Search found 1531 matches

Monday, 29th April 2019, 04:55

Forum: Game Design Discussion

Topic: God: Ixool the Masked

Replies: 14

Views: 5646

Re: God: Ixool the Masked

I think you'd want to prevent that from happening otherwise you could have people incurring the wrath intentionally to gain an edge. Certainly, they should only award their original XP value. I know I would enjoy changing all my spriggans, draconians, kobolds, and felids into gargoyles, but it woul...

Sunday, 28th April 2019, 17:35

Forum: Game Design Discussion

Topic: God: Ixool the Masked

Replies: 14

Views: 5646

Re: God: Ixool the Masked

In my opinion, the way character building works in crawl is already too loose, but species at least somewhat constrains or at least shapes the long term possibilities for a given combo. Existing gods, e.g. Okawaru, Cheibriados, and especially Ashenzari undermine these distinctions among characters ...

Sunday, 28th April 2019, 16:22

Forum: Game Design Discussion

Topic: God: Ixool the Masked

Replies: 14

Views: 5646

God: Ixool the Masked

Ixool is the God of fools and knows that all beings are flawed; therefore the only true path to divinity is the rejection of ones self. Ixool commands her followers to reject their own identities in favour of adopting new ones supplied by her in the form of divine masks which bestow the wearer magic...

Saturday, 18th November 2017, 15:59

Forum: Game Design Discussion

Topic: Id: Think of the Gnolls!

Replies: 11

Views: 5202

Re: Id: Think of the Gnolls!

Plantissue wrote:What is the difference between unrands/fixedarts?


Unrandarts and fixedarts are the same thing. They're items with predefined properties and a unique tile.

Randarts have all their attributes randomly generated, and a randomly picked tile.

Saturday, 18th November 2017, 06:43

Forum: Game Design Discussion

Topic: Id: Think of the Gnolls!

Replies: 11

Views: 5202

Re: Id: Think of the Gnolls!

Yes, still my mistake about fixedarts tho! I have never really noticed seeing them identified on the ground for some reason.

Saturday, 18th November 2017, 05:52

Forum: Game Design Discussion

Topic: Show $ Somewhere in Main Screen

Replies: 10

Views: 3961

Re: Show $ Somewhere in Main Screen

As a slightly-related point, you can always press '$' to see your current gold (and anything on your shopping list) The problem with this screen, is my eyes are immediately drawn to the "total" in the top-left corner: this is the total amount of all your shopping list items. Then I rememb...

Tuesday, 14th November 2017, 22:42

Forum: Game Design Discussion

Topic: ZOMBIE HANDS (serious proposal)

Replies: 30

Views: 15343

Re: ZOMBIE HANDS (serious proposal)

This sounded familiar, I had to trawl the 2011 archives: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=6946&p=93378#p93378 Well, my version was a monster effect rather than a player spell, but I still really like the theme. My thoughts: ⋅  Constriction doesn't work here on a ...

Tuesday, 14th November 2017, 21:16

Forum: Game Design Discussion

Topic: Id: Think of the Gnolls!

Replies: 11

Views: 5202

Re: Id: Think of the Gnolls!

Majang wrote:But randarts/fixedarts are always idenitified. Do you want to change that, or do I misunderstand you?
My thanks go to everything else you say - sounds like a good solution!


Surely they're only identified when you wield them (or sometimes, when you find them in a shop)?

Tuesday, 14th November 2017, 13:04

Forum: Game Design Discussion

Topic: Id: Think of the Gnolls!

Replies: 11

Views: 5202

Re: Id: Think of the Gnolls!

I think it would make sense to automatically identify standard weapons/armour if you have high enough skill in the appropriate category. For weapons this could be at mindelay for the given weapon type; obviously if you have perfected usage of a weapon then you should know everything about it by sigh...

Tuesday, 3rd September 2013, 03:04

Forum: Game Design Discussion

Topic: God Options for Rogues, Archers and Warrior Mages

Replies: 39

Views: 18360

Re: God Options for Rogues, Archers and Warrior Mages

I've worked on a number of free projects and have never seen a discussion thread closed before page 2. Is that normal here or have I done something wrong? :? This board might be more heavily moderated than many, sure. Otherwise it ends up not producing useful discussion and this is a waste of every...

