Search found 546 matches

Friday, 10th July 2015, 06:52

Forum: Game Design Discussion

Topic: Show speed of monsters relative to you

Replies: 10

Views: 2410

Re: Show speed of monsters relative to you

I've suggested something pretty similar to this before -- especially, I think haste is the right 'threshold' between faster and much faster / slower and much slower. After reading this topic, it occurs to me that it could be improved a little by rolling current speed in. That is, if the monster is c...

Saturday, 4th July 2015, 09:10

Forum: Game Design Discussion

Topic: fr: fail rate query

Replies: 3

Views: 1002

Re: fr: fail rate query

IMO it would make more sense to add this information to the ?/s query interface
(which is the same as the ! interface except it also shows which books a spell can be found in, AFAICS).

Incidentally bcadren, you can find out about spells you don't even have a book for yet via ?/s.

Sunday, 28th June 2015, 13:19

Forum: Crazy Yiuf's Corner

Topic: Fucking shadow traps

Replies: 11

Views: 2668

Re: Fucking shadow traps

You can download trunk version for playing offline. http://crawl.develz.org/trunk/ Uhh, why didn't I think of it? I have the git repo already on my hard drive. ... If you're not gonna compile trunk yourself, I don't really see why you would have the git repo on your HDD? After all, if you want to k...

Saturday, 27th June 2015, 02:21

Forum: Game Design Discussion

Topic: Let undead players leave ghosts

Replies: 76

Views: 15859

Re: Let undead players leave ghosts

As I understand it, ghosts are scrubbed if they generate in your game and either you don't die or you die on any other level other than the one that contains the ghost. If a ghost generated on D8, and you retreat to D7 and die there, the ghost is gone. If a ghost generated on D8 and you avoid it an...

Friday, 26th June 2015, 14:58

Forum: Game Design Discussion

Topic: Let undead players leave ghosts

Replies: 76

Views: 15859

Re: Let undead players leave ghosts

If there are multiple ghosts, it is because one of those ghosts killed the other players on that level. Not sure if we're talking about the same thing here, so I'll try to clarify. This is my understanding of the process of tracking and selecting ghosts for a level: * 1. AFAIK, Crawl is happy to tr...

Friday, 26th June 2015, 13:22

Forum: Game Design Discussion

Topic: Let undead players leave ghosts

Replies: 76

Views: 15859

Re: Let undead players leave ghosts

The melee ones you can just walk away from, thankfully...though they can still be somewhat nerve-wracking. (ran into a GrBe in a CPA with a Dire Flail on Snake:1 recently) [he died to a shock serpent explosion, I looked it up.] kept me from completing the floor for awhile, because I couldn't hurt h...

Thursday, 25th June 2015, 06:29

Forum: Crazy Yiuf's Corner

Topic: Moderation in the thread ANOTHER nerf to casters

Replies: 75

Views: 26890

Re: Moderation in the thread ANOTHER nerf to casters

what are you talking about mps's post has a pretty heavy implication of 'people get away with negative behaviour towards Sandman and Berder because they have a social position near to mods / devs that protects them'. There was some ambiguity in the original post, but the follow up post really confi...

Thursday, 25th June 2015, 06:18

Forum: Crazy Yiuf's Corner

Topic: Moderation in the thread ANOTHER nerf to casters

Replies: 75

Views: 26890

Re: Moderation in the thread ANOTHER nerf to casters

not much more to say. .. Except from "I suffer attacks of paranoia in which I heavily read into the motives of those around me"? Seriously. Whether your theory here is true or false, mps, you basically dug your own grave. If you'd listed evidence, it would look less paranoid, but since yo...

Thursday, 25th June 2015, 04:24

Forum: The Dart Board

Topic: Comborobin

Replies: 597

Views: 194785

Re: Comborobin

I couldn't browse the interwebs without the KeySnail add-on in Firefox. It gives me the Emacs key bindings and also some vi ones by default. I highly recommend it to anybody who prefers using the keyboard instead of the mouse. I looked that up, but it doesn't seem to be available for current (38.0....

