Search found 281 matches

Wednesday, 26th February 2020, 20:44

Forum: Contributions

Topic: DCSSReplay: TtyRec Replayer with tile image generation

Replies: 4

Views: 2093

Re: DCSSReplay: TtyRec Replayer with tile image generation

It's beautiful and I love you

Tuesday, 31st December 2019, 12:49

Forum: Crazy Yiuf's Corner

Topic: DCSS familiar - a weapon damage calculator

Replies: 6

Views: 2216

Re: DCSS familiar - a weapon damage calculator

Nice tool, thanks!
What would work very well would be for the webtiles chat bots to be able to launch it on command, on a new tab page, with the current game's data and LoS monsters.

Friday, 1st November 2019, 13:14

Forum: Game Design Discussion

Topic: Shop mimic as spawnable type

Replies: 4

Views: 924

Re: Shop mimic as spawnable type

If it's too much trouble to remove mimics because of those vaults that use them, at the very least prevent portals and shops from being mimics. It's probably the most obnoxious mechanic in crawl.

Friday, 12th July 2019, 20:24

Forum: Crazy Yiuf's Corner

Topic: Darkness as a permabuff

Replies: 3

Views: 857

Re: Darkness as a permabuff

It's more powerful when it's not a permabuff, because currently you can cast it to help you run away. You gain 2 squares in 1 turn. Being a permabuff also gives you the option of casting it to get away as long as you remember to just turn it off when you are not using it. It's actually better, sinc...

Monday, 24th June 2019, 23:42

Forum: Crazy Yiuf's Corner

Topic: Probability of dying on the next turn

Replies: 8

Views: 1356

Re: Probability of dying on the next turn

Instead of inferring the dist through a monte carlo, wouldn't it would be more useful to just know the worst case damage, which should be deterministic per monster. Perhaps, in the actors queue, the order is irrelevant as long as you play out multiplicative damage effects (like tormentors) 1st, then...

Tuesday, 30th April 2019, 19:03

Forum: Crazy Yiuf's Corner

Topic: nerf gozag

Replies: 17

Views: 2389

Re: nerf gozag

This got very real very quickly

Friday, 26th April 2019, 22:26

Forum: Crazy Yiuf's Corner

Topic: Leo Littlebook's thread

Replies: 76

Views: 9940

Re: Leo Littlebook's thread

Sorry if I came across as a bit unpleasant on my last post, Leo, I thought you were a troll since your 1st post was pretty confusing. In this case, Personal Information Manager. Could you explain what you mean by PIM ( https://en.wikipedia.org/wiki/Personal_information_manager ) is in this context, ...

Wednesday, 24th April 2019, 21:48

Forum: Crazy Yiuf's Corner

Topic: Leo Littlebook's thread

Replies: 76

Views: 9940

Re: Leo Littlebook's thread

duvessa wrote:As much as I admire the dedication to trolling here, you really need to get some new material.


At 1st I actually thought it was some sort of Markov text generator prank

Tuesday, 2nd April 2019, 18:25

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 97

Views: 15016

Re: Experimental branch: Known Traps

Was there a fog area in los, like a dith altar?

Tuesday, 2nd April 2019, 18:24

Forum: Game Design Discussion

Topic: Avg number of shaft events?

Replies: 8

Views: 1627

Re: Avg number of shaft events?

Since other players seem to be having similar experiences, I wonder if the likelihood of a shaft triggering shouldn't be toned down a lot? Frankly I prefer to be confronted with dangerous situations that are mostly of my own making and could have been avoided through careful and intelligent play, bu...

Sunday, 31st March 2019, 01:23

Forum: Game Design Discussion

Topic: Avg number of shaft events?

Replies: 8

Views: 1627

Avg number of shaft events?

What's expected average number of shaft events, lets say if a player fully explores each dungeon d1-d15 map? I'm asking because it seems to be happening nearly every game now, very often multiple times per dungeon clear. If I take my last, lets say, 10 games where I lived past lev 5, we can see that...

Monday, 4th March 2019, 17:20

Forum: Game Design Discussion

Topic: Why isn't DD ability just a regeneration rate?

Replies: 33

Views: 4676

Re: Why isn't DD ability just a regeneration rate?

If the actual *point* of the OP is to remove the tactical heal wounds from the equation, a quick and dirty solution would be to have DD get the ambrosia effect instead of the heal wounds effect (for the same cost), this would give them roughly the same amount of total healing, while making it almos...

Monday, 4th March 2019, 17:16

Forum: Game Design Discussion

Topic: Vampires suck/vampire rework thread

Replies: 28

Views: 4616

Re: Vampires suck/vampire rework thread

Could always just remove the fiddly food system (make blood bottles permafood and greatly simplify their nutrition so you don't care about being bloodless on purpose) and give them a totally DIFFERENT gimmick instead. I agree, making vampires use rations the same way as other races, with a cosmetic...

