Search found 73 matches

Saturday, 24th March 2018, 16:13

Forum: Crazy Yiuf's Corner

Topic: New fork: dcss-spicy

Replies: 75

Views: 28328

Re: New fork: dcss-spicy

The amount of XP required for level 27 is almost exactly the same as before, since that was used as the calibration point. Levels below 27 are a little easier to achieve, while levels above 27 are harder as a result. I like the idea of mana cost going up with number of summons. It's more complicated...

Friday, 23rd March 2018, 04:15

Forum: Crazy Yiuf's Corner

Topic: New fork: dcss-spicy

Replies: 75

Views: 28328

Re: New fork: dcss-spicy

Yeah as I tried to explain in the README, with no_exp_cap now, it uses a simpler geometric formula for calculating levels past 13, to make it much more difficult to reach ridiculous levels. With the standard formula, it requires the same amount of exp per level past 13. This meant that with 6m exp y...

Tuesday, 20th March 2018, 05:50

Forum: Crazy Yiuf's Corner

Topic: New fork: dcss-spicy

Replies: 75

Views: 28328

Re: New fork: dcss-spicy

Ok I made the summoning changes and deployed them to my web server.

Tuesday, 20th March 2018, 04:34

Forum: Crazy Yiuf's Corner

Topic: New fork: dcss-spicy

Replies: 75

Views: 28328

Re: New fork: dcss-spicy

Maybe the no summon cap costs should be spellpower ^2 /2 (rounded up). So level 4 would cost 8. Level 9 would cost 41. Still pretty heavy, but more manageable. I have no problem bumping lightning spire to a higher level too if that's what you guys think would be better. In circus animals it was one ...

Friday, 9th March 2018, 04:26

Forum: Crazy Yiuf's Corner

Topic: New fork: dcss-spicy

Replies: 75

Views: 28328

Re: New fork: dcss-spicy

Currently the extra numbers options shows amount of damage done to you last round by the last monster, and amount total, in the right side. But it's only working for non-web version at the moment, until I get it showing up properly in the web. As far as mutations go, I had greatly expanded it in the...

Thursday, 8th March 2018, 12:06

Forum: Crazy Yiuf's Corner

Topic: New fork: dcss-spicy

Replies: 75

Views: 28328

Re: New fork: dcss-spicy

I checked the code for hp change for nightmare, and it looked correct. I added a debug option: debug_monster_hp, which will allow you to see exact monster health numbers as they are damaged. This might give us more insight into what's going on.

Thursday, 8th March 2018, 04:04

Forum: Crazy Yiuf's Corner

Topic: New fork: dcss-spicy

Replies: 75

Views: 28328

Re: New fork: dcss-spicy

Morgue folders are now browsable.

Thursday, 8th March 2018, 03:19

Forum: Crazy Yiuf's Corner

Topic: New fork: dcss-spicy

Replies: 75

Views: 28328

Re: New fork: dcss-spicy

Yes I moved the mutations descriptions over even though they don't function yet. It's a bug of course for it to appear without options being set to enable additional mutations, but I have an issue for that and it will be fixed eventually :)

Tuesday, 6th March 2018, 13:28

Forum: Crazy Yiuf's Corner

Topic: New fork: dcss-spicy

Replies: 75

Views: 28328

Re: New fork: dcss-spicy

Yes when it comes to removing caps, the intention is not to necessarily be able to reach the higher power levels or experience levels, but to remove the feeling of wasted effort when you've already maxed something out. The exp level max is 99 for example, where even with multiple_experience_sources ...

Tuesday, 6th March 2018, 13:24

Forum: Crazy Yiuf's Corner

Topic: New fork: dcss-spicy

Replies: 75

Views: 28328

Re: New fork: dcss-spicy

It does make sense to have lower score for no_exp_cap. However I probably won't put much work into trying to balance scores between different option sets (since that would be insanely complex and a lot of work, and it would still end up wrong). The only fair way to compare games is using the same sp...