Thursday, 25th June 2015, 03:06

Forum: Game Design Discussion

Topic: Level 9 translocations spell: Null Sphere

Replies: 54

Views: 16483

Re: Level 9 translocations spell: Null Sphere

I have to say, I really like points like "Break LOS with a ranged attacker for several turns (works best in corridors; destroys corridors)". It makes me think.. what if the field collapsing -destroyed an additional 1 tile radius beyond the Null Sphere-? That would mean you couldn't cast tw...

Thursday, 25th June 2015, 02:04

Forum: Crazy Yiuf's Corner

Topic: Which persona do you most often adopt when playing Crawl?

Replies: 17

Views: 4690

Re: Which persona do you most often adopt when playing Crawl

I'm pretty much in agreement with Sandman25. It's a roguelike, you're a rogue. Not exploiting every dirty trick you can is bad form.

Monday, 22nd June 2015, 06:55

Forum: Dungeon Crawling Advice

Topic: Spell success, Str/Int, and Armour skill

Replies: 3

Views: 2210

Re: Spell success, Str/Int, and Armour skill

Note that this is python3, not python2. That's good, but you do need to be aware of it when running the code. (That is one reason that including a shbang line, like '#!/usr/bin/env python3', at the start of your code, is helpful even if you are running Windows: it signposts which version your code i...

Monday, 22nd June 2015, 03:00

Forum: Game Design Discussion

Topic: Deep Dwarf heal patch

Replies: 62

Views: 18990

Re: Deep Dwarf heal patch

There is also the idea of healing proportionate to XP. That would make DD healing more like Makhleb, I guess. Maybe it has other flaws I haven't thought of (leaving monsters alive for later healing?).

Saturday, 20th June 2015, 10:17

Forum: Dungeon Crawling Advice

Topic: Something's changed in crawl today...

Replies: 24

Views: 6628

Re: Something's changed in crawl today...

That prompt is weird and inconsistent IMO. Is there a good reason not to just say 'Transfer your save to the latest version (x.y.z-abc) Y/n', in line with many other prompts in crawl. If your only problem with git logs is 'reading the man page, making an alias and copying and pasting both version nu...

Saturday, 20th June 2015, 06:12

Forum: Crazy Yiuf's Corner

Topic: Sandman's difficulty patch is hilarious

Replies: 30

Views: 10519

Re: Sandman's difficulty patch is hilarious

So, is the game winnable with monster_hp_difficulty = 1 and monster_xp_difficulty = 1? (I would guess a spriggan stabber of Dith would work pretty well for that..) Another question: looking at this code, it seems that if you specify only monster_hp_difficulty, then monster_xp_difficulty will remain ...

Saturday, 20th June 2015, 01:35

Forum: Dungeon Crawling Advice

Topic: Something's changed in crawl today...

Replies: 24

Views: 6628

Re: Something's changed in crawl today...

I don't think I'm talking about save file versions. It appears to me that every time there is a commit between when I save a game and when I resume it playing online, I am prompted whether I want to keep playing the version of the game that I was playing or transfer the game to the new version. Thi...

Friday, 19th June 2015, 09:58

Forum: Dungeon Crawling Advice

Topic: Something's changed in crawl today...

Replies: 24

Views: 6628

Re: Something's changed in crawl today...

I wish the "Do you want to [T]ransfer your game to the new version?" prompt had a "[R]ead the changelog" option. The prompt tells you the new version, and your current version must be available, so what else is needed to show you a list of all changes between the two versions? T...

Wednesday, 17th June 2015, 14:32

Forum: Crazy Yiuf's Corner

Topic: Vampiric God

Replies: 21

Views: 5572

Re: Vampiric God

bcadren wrote:For one experience level, you keep Slow Healing III, but not Damage Shaving

This needs more definition: What does 'one experience level' mean if you are at XL27?

Wednesday, 17th June 2015, 13:25

Forum: Dungeon Crawling Advice

Topic: Something's changed in crawl today...

Replies: 24

Views: 6628

Re: Something's changed in crawl today...

Not yet. I've just commented here about that, but if you want to make sure it gets fixed, file an issue on Mantis.

