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Sunday, 26th January 2014, 06:47

Forum: Dungeon Crawling Advice

Topic: Death by poison is bad for the game

Replies: 95

Views: 25355

Re: Death by poison is bad for the game

I've started a few different combos in an effort to falsify this claim. One of these four characters, a DeWz, managed to die to a D1 jackal, through position mismanagement. the others all encountered a pack on D1, but didn't even come close to dying. The DjWz died to a hobgoblin with a +1, +2 mace o...

Sunday, 26th January 2014, 00:05

Forum: Dungeon Crawling Advice

Topic: Death by poison is bad for the game

Replies: 95

Views: 25355

Re: Death by poison is bad for the game

D:1 jackal packs are not something that you are required to defeat, unless you start with them immediately surrounding you. But (if you are not an overly squishy caster), you can do so, simply by drawing them off one or two at a time. To me, such a statement reflects either a) hyperbole or b) poor ...

Saturday, 25th January 2014, 12:33

Forum: Dungeon Crawling Advice

Topic: Death by poison is bad for the game

Replies: 95

Views: 25355

Re: Death by poison is bad for the game

D:1 jackal packs are not something that you are required to defeat, unless you start with them immediately surrounding you. But (if you are not an overly squishy caster), you can do so, simply by drawing them off one or two at a time. To me, such a statement reflects either a) hyperbole or b) poor p...

Monday, 13th January 2014, 03:24

Forum: Dungeon Crawling Advice

Topic: Just want to say a HUGE thank you to wiki contributors

Replies: 25

Views: 7964

Re: Just want to say a HUGE thank you to wiki contributors

The problem of the wiki is not that it's wrong all the time.

It's that it's right enough of the time while being significantly wrong the rest of the time. That makes it untrustworthy.

(also, that when it is substantially wrong, it is often wrong in a way that a newbie will never notice.)

Monday, 13th January 2014, 03:06

Forum: Dungeon Crawling Advice

Topic: I think we learned an important lesson today.

Replies: 2859

Views: 971645

Re: I think we learned an important lesson today.

If you quaff ID a potion of beneficial mutation before Lair and get an awesome mutation (like fast movement), it would be a good idea to stop quaff ID'ing potions until you have identified also mutation and cure mutation. The next potion just might be cure mutation... Don't ever quaff ID potions: 1...

Tuesday, 1st October 2013, 09:59

Forum: Dungeon Crawling Advice

Topic: With the talk of 0.14 version...

Replies: 3

Views: 2015

Re: With the talk of 0.14 version...

As I said, Gargoyle did get into 0.13, but LO, Dj and Enchanted forest got bumped to 0.14 because they aren't mature enough yet. Ditto for large rocks penetrating -- there is actually nothing shown there that wasn't on pre-0.13 trunk.

Tuesday, 1st October 2013, 09:55

Forum: Game Design Discussion

Topic: Game Balancing (not necessarily Crawl)

Replies: 13

Views: 4460

Re: Game Balancing (not necessarily Crawl)

Well, I don't actually care if it's unrealistic, but I -do- care if I have all those slots to manage, so I'd want to keep the options easier to choose from. Less slots is less management.
Someone who's won an Octopode would probably have some good feedback on this subject

Tuesday, 1st October 2013, 09:38

Forum: Dungeon Crawling Advice

Topic: With the talk of 0.14 version...

Replies: 3

Views: 2015

Re: With the talk of 0.14 version...

The changelog. 0.13 0.14 The changelog may also be in your installation of Crawl. They are in mine (at /usr/share/stone-soup/data/docs/changelog.txt) 0.14 is short enough that I'll paste the 0.14 changelog here: Stone Soup 0.14 (up to 0.14-a0) ------------------------------- * Two new races: Lava Or...

Tuesday, 1st October 2013, 09:24

Forum: Dungeon Crawling Advice

Topic: Is there a way to d/l .14?

Replies: 8

Views: 2856

Re: Is there a way to d/l .14?

I admit that I simply assumed that the automated builds were continuing successfully; I myself use the stone-soup-git package to update to the latest, rather than explicitly downloading anything. I can confirm TehDruid's report, however the link is not to that item -- I had to subscribe to the relev...

