Search found 675 matches

Monday, 13th September 2021, 00:42

Forum: Dungeon Crawling Advice

Topic: Weapon types and demonic aura

Replies: 1

Views: 266

Re: Weapon types and demonic aura

For melee attacks it's strictly related to damage dealt. Crawl sets a blood amount equal to the damage dealt, then it's doubled if you have any level of ignite blood mutation. Then with an amount/20 chance, blood is applied to the square. If blood is applied then there's a mutlevel in 3 chance to se...

Wednesday, 25th August 2021, 00:54

Forum: Dungeon Crawling Advice

Topic: How Jiyva stat shuffling works

Replies: 2

Views: 436

How Jiyva stat shuffling works

As long as you are following Jiyva and not under penance, there is a chance your stats will get shuffled every 100-300 aut. If a piety / 4 in 200 chance and a 1 in 4 chance both pass, Jiyva will try to shuffle your stats. The way Jiyva decides how to shuffle these stats is pretty complicated, so her...

Saturday, 5th June 2021, 03:53

Forum: Dungeon Crawling Advice

Topic: Definitive explanation of gozag gold distraction

Replies: 1

Views: 1638

Definitive explanation of gozag bribe branch

By popular request, here's how bribe branch works: When you try to bribe a branch, crawl will check to see if you're on the branch entrance of a bribable branch or if you're in a bribable branch and will prompt for both, in that order. Bribable branches are D, Orc, Elf, Snake, Shoals, Crypt, Tomb, D...

Friday, 4th June 2021, 02:43

Forum: Dungeon Crawling Advice

Topic: Definitive explanation of gozag gold distraction

Replies: 1

Views: 1638

Definitive explanation of gozag gold distraction

Here is how Gozag gold distraction works as of 0.27 trunk. There's some math in this post but you can skip to the end if you just want the highlights. First, here are some things that do not matter for gold distraction: ⋅ Amount of gold you are carrying ⋅ Anything to do with numb...

Wednesday, 12th May 2021, 02:02

Forum: Game Design Discussion

Topic: Monster attack change, early Dungeon difficulty

Replies: 9

Views: 1271

Re: Monster attack change, early Dungeon difficulty

Several early game monsters got their base damage nerfed to help compensate for this somewhat, though weapon-using monster damage is still buffed overall. Ogres swing slowly again (but you can see their swing speed in xv now, because it's intrinsic to the monster rather than a property of their weap...

Thursday, 6th May 2021, 23:57

Forum: Crazy Yiuf's Corner

Topic: hello this is fork discussion

Replies: 8

Views: 1470

Re: hello this is fork discussion

hellcrawl is missing because you gotta save the best for last also how does one remove the ridiculous uncapped spellpower from circus animals to truly enjoy the best fork You'd have to reintroduce stepdown_spellpower (in spl-cast) and spell_power_cap (in spl-util) and then define spellpower caps fo...

Friday, 30th April 2021, 22:23

Forum: Game Design Discussion

Topic: Identify !flight in Sewer

Replies: 7

Views: 1172

Re: Identify !flight in Sewer

I have a pr open that does this for every vault where it's likely to be a problem (mostly sewer, ossuary, bailey), but there's a counterproposal to better randomize the loot in these areas so as to not further enervate the id game. Likely to remain in limbo for a while, though it definitely should b...

Sunday, 7th March 2021, 03:59

Forum: Dungeon Crawling Advice

Topic: Can someone explain the 'magic link' mutation to me?

Replies: 10

Views: 1425

Re: Can someone explain the 'magic link' mutation to me?

Mana Link gives you a 100 - (current mp / max mp)% chance to regenerate 1 mp instead of regenerating 1 hp each time you'd regenerate 1 hp. So at 30% of max mp you'd have a 70% chance for any point of hp regen to become a point of mp regen instead, at 50% max mp you'd have a 50% chance etc. Each poin...