Friday, 30th August 2013, 11:02

Forum: Game Design Discussion

Topic: Mountain Dwarfs - Revisited

Replies: 16

Views: 7091

Re: Mountain Dwarfs - Revisited

sardonica wrote:Is the bring-back-MD thing still a thing?


I believe it will never not be a thing.

Friday, 30th August 2013, 10:55

Forum: Technical Support

Topic: Potion of experience and 0.120 (OSX)

Replies: 1

Views: 1518

Re: Potion of experience and 0.120 (OSX)

This is a known problem due to the OSX compiler, see this Mantis ticket for more information and possible workarounds: https://crawl.develz.org/mantis/view.php?id=6661

Tuesday, 27th August 2013, 06:13

Forum: Technical Support

Topic: white boxes for sprites

Replies: 17

Views: 6679

Re: white boxes for sprites

This is a known bug: https://crawl.develz.org/mantis/view.php?id=7237 It can sometimes be fixed by updating drivers, Windows, etc. But some graphics cards without enough texture memory will still have this problem, if my diagnosis is correct. There might be a possible solution if we split the sprite...

Friday, 2nd August 2013, 18:37

Forum: Game Design Discussion

Topic: Demigod Suggestion

Replies: 53

Views: 19410

Re: Demigod Suggestion

if you change humans you are insane, they are the best race in all of crawl I fairly specifically stated that options that were considered were rejected . In point of fact, the main option that was discussed (at some point, probably in ##crawl-dev, I forget) - was removing the antitraining penalty....

Friday, 2nd August 2013, 16:50

Forum: Game Design Discussion

Topic: Demigod Suggestion

Replies: 53

Views: 19410

Re: Demigod Suggestion

crate's question is certainly very valid - do Demigods need any change? Really my frustration on this topic comes about because reasonable discussions like that tend to get lost under an avalanche of misinformation and doubt. In short, no they don't need to change. They're balanced and also fun to p...

Friday, 2nd August 2013, 10:45

Forum: Game Design Discussion

Topic: Demigod Suggestion

Replies: 53

Views: 19410

Re: Demigod Suggestion

mumra is just trying to make you go away. It's exactly like other gods, complete with a piety meter, conducts, and Xom-like creating monsters adjacent to you (often with 40+ HD) every few hundred turns. Really the only unique thing aside from the flavour fluff in the ^ screen is that you're not all...

Thursday, 1st August 2013, 17:42

Forum: Game Design Discussion

Topic: Demigod Suggestion

Replies: 53

Views: 19410

Re: Demigod Suggestion

mumra is just trying to make you go away. It's exactly like other gods, complete with a piety meter, conducts, and Xom-like creating monsters adjacent to you (often with 40+ HD) every few hundred turns. Really the only unique thing aside from the flavour fluff in the ^ screen is that you're not all...

Thursday, 1st August 2013, 16:22

Forum: Game Design Discussion

Topic: Demigod Suggestion

Replies: 53

Views: 19410

Re: Demigod Suggestion

It does certainly frustrate me how people continue to comment on it without actually understanding anything about it, but then I've learned to ignore this by now This is because these people (like me) do not understand at all why any change to demigods is desired, especially a change that takes the...

Thursday, 1st August 2013, 15:29

Forum: Game Design Discussion

Topic: Demigod Suggestion

Replies: 53

Views: 19410

Re: Demigod Suggestion

I'd suggest playing it before you comment, but you can probably just ignore the minigame if you so desire. I wouldn't really recommend anyone to play it in the current state unless they're already very interested in it, since it's functionally very incomplete and will probably just leave these peop...

Tuesday, 30th July 2013, 15:46

Forum: Coding

Topic: Implementing Zig proposal from Wiki

Replies: 48

Views: 17947

Re: Implementing Zig proposal from Wiki

Ok, I think the problem might be availability of the 'e' variable. Firstly, _G is only available in the context of a mapdef's Lua; so yeah, this is expected to fail when using &^t. So if a level is built using code in an .lua file, you need to pass _G over into the function, and usually this is ...