Monday, 5th March 2018, 23:20

Forum: Crazy Yiuf's Corner

Topic: New fork: dcss-spicy

Replies: 75

Views: 28328

Re: New fork: dcss-spicy

I'll look into making the directory publicly readable. Not sure how to do that with nginx but it's probably not too hard. As far as the score, it's supposed to be exactly the same as normal crawl unless the difficulty level is different, which isn't the case here. So if the score is significantly di...

Sunday, 4th March 2018, 02:53

Forum: Crazy Yiuf's Corner

Topic: New fork: dcss-spicy

Replies: 75

Views: 28328

Re: New fork: dcss-spicy

I believe that this server is in a datacenter in San Francisco. It's a digitalocean droplet. I can increase it's capacity easily enough if I find that it's reaching it's capacity. So far things always seem pretty responsive when I play. Where are you accessing it from?

Sunday, 4th March 2018, 01:49

Forum: Crazy Yiuf's Corner

Topic: New fork: dcss-spicy

Replies: 75

Views: 28328

Re: New fork: dcss-spicy

Concerning the spell system changes I mentioned in the "crazy future ideas" doc: This is the most extreme change I've considered yet. For the moment, it's likely to just be a crazy change that only I will care about and experiment with, and most others would not want to play with that opti...

Sunday, 4th March 2018, 00:48

Forum: Crazy Yiuf's Corner

Topic: New fork: dcss-spicy

Replies: 75

Views: 28328

Re: New fork: dcss-spicy

As far as ranged combat being OP, I have other changed previously implemented in circus animals that attempted to address those, which will eventually find their way in some form into spicy edition. But I'm not just moving things straight over. I'm considering carefully how well it actually worked, ...

Friday, 2nd March 2018, 05:33

Forum: Crazy Yiuf's Corner

Topic: New fork: dcss-spicy

Replies: 75

Views: 28328

Re: New fork: dcss-spicy

Ok high level crashes and morgue file bugs are now fixed.

Thursday, 1st March 2018, 00:51

Forum: Crazy Yiuf's Corner

Topic: New fork: dcss-spicy

Replies: 75

Views: 28328

Re: New fork: dcss-spicy

Thanks for the suggestions and bug reports. That's helpful. Keep in mind that in general I will notice more quickly bugs reported as issues in the github and be able to keep track of them better there. I fixed the ammo auto changing issue, but haven't figured out where the net problem is happening y...

Tuesday, 27th February 2018, 14:30

Forum: Crazy Yiuf's Corner

Topic: New fork: dcss-spicy

Replies: 75

Views: 28328

New fork: dcss-spicy

Announcing a new fork: dcss spicy edition! You can try it out here: http://crawl.ufetubus.com Check out the readme and create issues on github: https://github.com/jeremygurr/crawl_spicy The purpose of this fork is to introduce a variety of features in a way that are completely user configurable. In ...

Friday, 26th January 2018, 07:03

Forum: Coding

Topic: travis build failing on fresh fork

Replies: 6

Views: 3981

Re: travis build failing on fresh fork

Sweet, it's working now, thanks for the quick responses and fixes. It merged with my changes just fine, no conflicts.

Now I just have to figure out how to get github to not default my pull requests to be against the upstream master instead of defaulting to merging the pull request into my own repo.

Thursday, 25th January 2018, 21:58

Forum: Coding

Topic: travis build failing on fresh fork

Replies: 6

Views: 3981

Re: travis build failing on fresh fork

Here's the link to the travis build:

https://travis-ci.org/jeremygurr/dcss_s ... /333428259

Thursday, 25th January 2018, 18:58

Forum: Coding

Topic: travis build failing on fresh fork

Replies: 6

Views: 3981

travis build failing on fresh fork

I made a new fork of crawl, and intend it to very closely follow the main crawl code, with only variations activated by init script options. But I'm having trouble getting the travis build working. I get this error message: Failed to run 'sudo apt-get install gdb liblua5.1-0-dev liblua5.1-0-dbg' Has...