Sunday, 21st February 2021, 22:03

Forum: Game Design Discussion

Topic: LRD on door frames

Replies: 4

Views: 1039

Re: LRD on door frames

Also of note, LRD always destroyed doors back when it was capable of destroying walls, and destroying a door or wall tile increased LRD damage at that time. Since that doesn't happen anymore, there's no reason to default target doors. In the most general case, you want to target the tile next to the...

Sunday, 14th February 2021, 03:24

Forum: Crazy Yiuf's Corner

Topic: DCSS is not a very good roguelike.

Replies: 15

Views: 2628

Re: DCSS is not a very good roguelike.

I actually do think, unironically, that the game should track banner achievements (outside of tournament time) and maybe some other challenge conditions/conducts and display those. It's cool to have things like that to aim for, imo. Whether and/or how you put those into an offline release is another...

Sunday, 14th February 2021, 03:20

Forum: Game Design Discussion

Topic: New EV function gameplay feedback/discussion

Replies: 33

Views: 4231

Re: New EV function gameplay feedback/discussion

Def want to continue to monitor this. Might be possible to just nerf size factor in some way, otherwise some kind of constantly diminishing return on dex seems reasonable, as long as there's no breakpoint involved.

Monday, 8th February 2021, 18:21

Forum: Crazy Yiuf's Corner

Topic: EV stepdown got removed!

Replies: 8

Views: 1539

Re: EV stepdown got removed!

balanced

Monday, 8th February 2021, 18:13

Forum: Game Design Discussion

Topic: Gozag Gold Gifts

Replies: 7

Views: 1218

Re: Gozag Gold Gifts

Gold distraction did indeed originally work based on gold piles in line of sight but this was changed (in 0.17) to simply use a player duration that is set when the player kills a monster, regardless of gold piles onscreen. It was changed precisely to avoid the behavior Majang describes - you were e...

Saturday, 23rd January 2021, 03:17

Forum: Game Design Discussion

Topic: Rings of Stealth

Replies: 15

Views: 2187

Re: Rings of Stealth

Support option 2. Option 1 is not competitive with current amulet selection. I see no need to rework stealth apts, tho I think you could plausibly argue that stealth skill modifier should be higher and most backgrounds should lose starting stealth. Crawl will always have ring swapping as long as rin...

Friday, 22nd January 2021, 05:14

Forum: Game Design Discussion

Topic: bring back djinn

Replies: 4

Views: 1503

Re: bring back djinn

The problem with the central djinn gimmick was trying to collapse hp and mp into one pool that had to have a patchwork of special cases to cover various things that interacted with mp and would for whatever reason interact badly if that mp was also directly hp and losing all of it would kill you. It...

Friday, 15th January 2021, 22:35

Forum: Game Design Discussion

Topic: Remove launcher ammo

Replies: 15

Views: 2798

Re: Remove launcher ammo

My personal preference is either to remove ammo and do a compensatory numbers nerf to launchers (ie make them range 7 melee) or automulch and do a compensatory numbers nerf to launchers. Ammo retrieval is pretty annoying to me, but having to manual fire around deep water and lure stuff out of it is ...

Sunday, 3rd January 2021, 04:32

Forum: Game Design Discussion

Topic: evasion soft cap

Replies: 10

Views: 1566

Re: evasion soft cap

Lots of ways you could do it. Dropping apts, increasing armor penalty to evasion, making the benefit of the non-stepdowned portion of dex lower. Depending on how you do it some characters get a little better and some get a little worse but game balance overall shouldnt be too affected. I'm fine with...

Saturday, 2nd January 2021, 04:07

Forum: Game Design Discussion

Topic: Delver chat

Replies: 17

Views: 3319

Re: Delver chat

To be honest I'm not convinced that delver is less reliably winnable than chaos knight so if we are removing backgrounds for being luck hard then we should get rid of that one first.

Saturday, 2nd January 2021, 04:05

Forum: Game Design Discussion

Topic: Long term trend discussion: Stealth nerfs

Replies: 20

Views: 7469

Re: Long term trend discussion: Stealth nerfs

Playing "pure" conjuration is significantly easier than playing "pure" stabber though. Anyway, stealth in crawl becomes much more useful when the player doesn't have easy access to stairs for 90% of the game.