Wednesday, 24th July 2013, 07:32

Forum: Coding

Topic: Implementing Zig proposal from Wiki

Replies: 48

Views: 17947

Re: Implementing Zig proposal from Wiki

I think you may need to do a debug build of crawl so you might see an error when whatever goes wrong is going wrong? You can use crawl.dpr to do a debug print (but you still need a debug build to see dprf output). I sometimes use a plain "print" statement, which writes to the console (star...

Tuesday, 23rd July 2013, 17:50

Forum: Game Design Discussion

Topic: Locks on Doors

Replies: 26

Views: 9669

Re: Locks on Doors

Making some portal vaults have no timeout, but requiring a trove-like entry fee of a particular rune could be fun. Should I get the rune from Snake:5 so I can go to the Volcano on Snake:3? This sounds kind of silly. Portals are interesting precisely because at the time you find them they are very d...

Tuesday, 23rd July 2013, 15:30

Forum: Coding

Topic: Implementing Zig proposal from Wiki

Replies: 48

Views: 17947

Re: Implementing Zig proposal from Wiki

GXM and GYM are 70 and 80 so fractions shouldn't be an issue (and aren't because it's trying to place an 'o' ) I tend to worry about floating point errors when dividing numbers anyway, but Lua possibly works around such problems. I completely missed the uninitialised gym, and gxm but fixing that do...

Monday, 22nd July 2013, 22:54

Forum: Game Design Discussion

Topic: Locks on Doors

Replies: 26

Views: 9669

Re: Locks on Doors

khalil wrote:Personally, I think carrying around a bunch of keys would suck, largely because of the fifty item limit.


The proposal was to have them work like runes so they don't take up inventory.

Monday, 22nd July 2013, 22:54

Forum: Coding

Topic: Implementing Zig proposal from Wiki

Replies: 48

Views: 17947

Re: Implementing Zig proposal from Wiki

Couple of things I notice: - You should use math.floor when calculating cx and cy, since you might end up with a fractional value, so "x == cx or y == cy" might not work - Should that be "and" instead of "or"? - Kind of looks like there is something wrong with the 'o' g...

Monday, 22nd July 2013, 11:42

Forum: Game Design Discussion

Topic: Locks on Doors

Replies: 26

Views: 9669

Re: Locks on Doors

We did discuss using locked doors in Vaults (with vault wardens carrying keys), this was an old idea from the wiki. However the general consensus when discussing this in ##crawl-dev was that it'd be a bad idea.

Monday, 22nd July 2013, 11:39

Forum: Coding

Topic: Implementing Zig proposal from Wiki

Replies: 48

Views: 17947

Re: Implementing Zig proposal from Wiki

I'm not sure but I think the way you're assigning surrounds and perimeter might not work. Check the value of perimeter before the extend_map call. I think I've tried to do variable assignation like this before and it failed.

Monday, 22nd July 2013, 11:36

Forum: Contributions

Topic: Music and Sound In-Game

Replies: 60

Views: 46647

Re: Music and Sound In-Game

No problems, whatever you can contribute is great. And things can sometimes happen a bit slowly around here, especially with something that's potentially a large undertaking. In the next couple of weeks I might try to set up some basic infrastructure with what material we have so far, this might enc...

Thursday, 18th July 2013, 14:33

Forum: Coding

Topic: Implementing Zig proposal from Wiki

Replies: 48

Views: 17947

Re: Implementing Zig proposal from Wiki

local perimeter = zig().surrounds and "w" or "l" -- In your loop: e.mapgrd[x][y] = perimeter Or you can do: e.mapgrd[x][y] = 'p' -- Perimeter -- At the end: e.subst('p = ' .. zig().surrounds and "w" or "l") Or even: e.mapgrd[x][y] = 'p' -- Perimeter -- At the...

Wednesday, 17th July 2013, 04:03

Forum: Game Design Discussion

Topic: Proposal: Crushing like a grape?

Replies: 13

Views: 4746

Re: Proposal: Crushing like a grape?