Tuesday, 1st October 2013, 03:20

Forum: Game Design Discussion

Topic: Game Balancing (not necessarily Crawl)

Replies: 13

Views: 4460

Re: Game Balancing (not necessarily Crawl)

@ original post: This seems a bit like POWDER. Have you investigated that game for ideas? Some general thoughts: * More formatting, eg " rogue : Weapons are either", would make it much easier to read. Some things would benefit from becoming proper lists too. * I assume that you're going to...

Tuesday, 1st October 2013, 03:00

Forum: Dungeon Crawling Advice

Topic: Is there a way to d/l .14?

Replies: 8

Views: 2856

Re: Is there a way to d/l .14?

When you see '.14' you should read that as 'trunk' (since it's coming up to 0.13 release time, the version number for trunk got bumped.)

Using this information you should be able to find the download on the main crawl site.

Thursday, 26th September 2013, 02:39

Forum: Dungeon Crawling Advice

Topic: Can't max spell-power?

Replies: 24

Views: 6855

Re: Can't max spell-power?

@Amnesiac[1]: Good to know; I'm obviously not gonna get there with this character. (only 32 Int, and that's with a Int+3 from the cloak). In particular I was hoping to max OoD because of its close-range damage reduction (after getting a few shots off, the enemy is too close to manage to inflict the ...

Thursday, 26th September 2013, 01:22

Forum: Dungeon Crawling Advice

Topic: Can't max spell-power?

Replies: 24

Views: 6855

Can't max spell-power?

My current character (a TeCj) is trying to max out spellpower for OoD and Tornado. With 27 Conjurations (and 27 spellcasting), I would have expected that OoD would be maxed out; but it isn't. It shows "########.." in the Power column. Wielding a staff of Conjuration has no visible effect o...

Tuesday, 24th September 2013, 07:46

Forum: Game Design Discussion

Topic: Proposal: Rework Item Destruction

Replies: 173

Views: 69072

Re: Proposal: Rework Item Destruction

When you write posts like that, the troll is you.

Saturday, 21st September 2013, 23:27

Forum: Game Design Discussion

Topic: item proposal: holy water

Replies: 5

Views: 1751

Re: item proposal: holy water

"Frayed" ghost... :lol:

"The frayed ghost unravels you!
You are coming apart at the seams!"

Friday, 20th September 2013, 08:16

Forum: Dungeon Crawling Advice

Topic: Early VpEn identifying advice

Replies: 10

Views: 3344

Re: Early VpEn identifying advice

I usually wait until I have a few more types than that before IDing. DL6-8 is usually the time that it seems appropriate, IIRC. This is pretty generic stuff -- you probably want to have enough items that you have the counter-item for any bad use-IDed thing (Scroll of Curse foo and potion of Decay be...

Friday, 20th September 2013, 04:19

Forum: Technical Support

Topic: Water Nymph spawning in Vaults:5?

Replies: 1

Views: 988

Water Nymph spawning in Vaults:5?

In my current game I encountered a water nymph in the checkerboard vault in Vaults:5.

She touched me. It was scary :shock:

But yeah, isn't this a bug? AFAICS Water Nymphs are totally ineffectual if there is no water around.

Friday, 20th September 2013, 04:07

Forum: Crazy Yiuf's Corner

Topic: Thank you and good bye

Replies: 30

Views: 6522

Re: Thank you and good bye

I just can see feedback and make decisions without guessing. I believe it is not bad. Dude, I am in no way saying that you're doing anything wrong. I just wanted to point out the different priorities: The people who want numbers have a higher priority on winning, and the people who don't particular...

Friday, 20th September 2013, 01:11

Forum: Crazy Yiuf's Corner

Topic: Thank you and good bye

Replies: 30

Views: 6522

Re: Thank you and good bye

I wanted to point out that DCSS hides numbers for a better reason than 'it will make you a -better- player': Personally I find that the more numbers I see, the more munchkin-like I behave. I don't prefer to spend my time optimizing numbers, but this is a well known, natural human tendency (to want y...

Friday, 20th September 2013, 00:38

Forum: Dungeon Crawling Advice

Topic: Trolls

Replies: 44

Views: 13559

Re: Buffing Trolls

^ To move to a more productive subject, how do you not die? I mean, Trolls definitely have great -offensive- capabilities, but I usually die because I don't manage to shore up their defenses well enough. (also, because I'm nearly always hungry, I feel compelled to fight more enemies than I would pre...