Saturday, 2nd January 2021, 04:02

Forum: Game Design Discussion

Topic: Converting the Delver background in a new at-start option

Replies: 10

Views: 1384

Re: Converting the Delver background in a new at-start optio

Starting at temple without delver items is significantly worse than starting with delver items unless the piety boost is substantial (which is monk's gimmick, basically).

Saturday, 2nd January 2021, 03:59

Forum: Game Design Discussion

Topic: evasion soft cap

Replies: 10

Views: 1566

Re: evasion soft cap

Disagree with spriggans not being good, agree with removing both the ev stepdown and the dex stepdown, rebalancing as necessary, for game clarity reasons.

Saturday, 2nd January 2021, 03:50

Forum: Crazy Yiuf's Corner

Topic: DCSS is not a very good roguelike.

Replies: 15

Views: 2628

Re: DCSS is not a very good roguelike.

Add cheevos to dungeon crawl 0.27

Monday, 24th August 2020, 15:07

Forum: Crazy Yiuf's Corner

Topic: what happened to tavern

Replies: 36

Views: 6474

Re: what happened to tavern

all the cool kids shitpost on discord

Friday, 21st August 2020, 23:54

Forum: Crazy Yiuf's Corner

Topic: Where is my controlled blink?

Replies: 6

Views: 1892

Re: Where is my controlled blink?

Not gonna lie, I kind of disagree with cblink removal. While it's certainly true that it duplicated a consumable and had a very powerful effect, I think the 'predictability' of the spell was mostly upside, in that it was immediately obvious what the spell did and how it worked, something that cannot...

Monday, 10th August 2020, 15:39

Forum: Game Design Discussion

Topic: Staff of energy

Replies: 19

Views: 2824

Re: Staff of energy

2 mp/turn isn't that far off for staff of energy - that would be the mean value if evoking never failed (a successful evoke channels 1d3 mp). Mp regen provides 0.25 mp per turn, which is significantly less. But staff of energy is really two effects; it's a large stack of mp regen amulets when out of...

Sunday, 9th August 2020, 21:50

Forum: Game Design Discussion

Topic: Staff of energy

Replies: 19

Views: 2824

Re: Staff of energy

if evoking the staff gives average mp equal to your natural mp regen rate, it's still faster to swap and evoke when below half mp, I think you misread the OP. He said to drain mp when the staff is unequipped . You're right. That does prevent rest swapping, more or less. Still not a fan of the item....

Sunday, 9th August 2020, 15:51

Forum: Game Design Discussion

Topic: Staff of energy

Replies: 19

Views: 2824

Re: Staff of energy

This item should probably be removed, tbh. Note that b) doesn't solve the swap-to-rest behavior entirely; if evoking the staff gives average mp equal to your natural mp regen rate, it's still faster to swap and evoke when below half mp, for example. You'd have to use some sort of attunement effect l...

Monday, 3rd August 2020, 21:53

Forum: Dungeon Crawling Advice

Topic: The difficulty spike from exploring to getting runes

Replies: 57

Views: 9250

Re: The difficulty spike from exploring to getting runes

Spider does not require rPois. There are zero sources of poison damage in spider that aren't either an attack flavor or from a unique in the branch. Poison attack flavors require the monster to be in melee range of you, hit you, beat your AC roll, and beat a one_chance_in(3) roll to do anything at a...

Saturday, 18th July 2020, 23:15

Forum: Dungeon Crawling Advice

Topic: dispersal trap blocking treasure

Replies: 9

Views: 1488

Re: dispersal trap blocking treasure

If there's a monster that can open doors on the other side of the door, you could try shouting/reading ?noise/alarm trapping yourself to get it to open the door from the other side.

This is pretty bad trap behavior and should be removed, for sure.

