Search found 163 matches

Saturday, 9th May 2015, 19:06

Forum: Game Design Discussion

Topic: Bring back axe cleaving while confused

Replies: 8

Views: 889

Re: Bring back axe cleaving while confused

Berder wrote:That doesn't make sense, because if you attack while confused with any weapon you have a chance of hitting allies.


We should still prompt the player if they may cleave-hit an ally. Some other devs want to revert the commit. :roll:

Sunday, 26th April 2015, 23:03

Forum: Contributions

Topic: Domino Tiles

Replies: 0

Views: 1741

Domino Tiles

Hi there, I just landed a patch to support domino tiles (aka Wang Tiles). The idea follows from the game of dominoes: each tile edge has a label and labels must match between adjacent tiles. Why, as a tile artist, should you care? It frees you from the monotony of forcing every edge to match. Curren...

Wednesday, 1st April 2015, 12:41

Forum: Crazy Yiuf's Corner

Topic: Rot Reform

Replies: 8

Views: 697

Re: Rot Reform

Blobbo wrote:Best. Change. Ever.


....in CYC on Apr 1. Why. Why would you do this.


It was March 31st when I pushed it. It's real. Jesters aside, we don't do functional jokes on April 1st.

Wednesday, 1st April 2015, 04:37

Forum: Crazy Yiuf's Corner

Topic: Rot Reform

Replies: 8

Views: 697

Re: Rot Reform

Greyr wrote:Thanks!


Let me be absolutely clear: It cures rot and that comes off your healing budget. If you're at 10 / 90 (100) and HW for 20, you'll end up at 20 / 100 instead of 30 / 90 (100). It might kill you.

Wednesday, 1st April 2015, 03:37

Forum: Crazy Yiuf's Corner

Topic: Rot Reform

Replies: 8

Views: 697

Rot Reform

Heal wounds and curing are now applied to rot damage first before restoring HP.

Friday, 17th October 2014, 02:24

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2653

Views: 222245

Re: Best/Worst Artifacts

Here are a couple of items I've found on my way to victory: the ring "Tryti" (left hand) {rF++ rC++ rN+ Dam+5 SInv} amulet "Hoaric" {Faith rF+ Dam+4} amulet of Trepidation {rMut Str+4 Dex+3 Int+3} the ring "Yranukec" (left hand) {+Inv +Lev rPois rF+ AC+4 Str-1 Dex+3 Acc...

Friday, 17th October 2014, 02:18

Forum: Crazy Yiuf's Corner

Topic: Don't hit the bushes

Replies: 12

Views: 927

Re: Don't hit the bushes

Wednesday, 24th September 2014, 02:03

Forum: YASD! YAVP! and characters in progress too

Topic: Wanted: The Dumbest of Dumb Deaths

Replies: 42

Views: 4239

Re: Wanted: The Dumbest of Dumb Deaths

Thanks everyone for the deaths. We are a foolish bunch.

Sunday, 21st September 2014, 21:21

Forum: YASD! YAVP! and characters in progress too

Topic: Wanted: The Dumbest of Dumb Deaths

Replies: 42

Views: 4239

Wanted: The Dumbest of Dumb Deaths

Some time ago dpeg and I put together a collection of stupid and amusing deaths. If we missed any truly awesome YASD's, please clue us in. Here's a sampling of what we have now: ⋅ Falling into lava, after self-confusion, after a prompt. ⋅ Self-zapping due to atrocious aiming. &sd...

Sunday, 21st September 2014, 20:44

Forum: Crazy Yiuf's Corner

Topic: Exploitative strategies

Replies: 2

Views: 541

Re: Exploitative strategies

Until it was patched, telling summons to move to the map border would cause a crash. Crashing crawl rewinds time to the last save/level change. The presence of one sentient ally was sufficient for god mode.

Saturday, 19th July 2014, 17:41

Forum: Crazy Yiuf's Corner

Topic: Last Deck of Nemelex Xobeh

Replies: 19

Views: 2981

Last Deck of Nemelex Xobeh

Someone over at Blizzard is a Dungeon Crawl fan. They're adding the Last Deck of Nemelex Xobeh to World of Warcraft.

Monday, 7th July 2014, 02:21

Forum: Game Design Discussion

Topic: View Terrain during berserk

Replies: 3

Views: 1116

Re: View Terrain during berserk

Just wanted to sticky this for a few days as an example of a good GDD post.

Tuesday, 24th June 2014, 02:50

Forum: Crazy Yiuf's Corner

Topic: Cerebov drowns

Replies: 16

Views: 1446

Cerebov drowns

The winds around you start to calm down.
You are engulfed in roaring flames. You resist. Cerebov falls into the lava!
Cerebov drowns.


dang.