Saturday, 25th June 2016, 06:19

Forum: Coding

Topic: flushing a message to the text area before a turn is done

Replies: 2

Views: 2844

Re: flushing a message to the text area before a turn is don

I added the argument to allow bypassing some prompt-recognition code. Of course it didn't accomplish my purpose so it is pointless. Surely there's a simple way to do this?

Wednesday, 22nd June 2016, 17:46

Forum: Coding

Topic: How hard would it be to get rid of undead racial restriction

Replies: 2

Views: 2906

Re: How hard would it be to get rid of undead racial restric

It's not hard if you want to remove the "undead" quality of all species. Just look for: bool species_is_undead(species_type species) { return species_undead_type(species) != US_ALIVE; } inside of species.cc change it to something like this: bool species_is_undead(species_type species) { re...

Wednesday, 22nd June 2016, 17:39

Forum: Coding

Topic: Changing God Names

Replies: 1

Views: 3226

Re: Changing God Names

I think you'll need to do a case-insensitive search through the code for the exact god name you want to change. You don't need to change any variables, only parts of strings. For example: { 1, "Sif Muna is helping you to conserve magic.", "Sif Muna is no longer helping you to conserve...

Wednesday, 22nd June 2016, 17:35

Forum: Coding

Topic: flushing a message to the text area before a turn is done

Replies: 2

Views: 2844

flushing a message to the text area before a turn is done

I'm trying to output a message when autotravel begins, because sometimes it is slow and the player doesn't always know something is happening. The message displays just fine, but it doesn't show up until the auto-travel is over, which defeats the purpose of course. I've tried about a dozen different...

Friday, 10th June 2016, 18:19

Forum: Crazy Yiuf's Corner

Topic: on finite, unlimited resources + ranged is untactical

Replies: 26

Views: 7578

Re: on finite, unlimited resources + ranged is untactical

The circus animals fork has unlimited unbranded ammo and limited branded ammo, making a pure ranged character viable. Ranged attacks have been nerfed in other ways to balance things of course. For example, distance adds an accuracy penalty, which is fairly significant at max distance (basically cutt...

Wednesday, 8th June 2016, 23:25

Forum: Crazy Yiuf's Corner

Topic: Melee Rework

Replies: 8

Views: 2559

Re: Melee Rework

I know this probably wasn't even a serious suggestion, but it's quite playable and can be a lot of fun. There is more to learn, just like any new gameplay mechanic, but once you learn the basics it's not as tedious as it sounds, as long as you have a good implementation that does most of the work fo...

Wednesday, 8th June 2016, 23:20

Forum: Crazy Yiuf's Corner

Topic: Melee Rework

Replies: 8

Views: 2559

Re: Melee Rework

We have a full featured stamina system in the circus animals fork. I have a lot of fun with it myself, but it's definitely still a work in progress requiring a lot of tweaking. It adds considerable depth to the game though, with a feeble spellcaster no longer able to just pick up an executioner's ax...

Tuesday, 19th April 2016, 10:06

Forum: Coding

Topic: shop spawning

Replies: 1

Views: 2344

shop spawning

What controls how likely a shop is to appear on a floor? I have a situation where far too many shops seem to be appearing, even though I don't think I changed anything to do with shops. Is it controlled by numbers in the des files, or by the c++ code?

Wednesday, 6th April 2016, 15:32

Forum: Coding

Topic: advice on coding change concerning altar destruction

Replies: 3

Views: 3102

advice on coding change concerning altar destruction

This is a question for those very familiar with the crawl code base: I want to make a change that allows players to destroy altars, giving the player a boost of experience, but invoking wrath on the player at the same time. It could be done with a new command, but probably would be easier to just us...

Monday, 4th April 2016, 14:12

Forum: Crazy Yiuf's Corner

Topic: Summoning Change: Essence Investment, Remove Limits

Replies: 17

Views: 4421

Re: Summoning Change: Essence Investment, Remove Limits

Is the XP penalty for sure there in trunk? I've looked a few times and can't seem to find it. If I'm following the logic right, xp is awarded the same whether it's done by a "pet" or by the player. Am I missing something?