Wednesday, 15th July 2020, 01:35

Forum: Game Design Discussion

Topic: Delver chat

Replies: 17

Views: 3319

Re: Delver chat

Have had decent success (8/11 runs with random species delvers getting back to dungeon exit) so far. Seems very important to avoid fighting as much as possible until you find good shit, whether that be a god or floor loot, that lets you kill something worth hella xp. One run that was a stack of pois...

Sunday, 12th July 2020, 04:35

Forum: Game Design Discussion

Topic: Clock Brainstorming Thread

Replies: 55

Views: 149331

Clock Brainstorming Thread

Food has been removed from trunk with no replacement clock added. Any character without a piety decay god can therefore scum nigh-indefinitely; the only remaining clock is the 200 million turn game ending clock. Needless to say, the gameplay involved in doing that is pretty bad. So ITT let's discuss...

Sunday, 12th July 2020, 01:50

Forum: Game Design Discussion

Topic: Proposal for an upper bound on turns taken: Zot Specters

Replies: 11

Views: 1692

Re: Proposal for an upper bound on turns taken: Zot Specters

I don't think a per-level clock works well unless you restructure the dungeon to eliminate backtracking or make the clock so generous as to be toothless. Otherwise you end up in awkward situations where the clock appears to punish players for actions unrelated to scumming, or in the worst case could...

Sunday, 5th July 2020, 19:06

Forum: Game Design Discussion

Topic: Early D monster spawn changes

Replies: 7

Views: 1587

Re: Early D monster spawn changes

The new monsters replace crimson imp weight, so total popcorn is at worst unchanged in their spawn range. Would love to see a more thorough overhaul of spawn tables though.

Monday, 29th June 2020, 22:05

Forum: Dungeon Crawling Advice

Topic: Dithmenos and Invocations

Replies: 3

Views: 999

Re: Dithmenos and Invocations

Invocations with dithmenos reduces the failure rate on shadow step and shadow form and increases the duration of shadow form, that's it. Shadow mimic chance depends only on piety and damage depends on the weapon/spell being mimicked and your experience level. Not a huge priority to get more invo onc...

Tuesday, 16th June 2020, 03:39

Forum: Game Design Discussion

Topic: Adjust the number of balls

Replies: 3

Views: 1033

Adjust the number of balls

Conjure ball lightning tries to create min(5, 2 + pow / 100 + random2(pow / 50 + 1)) ball lightnings. As duvessa noted in the 0.20 spell guide, this formula produces very distinct breakpoints in the number of balls, and therefore in the spell's damage. This is undesirable and doesn't make a lot of s...

Sunday, 24th May 2020, 16:12

Forum: Game Design Discussion

Topic: Proposal: Barrel of Monkeys

Replies: 3

Views: 1245

Re: Proposal: Barrel of Monkeys

While I am not in favor of adding this item, I can't imagine that using it to get more damage out of a level 8 spell is a serious balance concern.

Tuesday, 19th May 2020, 23:03

Forum: Game Design Discussion

Topic: Make Kobolds the nightstalker species

Replies: 9

Views: 2311

Re: Make Kobolds the nightstalker species

Wasn't aware that there was a pr already. Neat.

Tuesday, 19th May 2020, 18:43

Forum: Game Design Discussion

Topic: sword of power's *base* damage should scale with HP

Replies: 7

Views: 1633

Re: sword of power's *base* damage should scale with HP

Agree that sword of power should be changed. I think it's statistically somewhat better than most players think (been a while since I've fsimmed it though), but at best it's a kind of boring item that you always carry a swap for. Swap penalty plus better stats seems like a reasonable way to go. No c...

Tuesday, 19th May 2020, 18:38

Forum: Game Design Discussion

Topic: Make Kobolds the nightstalker species

Replies: 9

Views: 2311

Make Kobolds the nightstalker species

Kobolds are one of the weaker species in the game, which would be fine if they weren't also one of the least interesting. See this thread for a good comparison of kobold to deep elf. Kobold's gimmicks are relatively boring. Small size serves to restrict player weapon options in return for bonus EV.....