Wednesday, 27th February 2019, 21:21

Forum: Game Design Discussion

Topic: Why isn't DD ability just a regeneration rate?

Replies: 33

Views: 4676

Re: Why isn't DD ability just a regeneration rate?

I could be wrong, but I think that while this proposal does make DD less broken in their get-out-of-jail HW card, it doesn't change in any way their dependence on some gods for their normal healing needs. Unless you give this regen thing a lot more charges, but then why not have DD heal normally sin...

Saturday, 23rd February 2019, 19:08

Forum: Game Design Discussion

Topic: Implement event chance smoothing on EV and SH

Replies: 35

Views: 3589

Re: Implement event chance smoothing on EV and SH

I suppose it lets you game the system by leaving dangerous fights aside, then search for an easy monster (like a goblin) that you parked away somewhere, taking off your armour and shield, and wait until the goblin hits you through your ev, which might indicate that your next ev hit will on average t...

Saturday, 23rd February 2019, 19:00

Forum: Game Design Discussion

Topic: Modifying potion of brilliance?

Replies: 0

Views: 473

Modifying potion of brilliance?

The only resistance not covered by potions is mr, so I thought a new potion that would increase it by + or even ++ would be nice. A drawback could be either lowering physical resistances, like ac and/or ev, or a net % increase in damage received. Some lore to tidy it up about being more attuned to t...

Saturday, 23rd February 2019, 18:46

Forum: Game Design Discussion

Topic: Modifying potion of brilliance

Replies: 4

Views: 961

Modifying potion of brilliance

The only resistance not covered by potions is mr, so I thought a new potion that would increase it by + or even ++ would be nice. A drawback could be either lowering physical resistances, like ac and/or ev, or a net % increase in damage received. Some lore to tidy it up about being more attuned to t...

Saturday, 23rd February 2019, 11:51

Forum: Dungeon Crawling Advice

Topic: Complete N00b's Journey: The Series

Replies: 10

Views: 1955

Re: Complete N00b's Journey: The Series

Gj!
Btw, how do you feel the other rougelikes you've played compare to DCSS?

Friday, 22nd February 2019, 11:09

Forum: YASD! YAVP! and characters in progress too

Topic: Complete N00b's Journey Character #4: Keamos, the DgFi

Replies: 35

Views: 3908

Re: Complete N00b's Journey Character #4: Keamos, the DgFi

I'd try Vaults 5. Don't stairdance and/or use immolation, since managing your noise levels is the most important. Be sure to climb down using either a hatch or reading tele beforehand. Buff up before you descend (agil+might+haste). When you land, if you don't land in a critically dangerous area, rea...

Tuesday, 19th February 2019, 23:53

Forum: Game Design Discussion

Topic: Revised^n Report on the god Nemelex

Replies: 52

Views: 9702

Re: Revised^n Report on the god Nemelex

Both of these cards could probably be removed with no replacement, and I suspect they would not be missed? I'd probably miss them. I see Tomb as the ability to create a chokepoint on-demand. Degeneration can be used to get rid of dangerous uniques, where in most cases what they're replaced with is ...

Thursday, 14th February 2019, 20:01

Forum: Game Design Discussion

Topic: Simplify the damage formula

Replies: 39

Views: 5389

Re: Simplify the damage formula

I think both new and veteran players would stand to gain if they could see in a simple format the damage a weapon does. A uniform distribution really helps there. I'd be able to examine a weapon and see displayed: "Broad axe of freezing. It does 10-25 damage + 5-8 fire per turn, given your curr...

Thursday, 14th February 2019, 00:24

Forum: Game Design Discussion

Topic: Simplify the damage formula

Replies: 39

Views: 5389

Re: Simplify the damage formula

ah yes I seem to remember you mentioning it had a very large right tail

Wednesday, 13th February 2019, 23:18

Forum: Game Design Discussion

Topic: Simplify the damage formula

Replies: 39

Views: 5389

Re: Simplify the damage formula

This results in a pretty large variance. Is it a desired behaviour? How does that compared with the variance of the original formula (I mean an estimation, since like you said its awful to calculate analytically)? Maybe make it a normal dist, or some other skewed distr?

Tuesday, 12th February 2019, 12:12

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: Naga Transmuter, murdered in V:5, but don't know why..

Replies: 10

Views: 1184

Re: YASD: Naga Transmuter, murdered in V:5, but don't know w

It's probably a combination of issues. From what I can tell 1 - In V5 I'd have kept teleporting until I got to a secluded corner and then tried to manage my noise and los to attract only small crowds to me. 2 - You need more dodging. Ac alone is not enough IMO. It should be balanced with at least SH...