Thursday, 19th September 2013, 04:26

Forum: Game Design Discussion

Topic: Gargoyle Glitch/Flaw (?)

Replies: 8

Views: 2577

Re: Gargoyle Glitch/Flaw (?)

I like the idea of death as a result of int drain occurring in the form of your character losing animation. I wish I'd figure out how to describe that in terms of damage. "loss of sentience"?

Monday, 16th September 2013, 03:43

Forum: Dungeon Crawling Advice

Topic: List your favourite builds

Replies: 212

Views: 98410

Re: List your favourite builds

TeCj of Veh is pretty satisfying. I get the impression that Veh is best for a generalist(Wz) though, because he often gifts spells that are a) based on a spell school that I have no skill in at all, or b) a handful of elemental variations on spells I already have (eg Magic Dart -> Sting -> Shock -> ...

Monday, 16th September 2013, 02:37

Forum: Game Design Discussion

Topic: Did redacted really quit because someone was mean?

Replies: 38

Views: 17200

Re: Did DracoOmega really quit because someone was mean?

One other route (not one I'm advocating, mind you) would be for Crawl to adopt a less-open development process. The mailing list could be invite-only, the trunk branch could be on a private git server until merging for a numbered release, and the server(s) running trunk could be restricted to a few...

Monday, 16th September 2013, 02:19

Forum: Dungeon Crawling Advice

Topic: The Lazy Person's Guide to a 15 Runer

Replies: 43

Views: 14647

Re: The Lazy Person's Guide to a 15 Runer

^ I made an edit which guessed that you were using automatic skilling mode. Autoskilling is frequently regarded as crazy or just plain ineffective (though it's not clear that this is actually true), so you definitely need to indicate that this guide -is- based on autoskilling -- otherwise a lot of p...

Monday, 16th September 2013, 02:07

Forum: Dungeon Crawling Advice

Topic: The Lazy Person's Guide to a 15 Runer

Replies: 43

Views: 14647

Re: The Lazy Person's Guide to a 15 Runer

5.) Once you get your first wand, STOP! Turn Evocations off Hold on. You never said to turn Evocations -on-. In fact, just a few steps ago, you implied it should be -off- already. EDIT: unless you are using auto-skilling mode and that is why you are expecting Evoc to end up enabled. If so, it's sig...

Monday, 16th September 2013, 00:15

Forum: Game Design Discussion

Topic: Pre-identify all non-artefact armor and weapons

Replies: 16

Views: 4790

Re: Pre-identify all non-artefact armor and weapons

^ I certainly think that the current situation, where I can start with a book of Conjurations but still need to pick up a random flavoured book from the ground before I discover that -that- book is Conjurations, too, could be improved. It seems a little silly, overall, that you wouldn't know the 'fl...

Saturday, 14th September 2013, 22:19

Forum: Dungeon Crawling Advice

Topic: Small question about game

Replies: 5

Views: 1977

Re: Small question about game

AFAIK XL is not factored in to monster generation, only effective DL (each of the different branches have a 'base DL' from which the effective DL is calculated based on depth into the branch). Your experience looks pretty typical for a character with atrocious AC, unless you are forgetting to mentio...

Friday, 13th September 2013, 14:40

Forum: Game Design Discussion

Topic: Detailed description for Fighting skill

Replies: 76

Views: 22483

Re: Detailed description for Fighting skill

(XP level × Fighting) / 8 cannot be called a linear function, it depends on 2 variables (not counting HP aptitude and mutations) After more testing, I agree that it is not effectively a linear function (EDIT: actually, neil explained this. I think. I'm tired and need sleep) I haven't considered the...

Friday, 13th September 2013, 13:50

Forum: Game Design Discussion

Topic: Make stashes useless

Replies: 46

Views: 12327

Re: Make stashes useless

^^^ Looks good to me! On the subject of this: Tracking Inventory - Keeping all of your consumables in one place allows you to easily take stock of what you have and what you're lacking. Also, poring over your inventory may remind you that you have resources you'd forgotten about, and which would hav...