Friday, 15th May 2020, 16:05

Forum: Game Design Discussion

Topic: Please get rid of ally based XP drain

Replies: 23

Views: 4291

Re: Please get rid of ally based XP drain

It's less of a skill xp gap than that because skill costs are modified by total experience points gained (see calc_skill_cost in skills.cc). Of course, the gaps in experience level and skill level for a 50% xp deficit are also smaller than one might expect because the cost of the next level of skill...

Thursday, 14th May 2020, 01:09

Forum: Game Design Discussion

Topic: Whatever happened to goldify ideas

Replies: 10

Views: 2239

Re: Whatever happened to goldify ideas

Second the motion for goldifying manuals and prohibiting gnolls from using them. Goldifying all scrolls would mean giving up the pretense that crawl inventory is meant to be limited. Seems fine as long as you still run everything through the r menu, but I suspect there won't be willingness to take t...

Monday, 11th May 2020, 16:33

Forum: Game Design Discussion

Topic: Nerf Sacrifice Experience

Replies: 3

Views: 1211

Re: Nerf Sacrifice Experience

Sac experience is kind of weird. It's often a big drawback right when you take it (going from xl 5 to xl 3 immediately reduces your max hp by a little more than 30% iirc). However, because the experience cost of the next xl increases with xl, you can catch up very quickly. The sacrifice does nothing...

Monday, 13th April 2020, 05:22

Forum: Game Design Discussion

Topic: Miscast Simplification

Replies: 33

Views: 6238

Re: Miscast Simplification

It's somewhat less incomprehensible than the old system in the sense that you could conceivably put the miscast effect in the spell description to communicate it to the player, rather than requiring them to dive the source code and construct flowcharts. A system with a single, universal effect or no...

Sunday, 22nd March 2020, 15:15

Forum: Game Design Discussion

Topic: Rethinking orc battlecry

Replies: 15

Views: 3339

Re: Rethinking orc battlecry

I see this argument a lot and I don't like it. Would you be fine with generating plain orcs in Zot? Does the player need the opportunity to 'measure their progress' against Zot orcs? Even a shitty character that reaches orc is going to take almost no damage from regular orcs and kill them in 1-2 hit...

Thursday, 12th March 2020, 14:26

Forum: Game Design Discussion

Topic: Amnesia trap

Replies: 7

Views: 1948

Re: Amnesia trap

Amnesia trap that makes you forget random memorized spells and deletes them from your library.

Saturday, 29th February 2020, 22:47

Forum: Game Design Discussion

Topic: Rethinking orc battlecry

Replies: 15

Views: 3339

Re: Rethinking orc battlecry

Re: gnoll shamans in particular, their current in-depth spawn range is D:4-D:10. While there's absolutely a good argument for revising the max depth upward (as you could with a lot of dungeon monsters), I don't think a D:4 gnoll is totally outmoded in the way a D:8 orc is. D:10 also spawns quokkas, ...

Friday, 28th February 2020, 00:55

Forum: Game Design Discussion

Topic: Rethinking orc battlecry

Replies: 15

Views: 3339

Re: Rethinking orc battlecry

I think it would be better to remove plain orcs and orc wizards from any orc band that places later than, say, D:8. These monsters simply aren't threatening past that point. Orc priests are kind of suspect as well but at least they can smite. Imo removing nonthreatening monsters is better than makin...

Saturday, 15th February 2020, 12:33

Forum: Game Design Discussion

Topic: Too many Evo items.

Replies: 22

Views: 3675

Re: Too many Evo items.

Then you're committed to a game with lots of backtracking and time spent on inventory management.

Saturday, 15th February 2020, 04:12

Forum: Game Design Discussion

Topic: Too many Evo items.

Replies: 22

Views: 3675

Re: Too many Evo items.

The problems with limited inventory in DCSS are closely tied to its other mechanics. You have a very loose clock and the ability to backtrack, so any item that you drop can just be picked up again later. If you put serious pressure on inventory space, you might reach the point where the player makes...
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