Tuesday, 12th February 2019, 11:57

Forum: YASD! YAVP! and characters in progress too

Topic: Complete N00b's Journey Character #2: Reloff, the CeIE

Replies: 23

Views: 2886

Re: Complete N00b's Journey Character #2: Reloff, the CeIE

Let me start by saying that my remarks are merely my personal preference, and other experienced players will have different opinions on the matter. I prefer to focus on only 1 attack skill, be it ranged, melee or a specific magic school (possibly with some supporting schools like conj or spellc). I ...

Tuesday, 12th February 2019, 11:45

Forum: Crazy Yiuf's Corner

Topic: Ease of use improvements needed in .24

Replies: 4

Views: 929

Re: Ease of use improvements needed in .24

* Improve spellcasting's default targeting algos so that they maximize the potential # of monsters affected (bolts, fireball, lrd, etc). This should be an optional setting in the rc file.

Sunday, 10th February 2019, 22:14

Forum: Game Design Discussion

Topic: New type of tournament ?

Replies: 26

Views: 16462

Re: New type of tournament ?

I could just generate the map offline, and examine each level in wiz mode. It's pretty fast.
Rand seeds are pretty interesting, but I doubt they'd be used in tourneys, unless it's a friendly game and it's no biggie if someone wants to cheat.

Saturday, 2nd February 2019, 11:07

Forum: Dungeon Crawling Advice

Topic: mimic portal - is there a real one?

Replies: 3

Views: 891

Re: mimic portal - is there a real one?

Possibly one of the most annoying features of dcss, imo

Thursday, 31st January 2019, 22:34

Forum: Contributions

Topic: Request: Will PAY for some QoL mobile features!

Replies: 2

Views: 1133

Re: Request: Will PAY for some QoL mobile features!

Have you considered macroing 'Tab o' instead?

Wednesday, 16th January 2019, 20:08

Forum: Game Design Discussion

Topic: Improve potions of resistance

Replies: 5

Views: 1280

Re: Improve potions of resistance

Just a reminder that there's already a pot that gives rN+++

Friday, 11th January 2019, 23:25

Forum: Dungeon Crawling Advice

Topic: What god would you choose?

Replies: 10

Views: 1885

Re: What god would you choose?

If I had some wand charges left, I'd just wait for other altars, since none of those gods increases my immediate survival prospects who am I kidding I'd pick xom in a heartbeat.

Thursday, 3rd January 2019, 12:55

Forum: Crazy Yiuf's Corner

Topic: AsparasYuuki, senpai has noticed you!

Replies: 6

Views: 1511

Re: AsparasYuuki, senpai has noticed you!

That's... some tremendous dedication to DEWz's of Sif

Tuesday, 18th December 2018, 19:02

Forum: Game Design Discussion

Topic: Revised^n Report on the god Nemelex

Replies: 52

Views: 9702

Re: Revised^n Report on the god Nemelex

So my impression after a few games on experimental branch. UI: - No problems that I could see. It's streamlined and works fine. No inventory management: - It's awesome. Max cards capped at 13: - Not only quite frustrating, but it also encourages the player to leave large areas of easy levels unexplo...

Monday, 17th December 2018, 14:39

Forum: Game Design Discussion

Topic: Shafts should not be traps

Replies: 4

Views: 1100

Re: Shafts should not be traps

Even without any other changes, making shafts always visible would go a long way to improve the game. They'd become interesting strategic resources instead of pointless streak-killers.

Thursday, 13th December 2018, 16:45

Forum: Crazy Yiuf's Corner

Topic: Your secured short term investment partner

Replies: 14

Views: 2451

Re: Your secured short term investment partner

If their necro skill is high enough, they can even raise other bot's long decayed threads

Monday, 5th November 2018, 17:52

Forum: Game Design Discussion

Topic: melee and missile noise

Replies: 13

Views: 2448

Re: melee and missile noise

Siegurt wrote:Hm, what if stealth reduced noise from attacks and spells as well as opening doors? (Just spitballing here)


I like it

Tuesday, 16th October 2018, 23:26

Forum: Game Design Discussion

Topic: We should be allowed to sac a leg to RU

Replies: 13

Views: 2509

Re: We should be allowed to sac a leg to RU

Aean wrote:Sac speed like this should be at least an "incredible" sacrifice, if not more.

...also, if you sacrifice a hand, eye, and leg, you should totally be able to get a parrot familiar that decreases stealth, but adds an auxiliary attack.


Or perhaps increases los instead of the aux attack?

Tuesday, 9th October 2018, 14:43

Forum: Game Design Discussion

Topic: We should be allowed to sac a leg to RU

Replies: 13

Views: 2509

Re: We should be allowed to sac a leg to RU

Siegurt wrote:Do you also get a parrot as a pet?