One-Eyed Jack already gave the link but needless to say: this is a reference that a lot of people will understand and it's good crawl humour. Let's leave it at that eh ;)

Tuesday, 16th July 2013, 15:25

Forum: Game Design Discussion

Topic: Interface proposal: auto recast

Replies: 8

Views: 3805

Re: Interface proposal: auto recast

Swiftness already has a disadvantage, it makes it harder to find traps. Not a particularly significant drawback imo; and it has zero tactical impact. However the stealth reduction is certainly relevant. Generally I don't think buffs should turn into mutually exclusive songs. Nor do I really; I just...

Tuesday, 16th July 2013, 13:46

Forum: Game Design Discussion

Topic: Interface proposal: auto recast

Replies: 8

Views: 3805

Re: Interface proposal: auto recast

There are some considerations with a proposal like this: 1) Yes it has been discussed a lot previously - but actually on several discussions devs have concluded that permabuffs could be the wrong direction. Unfortunately people don't usually gather output from all channels of discussion onto the rel...

Tuesday, 16th July 2013, 13:08

Forum: Dungeon Crawling Advice

Topic: Is A Trove Worth 2 Acq Scrolls?

Replies: 24

Views: 7646

Re: Is A Trove Worth 2 Acq Scrolls?

Generally speaking, I would rather let acquirement fill an armour slot right now, rather than wait and hope I fill the slot soon and maybe die in the mean time because I didn't have that extra AC. If you fill all your slots, acquirement might give you something useless. If you have empty slots, it's...

Tuesday, 16th July 2013, 12:53

Forum: Game Design Discussion

Topic: Proposal: Race That Removes School Opposition Penalties

Replies: 38

Views: 13987

Re: Proposal: Race That Removes School Opposition Penalties

To put the discussion to rest, it has been categorically stated that healing should only be available via Necromancy / gods / items. I've also thought of some spells that would fit better in some sort of "Nature" spell school than any combination of existing ones; but to tell the truth we ...

Monday, 15th July 2013, 17:07

Forum: Game Design Discussion

Topic: Brainstorm: bringing the Stalker back!

Replies: 23

Views: 8531

Re: Brainstorm: bringing the Stalker back!

I quite like the Caltrops idea, particularly the area version. However they should only last a certain amount of time; creating permanent assets from renewable assets (MP) is generally quite bad. It would also encourage setting up an area and luring enemies back there which is kind of bad gameplay. ...

Monday, 15th July 2013, 14:04

Forum: Crazy Yiuf's Corner

Topic: bad jokes

Replies: 41

Views: 14712

Re: bad jokes

A time traveller walks into a bar.

The barkeep says, "I've heard this one before."

Monday, 15th July 2013, 13:14

Forum: Dungeon Crawling Advice

Topic: Is A Trove Worth 2 Acq Scrolls?

Replies: 24

Views: 7646

Re: Is A Trove Worth 2 Acq Scrolls?

Acquirement is much maligned but I regularly get things from it that are immediately useful. I certainly find troves much more disappointing usually. But actually 2 acquirement scrolls is a pretty cheap trove given some of the things they ask for.

Monday, 15th July 2013, 07:59

Forum: Game Design Discussion

Topic: Make hostile summons capable of using stairs

Replies: 12

Views: 4444

Re: Make hostile summons capable of using stairs

Have we drifted off topic?

Are you saying that summoners are still easy? What does this have to do with escaping from Sixfirhies?

Monday, 15th July 2013, 06:55

Forum: Game Design Discussion

Topic: Proposal: Preventing popcorn spawns

Replies: 41

Views: 14417

Re: Proposal: Preventing popcorn spawns

This could have a secondary check that stops any monsters spawning which are significantly weaker than the player (I'm presuming packs of things have their own singular spawn (so an orc pack might be treated the same as one deep troll?)). Again, I'm not saying that it should be all OOD or really ha...

Monday, 15th July 2013, 06:51

Forum: Game Design Discussion

Topic: Proposal: Race That Removes School Opposition Penalties

Replies: 38

Views: 13987

Re: Proposal: Race That Removes School Opposition Penalties

You realise it's actually a design goal to allow this kind of flexibility in how you shape your character. A worse penalty just pigeonholes characters more. We definitely discussed removing anti-training for humans. But we also agreed this would make very little impact. A lot of the spells don't wor...

