Search found 85 matches

Sunday, 12th July 2020, 10:04

Forum: Technical Support

Topic: Trunk not updated in 2 months

Replies: 5

Views: 3682

Re: Trunk not updated in 2 months

Thanks Siegurt

Saturday, 11th July 2020, 23:55

Forum: Technical Support

Topic: Trunk not updated in 2 months

Replies: 5

Views: 3682

Trunk not updated in 2 months

Not sure if this is the right place for this but the crawl.develz.org/trunk/ download hasn't been updated in a while. There used to be another place to get it but I lost that link, if anyone has it that would be good. I'm looking to download the windows tiles version.

Saturday, 2nd March 2019, 10:55

Forum: Game Design Discussion

Topic: Nightstalker mutation and shock

Replies: 1

Views: 1175

Nightstalker mutation and shock

While playing a DsAe I got nightstalker and was no longer able to stand 3 tiles away from a wall and double zap three tiles. The max range for bounces should not be affected by the visual range reduction.

Thursday, 30th August 2018, 07:40

Forum: Game Design Discussion

Topic: Make faded altars only select from unseen altars

Replies: 15

Views: 4742

Re: Make faded altars only select from unseen altars

It might but by that point you chose a god or want one of those two.

Thursday, 30th August 2018, 07:30

Forum: Game Design Discussion

Topic: Make faded altars only select from unseen altars

Replies: 15

Views: 4742

Make faded altars only select from unseen altars

The random factor of the faded altar can be fun but I think it would be better if the altar only chose from the list of unspawned altars. You have already decided you don't want to play under those gods and in flavor there would be no reason for another altar to that god so soon (despite rng sometim...

Monday, 21st May 2018, 09:25

Forum: Game Design Discussion

Topic: Redesign Proposal - Demigod (or, a new Species?)

Replies: 92

Views: 30580

Re: Redesign Proposal - Demigod (or, a new Species?)

Realz wrote:
PlatinumSpider wrote:It's buggy, for me at least. Most tiles are just white, can't see what's going on.

Hmm, I downloaded the client I posted and it works for me. Not sure what to tell you. It's a windows executable... are you on windows?


Sorry, seems to be on my end. normal trunk is doing it too.

Monday, 21st May 2018, 07:58

Forum: Game Design Discussion

Topic: Redesign Proposal - Demigod (or, a new Species?)

Replies: 92

Views: 30580

Re: Redesign Proposal - Demigod (or, a new Species?)

It's buggy, for me at least. Most tiles are just white, can't see what's going on.

Tuesday, 27th March 2018, 23:27

Forum: Game Design Discussion

Topic: Species Proposal - Faerie Dragon

Replies: 189

Views: 66232

Re: Species Proposal - Faerie Dragon

Thanks, though you typod the setting and I didn't notice when I C-V'd it. I figured it out when I actually read it. Works now, thanks.

Tuesday, 27th March 2018, 22:25

Forum: Game Design Discussion

Topic: Species Proposal - Faerie Dragon

Replies: 189

Views: 66232

Re: Species Proposal - Faerie Dragon

I just started a 1.8 game, my fist since 1.3, and the first thing I noticed is the removal of using tab for casting my lvl 1 spell. Was this intentional? I found it to be a pretty nice feature in my other games and would love to see it back.

Wednesday, 21st March 2018, 10:30

Forum: Game Design Discussion

Topic: Species Proposal - Faerie Dragon

Replies: 189

Views: 66232

Re: Species Proposal - Faerie Dragon

I've been trying it out, one thing I found is that you can't tab your spell at 0 mp though you can still cast it though z . Make some spell macros! Your casting life becomes much easier.[/quote] I know about macros, this is just an observation about casting your first level spell through tab with t...

Wednesday, 21st March 2018, 01:52

Forum: Game Design Discussion

Topic: Species Proposal - Faerie Dragon

Replies: 189

Views: 66232

Re: Species Proposal - Faerie Dragon

I've been trying it out, one thing I found is that you can't tab your spell at 0 mp though you can still cast it though z .

Wednesday, 21st March 2018, 01:03

Forum: Game Design Discussion

Topic: Ashenzari and training targets

Replies: 5

Views: 1929

Re: Ashenzari and training targets

sounds fair

Wednesday, 21st March 2018, 00:36

Forum: Game Design Discussion

Topic: Ashenzari and training targets

Replies: 5

Views: 1929

Re: Ashenzari and training targets

I'd rather have my skills at the levels I want them at if I change gods late game and have the boost be an a bonus that's helpful and useful in case of draining.