I think that'd be pushing my luck

Tuesday, 9th October 2018, 14:38

Forum: Crazy Yiuf's Corner

Topic: Your elbow is near, but you can't bite it, dear. Or can you?

Replies: 12

Views: 5170

Re: Your elbow is near, but you can't bite it, dear. Or can

Get a water nymph in the bailey, probably via polymorph, and it will cover the stone arch with shallow water, which you can turn into deep water with Rain (make sure the nymph isn't standing on the arch though, because Rain won't make deep water directly under the nymph). The resulting deep water i...

Tuesday, 9th October 2018, 14:34

Forum: Game Design Discussion

Topic: We should be allowed to sac a leg to RU

Replies: 13

Views: 2509

We should be allowed to sac a leg to RU

It would halve your movement speed, perhaps also forbid boots?

I have a dream where I'd get to sac an arm, a leg, and an eye, becoming all-mighty. Isn't it a thing of beauty?

Monday, 8th October 2018, 23:55

Forum: Crazy Yiuf's Corner

Topic: Your elbow is near, but you can't bite it, dear. Or can you?

Replies: 12

Views: 5170

Re: Your elbow is near, but you can't bite it, dear. Or can

I wondered if another possibility would be to exploit tornado's buggy behavior (maybe get a hostile air summon through air miscasts) and wait until you're placed inside the vault. I tried and it doesn't work. Maybe it's only the player's tornado that has that bug. Or maybe I'm just wrong about torna...

Monday, 8th October 2018, 23:38

Forum: Crazy Yiuf's Corner

Topic: Your elbow is near, but you can't bite it, dear. Or can you?

Replies: 12

Views: 5170

Re: Your elbow is near, but you can't bite it, dear. Or can

Couldn't you instead drop a plant in the arch?

Monday, 8th October 2018, 16:09

Forum: Coding

Topic: Changing shift+direction behavior

Replies: 1

Views: 976

Changing shift+direction behavior

Hi, I hope this is the right place to ask. The current behavior of shift+direction is going in a straight line until I bump into a wall or spot a monster. I'd like to change it so that it only moves 1 square unless there's a monster in LOS. Is there an option already for this? If not, I'd like to tr...

Monday, 8th October 2018, 15:59

Forum: Game Design Discussion

Topic: Nets vs player are too powerful and random

Replies: 7

Views: 1607

Re: Nets vs player are too powerful and random

How about no monsters spawn with nets before, say, d4? d5?

Saturday, 29th September 2018, 12:41

Forum: Crazy Yiuf's Corner

Topic: how to open doors

Replies: 9

Views: 1844

Re: how to open doors

wouldn't it just be easier to open the door, enslave everything on the other side of the door, order them to go back into the room you came from, and also to close the door behind them. that way you don't even have to open the door. This certainly makes sense, but I believe the optimal strategy her...

Wednesday, 26th September 2018, 22:25

Forum: Crazy Yiuf's Corner

Topic: how to open doors

Replies: 9

Views: 1844

Re: how to open doors

I usually do something similar, but instead I cast fear on a lightning spire i made hostile by casting inner flame+killing a snake i summoned

Tuesday, 18th September 2018, 20:04

Forum: Dungeon Crawling Advice

Topic: Which xl8 Necro spell to use? CiP: xl23 GnTm on Tomb:3 stair

Replies: 7

Views: 1507

Re: Which xl8 Necro spell to use? CiP: xl23 GnTm on Tomb:3 s

DDoor, for sure. Does it work with statue form? abjur+ddoor+immol seems like a great combo if things go sour

Edit: since you're on a speedrun, infestation will be a LOT more useful later on, while in hell/pan, to save turns. And it's not bad in tomb either.

Wednesday, 12th September 2018, 21:07

Forum: Dungeon Crawling Advice

Topic: Test yourself: xl16 GnTm of Chei vs the Royal Jelly

Replies: 8

Views: 2105

Re: Test yourself: xl16 GnTm of Chei vs the Royal Jelly

Interesting problem, thanks. I did try it a few times. I can't think of any good strategy besides the ones we all already know, but I'll still recap. There are 2 usual scenarios: 1 - TRJ awakes and wonders outside. Usually bad, that Lightning spire did too much noise. Here I find that using a blink+...

Monday, 27th August 2018, 18:17

Forum: Game Design Discussion

Topic: Tournament rules can cause health problems

Replies: 67

Views: 11959

Re: Tournament rules can cause health problems

Demiham wrote:The tournament rules are only a problem for the more serious players ~top 50 or so.


Not quite. It's also a problem for possibly hundreds of other players who had a fair chance to be top 50 if only they were able to dedicate 14h/day to the game for the whole duration of the tournament.
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