Wednesday, 17th June 2015, 08:17

Forum: Dungeon Crawling Advice

Topic: Something's changed in crawl today...

Replies: 24

Views: 6628

Re: Something's changed in crawl today...

It's not exactly correcting a misinformation, but IMO many players might benefit from being aware of the recent addition of the explore_auto_rest option.
Setting it to true causes autoexplore to first rest up, if you are injured and are not a DD, before moving. Good for almost all builds, IMO.

Tuesday, 16th June 2015, 09:22

Forum: Dungeon Crawling Advice

Topic: Why didn't autotravel pick up this item

Replies: 5

Views: 1722

Re: Why didn't autotravel pick up this item

explore_item_greed is not listed in options_guide.txt, only explore_greedy (which is boolean). The default explore_wall_bias is 0, per the options_guide -- so your setting is definitely way up there..

Tuesday, 16th June 2015, 03:59

Forum: Game Design Discussion

Topic: Remove hunger costs from casting

Replies: 72

Views: 17770

Re: Remove hunger costs from casting

@savageorange: I mean increasing the influence of Spc/Invo on MP and reducing MP per level bonuses was already done, I think. Have you played trunk recently? I always play trunk. Does this mean I should actually train spellcasting more, for a change ? (still, it doesn't effect my point AFAICs, sinc...

Monday, 15th June 2015, 09:25

Forum: Game Design Discussion

Topic: Remove hunger costs from casting

Replies: 72

Views: 17770

Re: Remove hunger costs from casting

I think that was already done. ? Whether increasing initial Spellcasting training levels was already done or not, I don't see why that would impact whether it needed to be (re) done if we were to reduce the base amount of MP per level and increase the bonus MP per spellcasting Or were you referring...

Monday, 15th June 2015, 07:05

Forum: Game Design Discussion

Topic: Remove hunger costs from casting

Replies: 72

Views: 17770

Re: Remove hunger costs from casting

^ If so, initial levels of Spellcasting training would also need to be increased. TBH, a lot of caster starts have fairly crappy MP already.

Monday, 15th June 2015, 06:54

Forum: Game Design Discussion

Topic: rework "escape recommended" monster

Replies: 9

Views: 2363

Re: rework "escape recommended" monster

A conservative start could be to ensure that uniques generate with a minimum of max(1, EffectiveDL/8) pluses on their equipment, total.. except in cases where none of their drops are capable of having pluses.

This would also result in a slight buff to their combat capabilities.

Saturday, 13th June 2015, 10:31

Forum: Crazy Yiuf's Corner

Topic: My current main beef with DCSS

Replies: 20

Views: 4486

Re: My current main beef with DCSS

OP.
This is a CYC post.
Talking about your main beef with DCSS.
Why couldn't you have just written the single word 'jerky' as your post?

It would have been perfect.

;)

Saturday, 13th June 2015, 08:43

Forum: Game Design Discussion

Topic: Remove hunger costs from casting

Replies: 72

Views: 17770

Re: Remove hunger costs from casting

I think it is well worth trying. A few points: * How will spriggans fit into this (and to a lesser extent, high hunger species like Troll and Centaur)? Hunger management is definitely a distinguishing factor in playing a Spriggan caster currently. Are there ways to maintain their distinctness? This ...

Friday, 12th June 2015, 13:39

Forum: Game Design Discussion

Topic: Ratskin cloak should drain monsters that hit you

Replies: 38

Views: 10805

Re: Ratskin cloak should drain monsters that hit you

Evocable rats.. good idea. They should hurtle out of the cloak at ballistic speeds, pummelling the enemy into submission. Rat Beam.

Friday, 12th June 2015, 09:30

Forum: Crazy Yiuf's Corner

Topic: I wish xv monsters looked more like this

Replies: 47

Views: 12126

Re: I wish xv monsters looked more like this

About numbers: I would like to point out that discrete pips and bars are numbers too. If you are presenting "SomeStat: ###----" you are in fact presenting "SomeStat: 3/7". If the actual value of SomeStat is 127, it has now been scaled to 3. Of course, the player may be puzzled i...