Tuesday, 20th March 2018, 23:31

Forum: Game Design Discussion

Topic: Ashenzari and training targets

Replies: 5

Views: 1929

Ashenzari and training targets

Currently playing a game with ash and training targets are being met and training stops based on the boosted skill levels instead of the base skill levels. I think it should still use the base skill levels.

Saturday, 20th January 2018, 01:32

Forum: Game Design Discussion

Topic: Make starting ration e in inventory

Replies: 3

Views: 1469

Re: Make starting ration e in inventory

OK, guess I play that differently. I rarely use the eat command on chunks just eat them when I rest or autoexplore. I set rations to e and vampires put blood potions on q and the times when I want to eat I can just tap a button twice, if I have a chunk it will be eaten if not then a ration will but ...

Thursday, 18th January 2018, 09:04

Forum: Game Design Discussion

Topic: Make starting ration e in inventory

Replies: 3

Views: 1469

Make starting ration e in inventory

Now that rations are the only permafood make them start in inventory slot e for double-tap convenience. Most games will build up enough that players won't run out of them before they find more and have to = them back to e.

Sunday, 3rd December 2017, 02:24

Forum: Game Design Discussion

Topic: Remove shafts

Replies: 82

Views: 20616

Re: Remove shafts

Had a thought on this, link Int to chance to spot shafts. Higher Int get a bonus to spot them. Strong but dumb might get shafted more, weak but smart would get less or none.

Tuesday, 21st November 2017, 03:23

Forum: Game Design Discussion

Topic: Remove Piety Decay

Replies: 12

Views: 3276

Re: Remove Piety Decay

njvack wrote:And *not* using autoexplore with Chei is a good way to accidentally move with a monster onscreen :/



I almost always shift+move with chei for this reason.

Saturday, 14th October 2017, 23:33

Forum: Game Design Discussion

Topic: Remove butchering and simplify corpse drops

Replies: 10

Views: 3178

Re: Remove butchering and simplify corpse drops

Rast wrote:0%: Skeleton.



What is the point of this?

Wednesday, 27th September 2017, 21:51

Forum: Game Design Discussion

Topic: Early Distortion Brands on Monsters

Replies: 25

Views: 6942

Re: Early Distortion Brands on Monsters

While I disagree with the OP, there might be ways to make the brand more interesting/feel less unfair. What if, on each hit, you got a stack of translocational energy. 0-2: blink or damage. 3-4 stacks: blink, tele, -player tele, or medium damage. 5+ stacks: blink, -player tele, high damage, or bani...

Friday, 14th July 2017, 02:21

Forum: Game Design Discussion

Topic: Let Dissolution spawn [only] outside slime pits

Replies: 7

Views: 3076

Re: Let Dissolution spawn [only] outside slime pits

Plantissue wrote:I like to completely explore Slime. I'm not sure why I do it though. I just have an urge to explore and kill everything. The voices tell me to do it.




This i8s what I do to the whole game, it's why I'm so bad at it. I call it "Old School Gamer" syndrome.

Tuesday, 20th June 2017, 05:56

Forum: Game Design Discussion

Topic: Swapping amulets of faith

Replies: 5

Views: 2007

Re: Swapping amulets of faith

Why make it an exception at all, have it so you can swap an item of any type that has a negative effect on removal to another of the same type without having the negative effect occur.

Monday, 19th June 2017, 22:15

Forum: Game Design Discussion

Topic: Swapping amulets of faith

Replies: 5

Views: 2007

Re: Swapping amulets of faith

If you are switching from faith to faith you should keep or regain the piety, as long as you take no action between removing one and replacing it with the other.

Tuesday, 6th June 2017, 03:27

Forum: Game Design Discussion

Topic: Make all God abilities use HP

Replies: 4

Views: 1781

Make all God abilities use HP

Make God active abilities pull from HP pool instead of the MP pool like with Makhleb. This makes them more useful for casters who are out of MP from using their spells and help differentiate God magic from the in game spell magic.

Monday, 15th May 2017, 03:00

Forum: Game Design Discussion

Topic: Riposte: the post

Replies: 56

Views: 26120

Re: Riposte: the post

My take on the whole thing is that the riposte concept would work a lot better as an interaction with SH than EV. The long blade could give a nontrivial contribution to SH and riposte on rolls where the SH bonus makes the decisive contribution (however you decide to hack that idea into the hit roll...

Monday, 15th May 2017, 02:56

Forum: Game Design Discussion

Topic: Riposte: the post

Replies: 56

Views: 26120

Re: Riposte: the post

The Riposte encourages characters to build EV more, As has been explained thoroughly in this thread, it doesn't really actually incentivize this since the returns are so small. Except it does for the majority of players who don't go in depth analysis on the odds, they just see that when they dodge ...

