Search found 42 matches

Wednesday, 11th December 2019, 14:41

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 24244

Re: Update stair logic (nerf stair dancing)

If you are damaged while taking a staircase, you stop taking the staircase. I think this could work quite well if there were also some indication of how many enemies are at the other side of the staircase. A simple indicator that marks stairs as dangerous, if there are any monsters within 3 spaces ...

Saturday, 7th December 2019, 16:57

Forum: Game Design Discussion

Topic: Ally commands

Replies: 18

Views: 5443

Re: Ally commands

Regarding Hep specifically, I think it would be a whole lot more fun if your attacks just passed through and didn't affect your ancestor at all, the same way they don't with DS's Demonic Guardians. Hep's already pretty strong though, so I'm not sure what kind of changes would be needed to compensate.

Saturday, 7th December 2019, 16:24

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 50606

Re: Positional Attack Magic Implementation [Now Playable]

I played a bunch of mages recently, and since there's some more activity in this thread, here's some more actual playtesting feedback: I think refrigeration is in a good place right now. The damage is low for level 6 but considering how many things it can hit at the same time and that it never misse...

Tuesday, 3rd December 2019, 12:39

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 50606

Re: Positional Attack Magic Implementation [Now Playable]

Went to use Starburst against a hydra and got a message that my line of fire was blocked by a broken pillar, which wasn't actually blocking the Hydra. No problem actually hitting it, of course. https://i.imgur.com/euVkqnf.png (Is there a preferred place for bug reports etc. regarding positional magi...

Monday, 2nd December 2019, 12:57

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 50606

Re: Positional Attack Magic Implementation [Now Playable]

I missed the spellforged servitor change before now. It's a good idea but could OOD be moved down to a secondary spell? It's kind of annoying/dangerous to have on a servitor, and will still lead to (very slight) altering of your spell list for the servitor's sake.

Wednesday, 20th November 2019, 03:22

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 100184

Re: Positional Attack Spells

Well ebering has said several times that differentiating spells from ranged combat is one of the main motivations for these changes, and that he's hoping to do some work on improving targeting, so I don't really agree that it's a red herring. Anyhow, this may surprise you but I really don't mind the...

Wednesday, 20th November 2019, 03:07

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 50606

Re: Positional Attack Magic Implementation [Now Playable]

I've just played a bit with a VM that got Eringya's Noxious Bog, so a few more thoughts: Bog is really good, and I think a great example of a positional spell that rewards players for thinking about positioning. My previous attempt I didn't really get that monsters will go in if they have nowhere el...

Tuesday, 19th November 2019, 14:25

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 100184

Re: Positional Attack Spells

So here are some thoughts on the current positional magic branch, that probably don't belong in that newer thread. I'm not sure where they do belong so I'm putting them here. First of all, when I play a character that uses conjurations etc. as my main way of dealing damage, I typically feel quite di...

Tuesday, 19th November 2019, 02:34

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 50606

Re: Positional Attack Magic Implementation [Now Playable]

Some initial thoughts. Minor theorycrafting, sorry. Played using 0.25-a0-140-g3f2c7a7243 local tiles. General: Most of the starting books feel like they're missing something now. I assume there will be some more additions at some point, but I haven't seen this explicitly stated. My personal thought ...

Monday, 29th April 2019, 06:25

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 26809

Re: Experimental branch: two state vampires

I know you said in your last post that a nerf to bloodless form was needed, so I won't make too many judgments on this iteration. As it is though, giving bloodless the ability to regenerate, and a permanent cost to switch back to alive, effectively makes this now one-state vampires for a typical gam...

Sunday, 28th April 2019, 23:06

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 26809

Re: Experimental branch: two state vampires

I don't know enough to know what's going on, but adding an mpr in _do_rest in main.cc, after the actual resting part but before turning back to bloodless, causes me to turn alive and then immidiately turn bloodless again when resting, healing 1 HP at XL1 and taking 10 turns. For comparison, turning ...