Monday, 4th April 2016, 01:09

Forum: Crazy Yiuf's Corner

Topic: make early game easier, late game harder

Replies: 8

Views: 2483

Re: make early game easier, late game harder

In the circus animals fork this is a major motivator for changes. There are already many changes in place that make early game easier, and late game harder.

Monday, 4th April 2016, 01:07

Forum: Crazy Yiuf's Corner

Topic: Summoning Change: Essence Investment, Remove Limits

Replies: 17

Views: 4421

Re: Summoning Change: Essence Investment, Remove Limits

This is implemented in the circus animals fork. You can summon any number of creatures, but there is a steady drain to your magic until your magic can no longer sustain them, then *poof*. More powerful summons of course consume more magic. I've played many games with this mechanic. It's way more fun...

Thursday, 31st March 2016, 01:24

Forum: Crazy Yiuf's Corner

Topic: New race- Thaumlings (evoke conduct)

Replies: 7

Views: 1977

Re: New race- Thaumlings (evoke conduct)

On the circus animals fork, the halfling has the same wild magic 1,2,3 mutations. It's quite an interesting way to play.

Tuesday, 29th March 2016, 00:27

Forum: Crazy Yiuf's Corner

Topic: Fairy (Race)

Replies: 7

Views: 2208

Re: Fairy (Race)

I like this idea. With a bit of work I think it could add some interesting variety to the game.

Saturday, 26th March 2016, 00:38

Forum: Crazy Yiuf's Corner

Topic: make trees consistent with walls

Replies: 16

Views: 4384

Re: make trees consistent with walls

I also prefer to play a game that has a lot of depth in how much I can learn, but I'd rather the game be designed well enough to not require a wiki to learn it. Although this may sound completely stupid (and I do feel a little sheepish saying this), I only recently learned that trees *could* be set ...

Wednesday, 23rd March 2016, 21:34

Forum: Game Design Discussion

Topic: Inventory expansion feature for the dcss-ca fork

Replies: 45

Views: 15731

Re: Inventory expansion feature for the dcss-ca fork

Fixed. D now works as before. If you want to drop a consumable, you can use control-D or use the 'I' inventory.

Sunday, 20th March 2016, 22:03

Forum: Game Design Discussion

Topic: Inventory expansion feature for the dcss-ca fork

Replies: 45

Views: 15731

Re: Inventory expansion feature for the dcss-ca fork

I've spent hundreds of hours playing crawl, and dozens of hours playing this fork with the inventory change. It is **so** much more fun and less tedious with the new inventory system that I don't want to ever use the old again. Yes, I lose some of the choice of which items to carry around, but gain ...

Sunday, 20th March 2016, 01:55

Forum: Coding

Topic: enablng morgue file access when configuring webtiles

Replies: 2

Views: 2618

Re: enablng morgue file access when configuring webtiles

Thank you. Just what I needed.

Saturday, 19th March 2016, 21:51

Forum: Coding

Topic: enablng morgue file access when configuring webtiles

Replies: 2

Views: 2618

enablng morgue file access when configuring webtiles

In the config.py file we have these lines: morgue_path = "./rcs/%n", morgue_url = None, What do I need to put in morgue_url so that players can see their morgue files? I tried a few different things and haven't gotten it to work. On disk the morgue files are in ./rcs/{username}/morgue-... ...

Thursday, 17th March 2016, 21:38

Forum: Game Design Discussion

Topic: Proposal - Nightstalker species

Replies: 20

Views: 5220

Re: Proposal - Nightstalker species

Yeah that's what I've done in the past, but it's still fun to have a tile if someone else makes it :) Someone with some actual artistic skill, unlike mysef.

Thursday, 17th March 2016, 05:09

Forum: Game Design Discussion

Topic: Remove Remaining Zealot Starts put L and J in the Temple.