Friday, 12th June 2015, 03:15

Forum: Crazy Yiuf's Corner

Topic: I wish xv monsters looked more like this

Replies: 47

Views: 12126

Re: I wish xv monsters looked more like this

The same goes for speed (so "average speed" is better, as it does not rely on players knowing that "10 = normal speed", or else use a relative system "same speed|slower|faster than you"). I really wish it showed "same speed|slower|faster than you." I'm still ...

Friday, 12th June 2015, 00:55

Forum: Technical Support

Topic: Adding an executable to the repo

Replies: 3

Views: 1972

Re: Adding an executable to the repo

You should just have to "stage" the file, and then generate a patch. Since you aren't on the dev team, you can't push it to the repo yourself, you'd have to have another dev do it for you. You can submit your patch file, and then they can apply it. Staging the file is git add <filename>, ...

Thursday, 11th June 2015, 15:27

Forum: Crazy Yiuf's Corner

Topic: Slaying doesn't do anything

Replies: 60

Views: 17757

Re: Slaying doesn't do anything

I think a statistics reference would have made more sense than QM. I don't get the reference either.

Thursday, 11th June 2015, 15:20

Forum: Crazy Yiuf's Corner

Topic: Have you ever felt like in Crawl the game just gets harder?

Replies: 85

Views: 18515

Re: Have you ever felt like in Crawl the game just gets hard

I'm pretty much in the same boat as Blobbo. I think that the game gets easier but I get stupider. (like, my options keep expanding and getting stronger, somewhat faster than my opposition improves , and because they are getting stronger I start relying too much on one or the other, stop thinking as ...

Thursday, 11th June 2015, 06:39

Forum: Crazy Yiuf's Corner

Topic: Could culling consumables curtail crappy Crawl complexities?

Replies: 13

Views: 3218

Re: Could culling consumables curtail crappy Crawl complexit

Yeah, play ToME. The formulaic nature of combat in it is IMO largely due to the replacement of consumables with cooldowns.
(I'm not arguing that consumable management is not confusing. Just that getting rid of consumables only trades one problem for another.)

Wednesday, 10th June 2015, 04:14

Forum: Crazy Yiuf's Corner

Topic: new specie: edit specie

Replies: 19

Views: 4921

Re: new specie: edit specie

I think it is fair to say "just look up how to use wizmode" if someone wants complete control over the ability to micromanage their starting kit. If someone were proposing a new species or background and had some justification for why that particular starting package would provide a novel...

Tuesday, 9th June 2015, 01:23

Forum: Dungeon Crawling Advice

Topic: Disrobing (was: 51/52 and 52/52 overload in GDD)

Replies: 35

Views: 7469

Re: Disrobing (was: 51/52 and 52/52 overload in GDD)

Am I the only player who died with exactly 0 HP? +1 AC can be difference between life and death. Yeah, there are a few things I'd give up +1 AC for, but they prevent or mitigate HP loss (?blinking, ?tele, !curing, !HW, /HW, /tele). Otherwise, IMO, it's intelligent to prioritize as follows: * HP (tr...

Monday, 8th June 2015, 13:04

Forum: Crazy Yiuf's Corner

Topic: Crawl with difficulty setting

Replies: 39

Views: 11517

Re: Crawl with difficulty setting

As it is, there seems to be some missing metadata preventing compilation from fully completing. I have described this in my edit above, including a solution. (I now have a working build, after carrying out the above solution locally. Plays normally and damage numbers are showing, so I think it's al...

Monday, 8th June 2015, 08:00

Forum: Dungeon Crawling Advice

Topic: How to win a chaos knight

Replies: 22

Views: 6337

Re: How to win a chaos knight

Sar wrote:no point in better drops when you are dead

Exactly why you shouldn't try to entertain Xom. Crate IIRC once gave the advice to play Xomites as if they had no god, and this way of thinking has worked best for me so far. Trying to entertain Xom mainly just resulted in YAISDs.