Sunday, 28th April 2019, 22:24

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 26809

Re: Experimental branch: two state vampires

The cosplay challenge has a few games completed now: https://www.reddit.com/r/dcss/comments/bhi0ya/crawl_cosplay_challenge_set_5_week_2_jory_the/ In general the consensus seems to be that no longer relying on blood potions is a big improvement, and the reduction of vampires to two states is not as i...

Friday, 26th April 2019, 02:45

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 26809

Re: Experimental branch: two state vampires

Won an enchanter . I think giving bloodless an additional -10% HP penalty is maybe a quick solution to balance it against Alive. I do think having some alternative to needing to switch to alive to heal is desirable, but I personally didn't find it overly fiddly, even without the vampire_rest_alive ...

Wednesday, 24th April 2019, 03:20

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 26809

Re: Experimental branch: two state vampires

What are your RC settings? You said unthread you can replicate this on cko with default rc and macros...? My normal RC settings: https://crawl.kelbi.org/crawl/rcfiles/crawl-git/EthnicCake.rc However I've just made an account on CKO with username and password vptest, and have the same experience the...

Tuesday, 23rd April 2019, 20:29

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 26809

Re: Experimental branch: two state vampires

OK I've tested on a few computers and accounts, locally and online, and they all have the same behaviour. Am I just misunderstanding something? What I thought should happen, according to this thread and the github commits, is that if I am lower than full health and bloodless, and vampire_rest_alive ...

Tuesday, 23rd April 2019, 05:30

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 26809

Re: Experimental branch: two state vampires

The auto-transform already returns you to bloodless once you're done resting. It does not for me though (and presumably some other people), offline or online, tiles or console, version 0.24-a0-277-gfbb80f92b3. Instead what happens is: 1) Pressing '5' causes you to start the ritual of turning alive....

Monday, 22nd April 2019, 21:30

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 26809

Re: Experimental branch: two state vampires

Switched to online after I died offline, all the same issues happening online as well. Request: change vampire_rest_alive to a percentage value instead of boolean. If I'm at 90% HP I probably don't care about going to full health, especially if I'm not somewhere safe, but I might want to rest to res...

Monday, 22nd April 2019, 20:59

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 26809

Re: Experimental branch: two state vampires

Still on Linux Tiles 0.24-a0-276-gd3f6ffcc0d. When I rest while alive, and not at full health, my next movement action does nothing (excluding autoexplore). I think this is the cause of the display not updating after taking stairs - it happens if I climb stairs to rest and then go back down immediat...

Monday, 22nd April 2019, 20:15

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 26809

Re: Experimental branch: two state vampires

ebering wrote:When reporting issues could you post the version string from the branch? I was fiddling with it last night and you might have pulled something intermediate.


Right, sorry. This was 0.24-a0-276-gd3f6ffcc0d, which I think has all the latest commits.

Monday, 22nd April 2019, 07:00

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 26809

Re: Experimental branch: two state vampires

Preliminary observations, using Linux Tiles 0.24-a0-276-gd3f6ffcc0d * Playing locally, trying to rest while bloodless seems to switch me to alive, then does nothing else. I can hit 5 to rest again, but I don't change back to bloodless automatically after. * Wights don't seem to drain me in melee, ev...

Monday, 22nd April 2019, 04:07

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 26809

Re: Experimental branch: two state vampires

If you get this up on a server or two before Friday I'll run a Jory Cosplay Challenge to try to get some testers. I'm not going to run the Cosplay Challenge during CSDC so this week is best for timely playtesting.

Tuesday, 22nd January 2019, 05:08

Forum: Game Design Discussion

Topic: Level effects

Replies: 19

Views: 5962

Re: Level effects

The fact that you can backtrack really limits what you can do with level effects. I don't think this is a problem if level effects are designed to add variety instead of just challenge. A -LOS floor would generally be considered a good thing, and I think effects that tend towards giving the player ...