Friday, 13th September 2013, 08:18

Forum: Game Design Discussion

Topic: Detailed description for Fighting skill

Replies: 76

Views: 22483

Re: Detailed description for Fighting skill

^ That's a very self-aware statement to make :) I don't believe you misinterpreted my original post intentionally; But I feel obligated to disapprove of distorting the facts, no matter how accidental it is. its a linear 2.2% increase This is your misinterpretation of my statement. My actual statemen...

Friday, 13th September 2013, 06:07

Forum: Game Design Discussion

Topic: Detailed description for Fighting skill

Replies: 76

Views: 22483

Re: Detailed description for Fighting skill

^ There are two kinds of people: Those who have good reading comprehension, and those who don't.

Friday, 13th September 2013, 01:57

Forum: Game Design Discussion

Topic: Detailed description for Fighting skill

Replies: 76

Views: 22483

Re: Detailed description for Fighting skill

That way is known as Wizard Mode, and it is vastly underused.

If you think you need to know these equations (hint: you don't), then you'd better be prepared to deal with complex integer arithmetic. DCSS calculates everything important using integers -- "2.2" isn't a thing.

Thursday, 12th September 2013, 23:48

Forum: Dungeon Crawling Advice

Topic: Flaming Vehumet Altar

Replies: 6

Views: 2001

Re: Flaming Vehumet Altar

Recently I got 2 Trog vaults in the same game.. same DL, even. So I'd bet it's possible to get another Veh altar. Just unlikely. I think the idea with the flame altar is to pop a potion of resistance (and if you don't have one, sucks to be you), much like the .. SIf Muna? one that's surrounded by de...

Thursday, 12th September 2013, 23:10

Forum: Game Design Discussion

Topic: Detailed description for Fighting skill

Replies: 76

Views: 22483

Re: Detailed description for Fighting skill

^ You don't need an excel sheet as-is, as I pointed out in my post. The equation is linear, with a ~2.2% gain every level. Fighting=8? 17.6% more HP. Fighting=13? 28.6% more HP. I'm doing these calculations in my head, which I am not even that good at. at fighting=27 you get 59.78% HP boost; using t...

Thursday, 12th September 2013, 12:19

Forum: Game Design Discussion

Topic: Detailed description for Fighting skill

Replies: 76

Views: 22483

Re: Detailed description for Fighting skill

After some testing, I realized Fighting can actually be this bad. Wizmoding a FeWz (which should have pretty much the most terrible HP in existence) and setting Fighting skill to 27 raises MHP from 6 to 8! a whole 2 points for 27 skill levels. Of course, it's more realistic to expect that you would ...

Thursday, 12th September 2013, 06:08

Forum: Game Design Discussion

Topic: Make stashes useless

Replies: 46

Views: 12327

Re: Make stashes useless

^ Not a great user of Ctrl+F, are you?

Thursday, 12th September 2013, 04:57

Forum: Dungeon Crawling Advice

Topic: Secret rooms

Replies: 10

Views: 3483

Re: Secret rooms

Escape hatches don't connect, IME.

There should be no secret rooms anymore. If the room is not accessible via normal stairs it's probably a bug.

Thursday, 12th September 2013, 04:44

Forum: Game Design Discussion

Topic: Detailed description for Fighting skill

Replies: 76

Views: 22483

Re: Detailed description for Fighting skill

^ That it "increases your maximum hit points" is only useful to the metagame: it lets me know that if I want to increase my MHP, then training Fighting is a possible way to do so. But what is actually useful in game? In order of effectiveness: 1. Raise your character level 2. Raise Fightin...

Wednesday, 11th September 2013, 22:29

Forum: Coding

Topic: Enemies following you on stairs

Replies: 19

Views: 6415

Re: Enemies following you on stairs

^ Of course, if you go through a hatch instead of stairs, to a level you haven't cleared, you're basically taking your life in your hands anyway.

And you should definitely mention that that is a screenshot from an old version of crawl (back before the kenku->tengu rename)

Wednesday, 11th September 2013, 14:11

Forum: Dungeon Crawling Advice

Topic: Dagger of speed +6,+9 vs protection +2,+2?

Replies: 14

Views: 3598

Re: Dagger of speed +6,+9 vs protection +2,+2?

It may have sucked more if you have been using that dagger, with little skill, against the ice beast. More than what? I didn't use the dagger much; I liked the AC and the ability to occasionally save an MP by delivering the final strike via melee. Certainly not crazy enough to use either of the men...