Monday, 15th July 2013, 06:43

Forum: Game Design Discussion

Topic: Refreshing conjure flame

Replies: 8

Views: 3755

Re: Refreshing conjure flame

I just find it weird to have inconsistent behaviour of the spell. Perhaps this can be fixed by changing in-game description ("The spell is not very effective when refreshing a cloud" or something like that). That does seem slightly easier than changing every spell and rebalancing the enti...

Monday, 15th July 2013, 06:09

Forum: Game Design Discussion

Topic: Refreshing conjure flame

Replies: 8

Views: 3755

Re: Refreshing conjure flame

We should use the same approach for all spells. Being unable to effectively spam Bolt of Foo or Iron Shot could lead to more varied tactics. Not sure if I want to create a separate thread for this. Is this supposed to be a joke, I can't tell. Do you think we should make hitting things repeatedly wi...

Sunday, 14th July 2013, 19:13

Forum: Game Design Discussion

Topic: Refreshing conjure flame

Replies: 8

Views: 3755

Re: Refreshing conjure flame

This is intentional: if (cloud != EMPTY_CLOUD) { // Reinforce the cloud - but not too much. // It must be a fire cloud from a previous test. mpr("The fire roars with new energy!"); const int extra_dur = 2 + min(random2(pow) / 2, 20); env.cloud[cloud].decay += extra_dur * 5; env.cloud[cloud...

Sunday, 14th July 2013, 18:50

Forum: Game Design Discussion

Topic: Proposal: Preventing popcorn spawns

Replies: 41

Views: 14417

Re: Proposal: Preventing popcorn spawns

everything, because it's about how many monsters are respawns, just like your reply Well it didn't make any difference to the point I was making since respawns still are a significant portion of what you fight, even in a vault-heavy place like V. it's just a complaint about vaults Yeah, that was mo...

Sunday, 14th July 2013, 18:47

Forum: Game Design Discussion

Topic: Make hostile summons capable of using stairs

Replies: 12

Views: 4444

Re: Make hostile summons capable of using stairs

Not sure about this. While I'm not usually too worried about player/monster parity, in this case it would be a bit confusing (and enemy summons already don't get capped (yet)). However if enemy summons are disappearing immediately when you leave their level then that is a bug which we need to fix; d...

Sunday, 14th July 2013, 12:36

Forum: Crazy Yiuf's Corner

Topic: Why Dont Monks start with Wing Chung

Replies: 9

Views: 3549

Re: Why Dont Monks start with Wing Chung

minmay wrote:https://www.youtube.com/watch?v=8_rSzkAWckY


https://www.youtube.com/watch?v=wIF63jhRQcw

Sunday, 14th July 2013, 12:25

Forum: Contributions

Topic: Passwall Maze Vault

Replies: 9

Views: 7624

Re: Passwall Maze Vault

The concept of a layout designed for passwalling could work better as a Sprint or even a portal vault, where you can bend the rules a bit. This would be best as a Sprint where you can be very controlling about what tools the player has at their disposal.

Sunday, 14th July 2013, 09:19

Forum: Game Design Discussion

Topic: Proposal: Preventing popcorn spawns

Replies: 41

Views: 14417

Re: Proposal: Preventing popcorn spawns

crate wrote:unless you got one of the billion vaults that populate crawl now
those generate with lots of monsters


Ok but what does that have to do with the comment I was replying to?

Context exists.

Saturday, 13th July 2013, 11:18

Forum: Game Design Discussion

Topic: Proposal: Preventing popcorn spawns

Replies: 41

Views: 14417

Re: Proposal: Preventing popcorn spawns

(changed topic title) I'd definitely, definitely support a reduction of popcorn respawning/spawning later down the branches. By lair, D:1-4 monsters shouldn't be spawning in my opinion. As far as respawning goes, I'd say that only higher (for that level) monsters should rspawn If all respawns were ...
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