Friday, 18th January 2019, 05:53

Forum: The Dart Board

Topic: Cosplay Challenge, now in Set 3! Play chars based on uniques

Replies: 4

Views: 7103

Re: Cosplay Challenge, now in Set 3! Play chars based on uni

I've started running these in 5-game sets. Set 3 has just started, making it a great time to join. Automatic tracking of online games is coming "soon". https://www.reddit.com/r/dcss/comments/ah7bp3/crawl_cosplay_challenge_set_3_week_1_mara_ds_fe/ Games will not run during the 0.23 tourname...

Wednesday, 16th January 2019, 07:57

Forum: Technical Support

Topic: rcfile location for CPO and LLD?

Replies: 0

Views: 1336

rcfile location for CPO and LLD?

Trying to figure out where rcfiles are stored on CPO and LLD. I can't find them in any of the usual locations. Thanks in advance.

edit: answered on reddit
https://www.reddit.com/r/dcss/comments/ ... o_and_lld/

Tuesday, 1st January 2019, 19:03

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 97

Views: 38658

Re: Experimental branch: Known Traps

Since monsters don't trigger traps anymore if they're out of LOS, it's still possible to kill them on traps (like dispersal) with allies who can attack out of LOS (Yred servants, enslaved monsters, etc.) https://i.imgur.com/TQah1uol.png This is on trunk on CKO (FWIW, I really think that monsters not...

Tuesday, 1st January 2019, 16:15

Forum: Crazy Yiuf's Corner

Topic: Hot DCSS Spell Poll Results

Replies: 30

Views: 15576

Re: Hot DCSS Spell Poll Results

Nice poll. Not too many real surprises to me, other than so many people think Yara's is a bad spell. If you run this again, I might suggest having up to three choices for best/worst spells in each level? With the order not mattering, and instructions that you don't have to make three choices and sho...

Monday, 31st December 2018, 01:45

Forum: The Dart Board

Topic: Dungeon Crawl Secret Santa 2018

Replies: 24

Views: 15202

Re: Dungeon Crawl Secret Santa 2018 [Reports Incoming]

Posted my (EthnicCake) challenge write-up on reddit, here's a link: https://www.reddit.com/r/dcss/comments/ab2b9f/ethniccake_dcssssat_challenge_operation_christmas/ TL;DR I brought Antaeus up to D:1 as a MuCj Secret santas who aren't on reddit should make sure to look through the dcss subreddit sinc...

Thursday, 20th December 2018, 11:03

Forum: Game Design Discussion

Topic: Revised^n Report on the god Nemelex

Replies: 52

Views: 18696

Re: Revised^n Report on the god Nemelex

Good post duvessa, I agree with everything you said.

Tuesday, 18th December 2018, 14:59

Forum: Contributions

Topic: Userscript to hide outdated and empty lines from CAO scores

Replies: 0

Views: 2454

Userscript to hide outdated and empty lines from CAO scores

Copying and pasting from my reddit post: Tired of seeing empty rows on CAO for races that never existed in stable crawl, or empty columns for backgrounds that have been removed a decade ago? Try this userscript: https://pastebin.com/raw/SLj4DPMQ It will hide outdated species and backgrounds, only if...

Saturday, 15th December 2018, 07:44

Forum: Game Design Discussion

Topic: Revised^n Report on the god Nemelex

Replies: 52

Views: 18696

Re: Revised^n Report on the god Nemelex

Thanks floraline!

Bug: after choosing a deck with pick 3, pressing ? to get card descriptions seems to do nothing in webtiles -- works fine in offline tiles though?

Friday, 14th December 2018, 17:16

Forum: Game Design Discussion

Topic: Revised^n Report on the god Nemelex

Replies: 52

Views: 18696

Re: Revised^n Report on the god Nemelex

Cosplay Challenge with Nemelex as the god choice is up: https://www.reddit.com/r/dcss/comments/ ... gmund_the/

Seems like CKO doesn't have the latest new-nemelex updates though.

Thursday, 13th December 2018, 11:48

Forum: Game Design Discussion

Topic: Revised^n Report on the god Nemelex

Replies: 52

Views: 18696

Re: Revised^n Report on the god Nemelex

Think this will go into trunk in the next week, then?