Replies: 37

Views: 9877

Re: Remove Remaining Zealot Starts put L and J in the Temple

I like the idea of cutting back the altar options, forcing you to choose from the altars you find. I'm not even sure it is necessary to guarantee that all dieties exist in a given game. Maybe random altar vaults can be generated through dungeon, and anything that wasn't generated in the dungeon will...

Thursday, 17th March 2016, 04:47

Forum: Game Design Discussion

Topic: Proposal - Nightstalker species

Replies: 20

Views: 5220

Re: Proposal - Nightstalker species

I'm open to building a nightstalker species on the dcss:ca fork. One of the major purposes of this fork is to experiment with new / alternative species. If someone is willing to put together the graphics part (I think we just need a tile?), I can do the rest easily enough.

Wednesday, 16th March 2016, 19:48

Forum: Bulletin Board

Topic: new DCSS server for DCSS:CA

Replies: 1

Views: 3486

Re: new DCSS server for DCSS:CA

Oops, when it was first up registering new users wasn't working properly. It is fixed now.

Monday, 14th March 2016, 09:33

Forum: Bulletin Board

Topic: new DCSS server for DCSS:CA

Replies: 1

Views: 3486

new DCSS server for DCSS:CA

For those who want to try the DCSS: Circus Animals fork: In addition to the CPO server in Australia, there is now a server in the US you can try it on:

[url]crawl.homedns.org[/url]

Monday, 14th March 2016, 08:09

Forum: Crazy Yiuf's Corner

Topic: Dungeon Crawl Variants

Replies: 23

Views: 8559

Re: Dungeon Crawl Variants

I set up an experimental web tiles version that DCSS:CA can be tried on, for those too far from CPO for it to perform well. Of course, if it gets too popular, this one won't perform well either. But it's worth a try.

http://crawl.homedns.org

Tuesday, 8th March 2016, 05:24

Forum: Crazy Yiuf's Corner

Topic: Dungeon Crawl Variants

Replies: 23

Views: 8559

Re: Dungeon Crawl Variants

There the DCSS:CA edition: https://github.com/jeremygurr/dcssca It's totally caught up with the latest DCSS trunk changes, in addition to having and maintaining a number of significant variations of its own. It has a number of fun features such as summons that last as long as you have magic points l...

Thursday, 25th February 2016, 18:10

Forum: Game Design Discussion

Topic: Inventory expansion feature for the dcss-ca fork

Replies: 45

Views: 15731

Re: Inventory expansion feature for the dcss-ca fork

What's wrong with carrying around permafood vs. leaving it on the floor and coming back later to get it? Does it make some branches too easy?

Thursday, 25th February 2016, 02:18

Forum: Game Design Discussion

Topic: Inventory expansion feature for the dcss-ca fork

Replies: 45

Views: 15731

Re: Inventory expansion feature for the dcss-ca fork

I tweaked the inventory expansion a little further, removing the only extra keystroke. I split the drop command into 'd' for drop inventory, and 'D' for drop consumable, corresponding with the 'i' command for view inventory, and 'I' for view consumable. Now I can carry a maximum of 104 items, with n...

Wednesday, 24th February 2016, 16:28

Forum: Game Design Discussion

Topic: Remove Potions of Mutation

Replies: 33

Views: 10430

Re: Remove Potions of Mutation

Clearly a feature, not a bug. XD That, or please give us that species that a couple of us have talked about that has mediocre stats and Evolve 2.... I love the mutation potions also, and the vast majority of the cases I play with them I end with some significant positives with only a few usually mi...

Wednesday, 24th February 2016, 14:43

Forum: Game Design Discussion

Topic: Data: Most- and Least-used Spells

Replies: 23

Views: 5953

Re: Data: Most- and Least-used Spells

I have a pretty sweet summoning change done in my DCSS-CA fork. There is no cap on how many you can summon. Summoned creatures slowly drain mana, and when there isn't enough, they disappear. Initial cost of any summon is 1 MP, but their MP drain over time is based on the creature's HD and how many ...
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