Tuesday, 9th May 2017, 01:44

Forum: Game Design Discussion

Topic: Make Hep ancestor dodge your shots

Replies: 3

Views: 1863

Re: Make Hep ancestor dodge your shots

Shutting off friendly fire is more of a quality-of-life sort of thing. It makes having an ally less annoying, which is preferable regardless of what impact it has on character power. Perpetual irritation should not be the sort of penalty applied to compensate for a particular upgrade's strength. Th...

Monday, 8th May 2017, 05:35

Forum: Game Design Discussion

Topic: Make Hep ancestor dodge your shots

Replies: 3

Views: 1863

Make Hep ancestor dodge your shots

You should still be able to fire at an enemy when the ancestor is in the way like with demonic guardian.

Monday, 17th April 2017, 10:44

Forum: Game Design Discussion

Topic: Swastika vault should maybe be removed?

Replies: 19

Views: 6665

Re: Swastika vault should maybe be removed?

Swastika is pretty different from that. It turns the opposite way, has equal width after the arms turn instead of thinning. Also the Nazi version, which is the reason you post I assume, is also resting on a point not flat. Beyond all that the symbol itself is found in a large number of religions in ...

Thursday, 13th April 2017, 05:03

Forum: Game Design Discussion

Topic: About Scarves, and Bucklers

Replies: 18

Views: 7017

Re: About Scarves, and Bucklers

Wouldn't allowing shields to be the only armor that can be swapped quickly make the whole skill better? Then you can swap tactically between shield and 1-hand, and 2 hand weapon or launcher, or casting without the shield defense.

Wednesday, 12th April 2017, 04:57

Forum: Game Design Discussion

Topic: Allow auto-explore while berserk

Replies: 1

Views: 1169

Allow auto-explore while berserk

See title. While berserk you can use 'G'o commands normally but not 'o'. When you have Ragitis or at will berserk and enough food you can often berserk every fight so every fight you have to either wander until berserk wears off then hit o, or hit 5 then o. Tedious. I know it would be optimal to wai...

Tuesday, 11th April 2017, 03:09

Forum: Game Design Discussion

Topic: Have autoexplore try to get to detected items

Replies: 2

Views: 1435

Have autoexplore try to get to detected items

Currently if you have detect items and have detected an item and hit o, you can walk away from it to explore new black in the opposite direction. I'd like it to always try to see what the item is before exploring in a random direction.

Sunday, 9th April 2017, 11:34

Forum: Game Design Discussion

Topic: Monster Proposal: Orc Elephant-rider

Replies: 12

Views: 5173

Re: Monster Proposal: Orc Elephant-rider

Mahout is the term for an elephant handler/rider. Orc Mahout would work fine I think.

Friday, 31st March 2017, 05:42

Forum: Game Design Discussion

Topic: Rework Halfling

Replies: 23

Views: 8140

Re: Rework Halfling

Isn't luck supposed to be a halfling trait? Can that be worked in to them somehow, maybe better acquire rolls?

Thursday, 16th March 2017, 01:43

Forum: Game Design Discussion

Topic: Have shops show how many matching items are in inventory

Replies: 7

Views: 2327

Have shops show how many matching items are in inventory

In the shop interface have a number owned show at the end of an item's line to let you know how many are in your inventory.

? a - 22 gold a scroll of identify (3 owned)
? b - 38 gold a scroll of magic mapping (unknown)
? c - 38 gold a scroll of amnesia (0 owned)

Monday, 6th March 2017, 01:53

Forum: Game Design Discussion

Topic: Remove curses (in general) and changes to Ashenzari

Replies: 15

Views: 5242

Re: Remove curses (in general) and changes to Ashenzari

I do seem to remember the earliest version I played (Linley's) had a necklace that would choke you to death when equipped. Unless you don't count that since this is just a branch of that.

Wednesday, 8th February 2017, 07:15

Forum: Game Design Discussion

Topic: Keep randart original flavor in pickup info

Replies: 0

Views: 997

Keep randart original flavor in pickup info

The game logs where you pickup items already but once you ID a randart the original description it had is gone. I'd like the line that says where it was to include the original description of the randart so one can still get a picture of what it looks like. Something like This ancient atefact cannot...

Monday, 6th February 2017, 23:27

Forum: Game Design Discussion

Topic: Allow Octopodes to wear scarves

Replies: 18

Views: 6220

Allow Octopodes to wear scarves

The new scarf neck slot slot should be accessible for them, since it's a lot like an amulet but cloaks would still be blocked since they would drag along the ground.