Wednesday, 12th December 2018, 16:18

Forum: Game Design Discussion

Topic: Revised^n Report on the god Nemelex

Replies: 52

Views: 18696

Re: Revised^n Report on the god Nemelex

Bugs in the current version with stack 5: Pressing a key other than one for a deck (f g h default) ends drawing cards for stack five -- even if no cards are stacked yet. As you pick cards for stack five, the card count in the decks doesn't decrease, pretty sure it did before. Other than that I think...

Sunday, 9th December 2018, 07:30

Forum: Game Design Discussion

Topic: Revised^n Report on the god Nemelex

Replies: 52

Views: 18696

Re: Revised^n Report on the god Nemelex

Deal Four [...] Greatly reduce or even remove the piety cost. Even with zero piety cost I still think I never would have used this ability -- the hit to your deck is too strong unless you're in a real do or die situation, or you're down to around 4 cards in a deck. In general piety was a non-issue ...

Sunday, 9th December 2018, 02:29

Forum: Game Design Discussion

Topic: Revised^n Report on the god Nemelex

Replies: 52

Views: 18696

Re: Revised^n Report on the god Nemelex

https://crawl.kelbi.org/crawl/morgue/EthnicCake/morgue-EthnicCake-20181209-020529.txt I think I said this in the chat, but in case not: Nemelex is my least-played god, and I generally didn't put any effort into using his abilities optimally or maybe even properly at all. So my comparisons in terms o...

Thursday, 29th November 2018, 09:31

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 97

Views: 38658

Re: Experimental branch: Known Traps

Just played my second game, the traps felt a lot more in line with a normal crawl game. If you don't add teleports back (I like nvjack's idea) then shafts could stand to be a little more frequent even. Played as a stealthy felid, only one alarm in Zot:5, and after I'd cleared out a lot of the map. T...

Tuesday, 27th November 2018, 22:22

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 97

Views: 38658

Re: Experimental branch: Known Traps

Will do! Also, I think teleport traps should be available as exploration triggers. On the github page, you wrote Teleport as an explore effect isn't that exciting. It starts out with a chance to be as exciting as a shaft, but as the player explores the chance of ending in a safe area after a telepor...

Tuesday, 27th November 2018, 10:29

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 97

Views: 38658

Re: Experimental branch: Known Traps

Hi, I just won a game with a MiFi^Qaz on CKO (EthnicCake, first winner on that server+branch it looks like). I didn't actually know what it was about when I started playing it; judging by the name I thought it was just something that made traps more known. Some thoughts: * I got shafted and alarm-tr...

Saturday, 1st September 2018, 01:35

Forum: The Dart Board

Topic: Cosplay Challenge, now in Set 3! Play chars based on uniques

Replies: 4

Views: 7103

Re: Casual cosplay challenge - play characters based on uniq

Resumed posting these on /r/dcss now that the tournament is over. But I think I'm going to stop updating here until further request.

Gastronok: https://redd.it/9bz9id

Friday, 27th July 2018, 13:14

Forum: The Dart Board

Topic: Cosplay Challenge, now in Set 3! Play chars based on uniques

Replies: 4

Views: 7103

Re: Casual cosplay challenge - play characters based on uniq

Next challenge is up: Jessica, Human mage (not Ne) of Kiku. No replies here so I'm just gonna link the reddit post: https://www.reddit.com/r/dcss/comments/92cc7h/

Saturday, 21st July 2018, 04:46

Forum: The Dart Board

Topic: Cosplay Challenge, now in Set 3! Play chars based on uniques

Replies: 4

Views: 7103

Cosplay Challenge, now in Set 3! Play chars based on uniques

Hi, I'm kitchen_ace and I post on https://www.reddit.com/r/dcss a bunch. I've been running a weekly challenge thread where the goal is to play like uniques. The basic goal is usually pretty casual and open, with a bunch of optional conducts that are more restrictive and difficult. It's not got a lot...

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