Wednesday, 11th September 2013, 04:51

Forum: Game Design Discussion

Topic: Detailed description for Fighting skill

Replies: 76

Views: 22483

Re: Detailed description for Fighting skill

XuaXua wrote:
dpeg wrote:PROPOSED: Fighting skill increases your accuracy and damage in hand-to-hand combat, and also increases your maximum hit points, scaled by your species hit point aptitude and level.

Yuck, but there it is.


s/scaled by/proportional to/ would make it more readable to me.

Wednesday, 11th September 2013, 02:15

Forum: Dungeon Crawling Advice

Topic: Dagger of speed +6,+9 vs protection +2,+2?

Replies: 14

Views: 3598

Re: Dagger of speed +6,+9 vs protection +2,+2?

@Amnesiac: Thanks. Would you be so kind as to explain why dagger is a bad base weapon, for a caster? (I normally opt for daggers because they have good speed with only a very small investment in weapon skill.) @XuaXua: Good point that short blades aren't necessarily the best long-term investment for...

Wednesday, 11th September 2013, 01:25

Forum: Dungeon Crawling Advice

Topic: Dagger of speed +6,+9 vs protection +2,+2?

Replies: 14

Views: 3598

Dagger of speed +6,+9 vs protection +2,+2?

Just found this in a Orc:3 shop with my HuCj: The +6,+9 dagger of Bread {speed, rF+, rC-, MR++} 1766 gold (btw I'm currently short ~500 gold to buy this) This looks like an attractive option given that my existing weapon is a +2,+2 elven dagger of protection Definitely more damage output given the d...

Tuesday, 10th September 2013, 12:44

Forum: Game Design Discussion

Topic: Sethygir: Sea God and Water Addition

Replies: 113

Views: 33424

Re: Sethygir: Sea God and Water Addition

^ the same flavour of English that has 'Nukular' weapons. I should have known.

Tuesday, 10th September 2013, 02:47

Forum: Game Design Discussion

Topic: Sethygir: Sea God and Water Addition

Replies: 113

Views: 33424

Re: Sethygir: Sea God and Water Addition

You are so far a remarkable contributor. Just a few errata: landluber Not that Seth hating slugs is not amusing, but somehow I don't think that's what you meant. rMissles Of all the common typos I see, this by far is the most annoying one. It's not said 'missels' or 'missls', so why would it be spel...

Tuesday, 10th September 2013, 00:11

Forum: Crazy Yiuf's Corner

Topic: Worst acquired items.

Replies: 10

Views: 2649

Re: Worst acquired items.

Acquirement can still give you bad items -- it's intentionally included. it's just that good items have more (statistical) weight. learndb gives a good summary: 1. Will give you a random item moderately likely to be better than a random item off the ground! See also ??<type> acquirement, where <type...

Monday, 9th September 2013, 06:02

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 3227463

Re: Best/Worst Artifacts

the ring "Vishoh" {-Cast +Blink +Rage rC++ EV+5 Str+3}

.. found with a caster character, naturally ;)

Monday, 9th September 2013, 03:11

Forum: Game Design Discussion

Topic: Proposal: remove chunk-eating for satiation purposes

Replies: 62

Views: 16476

Re: Proposal: remove chunk-eating for satiation purposes

^^ I like the contamination mechanic but it's weak in effect (I've heard several people say that temporary mutations are a joke). We also need to consider whether having spells give only contam will remove an important distinction (between spells that we want to discourage people from spamming in a ...

Sunday, 8th September 2013, 23:39

Forum: Game Design Discussion

Topic: "Good" Gods ability: Destroy Unholy Artifact

Replies: 3

Views: 1408

Re: "Good" Gods ability: Destroy Unholy Artifact

as opposed to Elyvilon's existing ability? ('p' over an evil weapon, or at lower levels, any weapon)

Sunday, 8th September 2013, 08:53

Forum: Crazy Yiuf's Corner

Topic: God proposal: Arghh, god of noobs ;-)

Replies: 4

Views: 1765

Re: God proposal: Arghh, god of noobs ;-)

What gave you the idea that I missed the ironic intention? The fact that I replied seriously?

(this reply is also 100% serious ;)
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