Felids could wear them too I suppose.

Friday, 27th January 2017, 05:31

Forum: Game Design Discussion

Topic: map p for Put on

Replies: 12

Views: 3696

Re: map p for Put on

Good point on the fat fingers, point ceded. +1 for menu jump idea too.

Thursday, 26th January 2017, 07:00

Forum: Game Design Discussion

Topic: map p for Put on

Replies: 12

Views: 3696

Re: map p for Put on

My proposal: 1. Merge 'P' and 'E'quip. 2. Merge 'R' and 'T'ake off as well. 3. Remove 'q'uaff, 'r'ead, 'e'at, e'V'oke, 'M'emorise completely and merge all of them to 'u'se. All of these mechanics are some dumb heritages from Nethack, so eradicate them completely plz Actually they aren't dumb, they ...

Monday, 23rd January 2017, 01:44

Forum: Game Design Discussion

Topic: Background idea: Archaeologist (Playable offline)

Replies: 41

Views: 13736

Re: Background idea: Archaeologist (Playable offline)

The lightning rod is now an elemental evoker like the fan of gales, so having 2 doesn't help more than one.

Sunday, 8th January 2017, 08:34

Forum: Game Design Discussion

Topic: Weapon-less Ieoh Jian Council (now implemented)

Replies: 81

Views: 33857

Re: Weapon-less Ieoh Jian Council (now implemented)

I'm trying out the new version and it's nice, less fiddling with the weapons. I do feel that you should be able to project your weapon and call for a heavenly blade at the same time though. I understand you don't want people to project multiple weapons so you can't project a weapon then wield one fr...

Monday, 19th December 2016, 05:13

Forum: Game Design Discussion

Topic: New hosted branch: Ieoh Jian Council. Feedback here!

Replies: 84

Views: 31303

Re: New hosted branch: Ieoh Jian Council. Feedback here!

I'm playing a game with a DrMo right now and twice so far I've had monsters act after I use Recall Weapon. It is supposed to be instant now so I figure there's a bug in there somewhere.

Sunday, 4th December 2016, 09:57

Forum: Game Design Discussion

Topic: Zap bounce online vs offline

Replies: 3

Views: 2765

Re: Zap bounce online vs offline

Thanks for the suggestion. I submitted one, hopefully I did it right as it's the first time I've done it.

Saturday, 3rd December 2016, 10:19

Forum: Game Design Discussion

Topic: riposte chance should be independent of shields

Replies: 4

Views: 1658

Re: riposte chance should be independent of shields

A similar thread from earlier brought this up and had a patch written to check dodge before shields, though I don't know if it was ever implemented.

viewtopic.php?f=8&t=21777

Friday, 2nd December 2016, 07:20

Forum: Game Design Discussion

Topic: New hosted branch: Ieoh Jian Council. Feedback here!

Replies: 84

Views: 31303

Re: New hosted branch: Ieoh Jian Council. Feedback here!

One thing that needs to happen for this god is that items from your inventory have to always go back to your inventory and retain their inventory slots when they do. I somehow lost a pain weapon on one run, ctrl-f couldn't even find it, and whenever you move around in combat there's a chance your (a...

Saturday, 26th November 2016, 02:17

Forum: Game Design Discussion

Topic: Zap bounce online vs offline

Replies: 3

Views: 2765

Zap bounce online vs offline

I was playing a few games as an AE last night online and found a big difference between the around corner double bounce between the online and offline. Hopefully I can describe it clearly enough. When you exit a one space wide corridor diagonally you can shoot a zap into the opposite wall of the cor...

Tuesday, 22nd November 2016, 11:54

Forum: Game Design Discussion

Topic: New hosted branch: Ieoh Jian Council. Feedback here!

Replies: 84

Views: 31303

Re: New hosted branch: Ieoh Jian Council. Feedback here!

Yes it's very fun. :D I'd say it's pretty strong too. You can have strong battlefield control with pole vault combined with lunge. So far (in Lair 2) I have max piety but haven't had much use for the steel dragonfly yet, though the one time I tried to use it I only had 5 mp. I can see it becoming us...

Tuesday, 22nd November 2016, 03:10

Forum: Game Design Discussion

Topic: Make monstrous DS grow claws first

Replies: 25

Views: 8463

Make monstrous DS grow claws first

When DS is generated as monstrous make the claws show before any other aux attack mutation. This is to prevent people from training a weapon too much instead of UC. If they see an aux attack they assume they won't get claws most of the time and put a lot of XP into a weapon they won't use.
Next

Return to advanced search

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