimental branch on CBRO

Replies: 81

Views: 23611

Re: SquareLOS experimental branch on CBRO

It is true that there are values between 2 and 2.8 that you could choose for the range of reaching weapons that would allow the degenerate case where the orthogonal movement would let you get an extra hit in, but that's neither here nor there. On the contrary, it's exactly what happens if reaching ...

Thursday, 30th April 2015, 08:14

Forum: Game Design Discussion

Topic: SquareLOS experimental branch on CBRO

Replies: 81

Views: 23611

Re: SquareLOS experimental branch on CBRO

The example of entering melee range with the yaktaur is weirder at first glance, but it makes sense when you consider that "melee range" is really 1.4 (since you can attack diagonally), and you're trying to reach the nearest point on the circle of radius 1.4 around the target from a few d...

Thursday, 30th April 2015, 07:14

Forum: Game Design Discussion

Topic: SquareLOS experimental branch on CBRO

Replies: 81

Views: 23611

Re: SquareLOS experimental branch on CBRO

This doesn't actually fix any of the problems with Crawl geometry. Because Crawl takes place on a grid, you cannot have Euclidean geometry in Crawl. Period. Consistent geometries possible on a 2D grid include Chebyshev and Taxicab geometry. Crawl currently attempts Chebyshev in some places (movemen...

Wednesday, 29th April 2015, 04:27

Forum: Game Design Discussion

Topic: SquareLOS experimental branch on CBRO

Replies: 81

Views: 23611

Re: SquareLOS experimental branch on CBRO

I much prefer circular LoS and always thought the 1.41 movement cost on diagonals change was better, but it seems like everybody else loves squarelos, so...

Sunday, 19th April 2015, 05:30

Forum: Crazy Yiuf's Corner

Topic: hp bars

Replies: 11

Views: 2950

Re: Display average HP as bar

I -should- have underwater crawl up within a week or so unless I end up polishing on a post-compo version of this LD project. I hope you are not joking, it would be interesting to try it. I hope it displays average HP as bar :) back. (Don't think I'm going to finish LD on time; I underestimated how...

Tuesday, 31st March 2015, 07:23

Forum: Game Design Discussion

Topic: Display reduced EV when constricted

Replies: 10

Views: 2810

Re: Display reduced EV when constricted

Reducing EV during ordinarily uninterruptible actions seems like a very bad idea from a discoverability perspective given that the only opportunities to display the reduced EV to the player would be during a --more-- message and upon death (which is actually just a special case of --more--).

Friday, 20th February 2015, 08:11

Forum: Game Design Discussion

Topic: Changes to make Crawl harder

Replies: 146

Views: 46127

Re: Changes to make Crawl harder

kroki wrote:
duvessa wrote:(currently you can avoid them by keeping track of which squares have been stepped on).


i dont think anyone ever did this

I have done it before while picking my way through a part of Lair that had a bunch of shafts near some scrolls or something that I wanted

Wednesday, 18th February 2015, 03:27

Forum: Game Design Discussion

Topic: Meele damage is way too random

Replies: 152

Views: 39528

Re: Meele damage is way too random

it looks like monsters with weapons sum three dice (1d(weapon damage) + 1d(slaying) + 1d(monster damage)), thus conveniently making extreme damage rolls less likely for e.g. ogres. Well if we're to out from this, then this is how things look: Graph 1 is a player with 27 str(/dex), 16 skill and 14 f...

Tuesday, 10th February 2015, 02:33

Forum: Game Design Discussion

Topic: Interface improvement Proposal: See AC/EV when wearing

Replies: 17

Views: 4178

Re: Interface improvement Proposal: See AC/EV when wearing

I get what you are saying, Siegurt, but as a counterpoint: It intrudes on my game play that, for instance, when I want to know how a "dazzling ring mail" for sale in a shop for 320 g would affect my spell failure rates (in the unlikely event that it is actually good, after I burn an ?iden...

Monday, 9th February 2015, 08:46

Forum: Game Design Discussion

Topic: Interface improvement Proposal: See AC/EV when wearing

Replies: 17

Views: 4178

Re: Interface improvement Proposal: See AC/EV when wearing

What about showing spell failure rate changes as well? Maybe the best way to show all this info would be to have a key like ? that you can press from the W or P menu to enable preview mode for that equip action. Choosing an item then gives you the usual prompts ("Remove which ring?" etc.)...

Thursday, 5th February 2015, 05:56

Forum: Dungeon Crawling Advice

Topic: When gifting, does Okawaru consider Heroism enhancement?

Replies: 10

Views: 3499

Re: When gifting, does Okawaru consider Heroism enhancement?

celem wrote: But the first armour gift isnt too far behind and they are separate timers I think so it doesnt bother me much.

They are not, but the timer before you can receive your next gift is much lower if you received ammo last.

Wednesday, 4th February 2015, 04:20

Forum: Dungeon Crawling Advice

Topic: When gifting, does Okawaru consider Heroism enhancement?

Replies: 10

Views: 3499

Re: When gifting, does Okawaru consider Heroism enhancement?

It appears that acquire.cc uses player::skills, the vector of "actual" skill values. The Heroism bonus is applied when player::skill(...) is called. So I think you experienced a coincidence.

e: For completeness: The entry point from religion.cc also uses real skills exclusively.

Tuesday, 3rd February 2015, 09:05

Forum: Game Design Discussion

Topic: Weapon handedness and size

Replies: 20

Views: 6401

Re: Weapon handedness and size

duvessa wrote:The result of the str/dex calculation is allowed to be negative.