Monday, 8th June 2015, 06:14

Forum: Dungeon Crawling Advice

Topic: Vampire...too weak in Extended

Replies: 36

Views: 10748

Re: Vampire...too weak in Extended

Arrhythmia wrote:
Berder wrote:I bet he drank water, breathed air, and ate food too.


I'm not implying anything! All I'm saying is that every single crawl pedophile likes vampires.

What about those that aren't single? Do they like vampires too?

Monday, 8th June 2015, 06:05

Forum: Crazy Yiuf's Corner

Topic: Crawl with difficulty setting

Replies: 39

Views: 11517

Re: Crawl with difficulty setting

Thank you for your time and consideration :) I am familiar with the process of forking an existing repository on github, and am happy to help resolving any issues you may encounter. Please let me know if https://github.com/Sandman25DCSS/difficulty/ works for you. As it is, there seems to be some mi...

Monday, 8th June 2015, 04:39

Forum: Dungeon Crawling Advice

Topic: How to win a chaos knight

Replies: 22

Views: 6337

Re: How to win a chaos knight

Swap your chaos weapon with the first decent available asap, identify Tele and haste asap, play normally hoping you get things from xom that aren't demons on d. 4 Oh, maybe keep also a backup weapon in inventory in case he decides to swap yours with some enemy Weapon swapping was removed (as long a...

Monday, 8th June 2015, 04:36

Forum: Crazy Yiuf's Corner

Topic: Crawl with difficulty setting

Replies: 39

Views: 11517

Re: Crawl with difficulty setting

Please let me know if https://github.com/Sandman25DCSS/difficulty/ works for you. Currently building from this... EDIT: Actually, looks like 'git describe' is unhappy with it; it was unable to extract a sensible version number . Looking more closely at it, it seems that you have done something othe...

Monday, 8th June 2015, 02:59

Forum: Crazy Yiuf's Corner

Topic: Crawl with difficulty setting

Replies: 39

Views: 11517

Re: Crawl with difficulty setting

No, I have never used Steam or Google Play but I think I got the idea. I will register and will try to create the github repository. Thank you for your time and consideration :) I am familiar with the process of forking an existing repository on github, and am happy to help resolving any issues you...

Monday, 8th June 2015, 02:39

Forum: Crazy Yiuf's Corner

Topic: Crawl with difficulty setting

Replies: 39

Views: 11517

Re: Crawl with difficulty setting

Sorry, I am not interested in rebasing my changes to keep them up to date with trunk. That's exactly what I am saying: If you don't maintain a proper repo, then people will HAVE TO rebase your changes when your patches break. If you do maintain a proper repo, then you can provide exactly the versio...

Monday, 8th June 2015, 02:07

Forum: Crazy Yiuf's Corner

Topic: Crawl with difficulty setting

Replies: 39

Views: 11517

Re: Crawl with difficulty setting

Have you considered putting this (the full git repo, not just this patch) up on github? It would make trying this out easier for people who don't use Windows. How is it different from applying the patch? All those patches which are in my executable are available on mantis. Sorry, I don't even have ...

Monday, 8th June 2015, 01:08

Forum: Crazy Yiuf's Corner

Topic: Crawl with difficulty setting

Replies: 39

Views: 11517

Re: Crawl with difficulty setting

Have you considered putting this (the full git repo, not just this patch) up on github? It would make trying this out easier for people who don't use Windows.

Monday, 8th June 2015, 00:19

Forum: Crazy Yiuf's Corner

Topic: Any news on the possibility of a Steam version

Replies: 41

Views: 12102

Re: Any news on the possibility of a Steam version

The problem with Crawl visuals is that they're made by very different artists using very different styles. They are very very inconsistent. I wish Denzi made more tiles. I liked his/her ones the most. Which graphics are you referring to? I find the background tiles and item tiles generally good. Th...

Sunday, 7th June 2015, 22:45

Forum: Game Design Discussion

Topic: 51/52 and 52/52 overload

Replies: 13

Views: 3630

Re: make 51/52 and 52/52 overload

This is punishing the player for the UI shortcomings of Crawl, IMO. We have 52 slots mainly because the alphabet is 26 characters (and the keys 0-9 are already used up by '@v1' style shortcut-key support)
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