This is technically true but you have to have very very low strength in practice.

edit: Less than 9 at weight 10, to be clear. At 1 str you lose 7 base damage off a GSC on average, which leaves it with a respectable 15 still.

Tuesday, 3rd February 2015, 08:48

Forum: Game Design Discussion

Topic: Weapon handedness and size

Replies: 20

Views: 6401

Re: Weapon handedness and size

So I worked through a couple examples with OgBe and SpBe. I hope I did all the arithmetic right. A GSC's effective base damage at XL27 is 32 for OgBe and 23 for SpBe. A double sword's effective base damage at XL27 is 20 for OgBe and 17 for SpBe. In other words, even though a SpBe gets +2 to the doub...

Tuesday, 3rd February 2015, 06:33

Forum: Game Design Discussion

Topic: Weapon handedness and size

Replies: 20

Views: 6401

Re: Weapon handedness and size

All weapons except quickblades have damage that depends more on strength than dex. For quickblades it is equal. Right. My point is that if I remember correctly, the damage contributed by that portion of the formula ends up varying so little that it is not even worth considering when evaluating a we...

Tuesday, 3rd February 2015, 06:20

Forum: Game Design Discussion

Topic: Weapon handedness and size

Replies: 20

Views: 6401

Re: Weapon handedness and size

You could also accomplish the effect of making larger weapons bad for even characters of smaller races with tons of XP to spare by changing the str/dex weighting portion of the damage formula. Then smaller races would not generally want to wield the largest weapons because they would get more DPS ou...

Friday, 30th January 2015, 23:12

Forum: Crazy Yiuf's Corner

Topic: bloaxcrawl or whatever

Replies: 40

Views: 22897

Re: bloaxcrawl or whatever

Bloax, is there a reason you chose not to give AC rolls the same 3dX/3 treatment? Mostly because I know people really like the spiky combat of crawl for whatever reason, and I don't really mind it as much as I mind these other things. I see. I asked because the AC roll was always my personal top ta...

Friday, 30th January 2015, 14:41

Forum: Crazy Yiuf's Corner

Topic: winrates and "winscumming"

Replies: 38

Views: 15065

Re: bloaxcrawl or whatever

you guys are really stretching the "or whatever" in the thread title about as far as it should go so if you're not done discussing competitive epistemology or whatever can you please take it to another thread, preferably by moving the posts already in this one

Friday, 30th January 2015, 11:39

Forum: Crazy Yiuf's Corner

Topic: bloaxcrawl or whatever

Replies: 40

Views: 22897

Re: bloaxcrawl or whatever

Bloax, is there a reason you chose not to give AC rolls the same 3dX/3 treatment?

Tuesday, 27th January 2015, 06:42

Forum: Game Design Discussion

Topic: God Proposal: The Union

Replies: 12

Views: 4052

Re: God Proposal: The Union

My first thought was that maybe the god should be called "the Legion" or "the Multitude" because "the Union" just makes me think you gain piety by going around getting better pay and working conditions for the orcs down in the Mines. When I saw the title I honestly tho...

Friday, 23rd January 2015, 08:45

Forum: Game Design Discussion

Topic: Proposal: Set text range of Portal distance to vault edge

Replies: 17

Views: 4306

Re: Proposal: Set text range of Portal distance to vault edg

I think the most frustrating thing is to read ?mapping and then realize that a portion of the vault is clearly visible at the edge of LOS from where you came down the stairs. :oops: I'd support a change to identify the rough direction of the portal, since I think the "take it or leave it" ...

Thursday, 22nd January 2015, 08:13

Forum: Game Design Discussion

Topic: Elyvilon Reform

Replies: 62

Views: 20236

Re: Elyvilon Reform

If you fail to pacify the creature, it becomes immune to further pacification. ("<foo> refuses to follow the path of peace," and gets an "unpacifiable" tag that appears in its description, or some such.) That's illogical. Pacification is not something forced upon the target agai...

Thursday, 22nd January 2015, 03:54

Forum: Game Design Discussion

Topic: Proposal: Only generate one (non-slime) S branch per game

Replies: 40

Views: 13301

Re: Proposal: Only generate one (non-slime) S branch per gam

To clarify, I'm suggesting that cutting more dead levels is preferable to eliminating a major midgame choice. I frequently do choose Shoals first over Snake or Spider, depending on my current character. I also frequently change my mind partway through one of the S branches when I get an unfavorable...

Wednesday, 21st January 2015, 01:23

Forum: Game Design Discussion

Topic: Proposal: Only generate one (non-slime) S branch per game

Replies: 40

Views: 13301

Re: Proposal: Only generate one (non-slime) S branch per gam

Either they are the same difficulty, in which case the decision doesn't matter, or the player chooses the easier of the two. um, yes, that seems to cover everything how do you propose you make such a decision interesting? you don't just go to difficult places in crawl when you can go to easy ones I...

Friday, 16th January 2015, 08:44

Forum: Game Design Discussion

Topic: swords

Replies: 56

Views: 15391

Re: swords

Someone upthread mentioned a parry mechanic. To not-so-subtly borrow an idea from another game, what if long blades had a parry/riposte ability that disarmed? Basically, on every attack received the player would have a chance based on dex and weapon skill (and maybe HD to avoid trivializing some mel...

Return to advanced search

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.