Sunday, 16th March 2014, 21:50

Forum: Game Design Discussion

Topic: Permamark species?

Replies: 19

Views: 1067

Re: Permamark species?

Lasty wrote:Meatsprint


I think it would be boring.

Sunday, 9th March 2014, 22:47

Forum: Game Design Discussion

Topic: Simplify Cross-training

Replies: 21

Views: 1603

Re: Simplify Cross-training

I'm not wild about the skill menu, but the implementation is functional.

Sunday, 9th March 2014, 18:06

Forum: Game Design Discussion

Topic: Simplify Cross-training

Replies: 21

Views: 1603

Re: Simplify Cross-training

dpeg wrote:I suggest to make a short suggestion on c-r-d, or just ask around on ##crawl-dev.


##dev is generally in favor. I'm going to begin developing on a branch.

Sunday, 9th March 2014, 17:11

Forum: Game Design Discussion

Topic: Simplify Cross-training

Replies: 21

Views: 1603

Re: Simplify Cross-training

XuaXua wrote:I think your parenthesis are off and your discount is weird.


I used parentheses because (i used variable names like this). Instead I could have used variable_names_like_this or variableNamesLikeThis. Multiplication binds more tightly than addition.

Sunday, 9th March 2014, 05:26

Forum: Game Design Discussion

Topic: Simplify Cross-training

Replies: 21

Views: 1603

Re: Simplify Cross-training

pubby wrote:
It's cheaper for a Kobold to train Short Blades (+3) followed by Long Blades (-2) than the reverse.

How is this system different? Are you adjusting for aptitudes?

By using raw experience costs rather than level for determining the cross-training bonus.

Sunday, 9th March 2014, 05:05

Forum: Game Design Discussion

Topic: Simplify Cross-training

Replies: 21

Views: 1603

Re: Simplify Cross-training

duvessa wrote:and strongly recommend removing anti-training.


I don't care one way or another. Anti-training never seemed to have much of an impact. Who on earth would memorize shatter and tornado?

Sunday, 9th March 2014, 05:01

Forum: Game Design Discussion

Topic: Simplify Cross-training

Replies: 21

Views: 1603

Simplify Cross-training

Cross-training is complex. The order in which you train impacts the total cost to raise your skills. It's cheaper for a Kobold to train Short Blades (+3) followed by Long Blades (-2) than the reverse. There are a few more examples of this. We could tweak attributes, but I prefer a consistent solutio...

Saturday, 8th March 2014, 14:28

Forum: Game Design Discussion

Topic: Salamander Hides

Replies: 2

Views: 564

Re: Salamander Hides

I appreciate the suggestion, but there's been a push toward simplifying (haha) the game. While cool, adding another mundane hide/armour won't significantly improve the game. Instead it'll just encourage players who want Salamander armour to lure them out of their lava ponds before killing them.

Sunday, 16th February 2014, 02:51

Forum: Game Design Discussion

Topic: Why are nets consuming my inventory?

Replies: 16

Views: 1373

Re: Why are nets consuming my inventory?

Wasn't there a suggestion to give nets a small chance of complete destruction on use rather than a slow progression of tears? Yes, and bh said he supported it IIRC. I even implemented it. Kilobyte had a counter-proposal for implementation (completely removing floor items), so I never committed my p...

Saturday, 8th February 2014, 17:27

Forum: Game Design Discussion

Topic: Wrath reform

Replies: 40

Views: 4580

Re: Wrath reform

(This is mainly a question for grunt and dpeg)

For Chei wrath, I was thinking of also keeping the player slow. Too onerous?

Tuesday, 4th February 2014, 07:07

Forum: Crazy Yiuf's Corner

Topic: Do not consider wild magic mutation as good

Replies: 35

Views: 1631

Re: Do not consider wild magic mutation as good

johlstei wrote:Potion of not horrible mutation


Potion of Impetus for Removing Boring +Stat Mutations

Sunday, 2nd February 2014, 17:09

Forum: Game Design Discussion

Topic: Sticky flame is too good at annihilating scrolls

Replies: 33

Views: 3921

Re: Sticky flame is too good at annihilating scrolls

I still think sticky flame should prevent scroll reading for its duration, instead of destroying them. I wrote a branch that did something like this. Fire effects gave the Scroll- status and ice gave Potion-. If you tried using the items, it carried a 50% chance of destruction. I don't recall anyon...

Monday, 20th January 2014, 01:28

Forum: Game Design Discussion

Topic: Autoexplore improvement

Replies: 26

Views: 2268

Re: Autoexplore improvement

Just prove P=NP and solve travelling salesman(with incomplete information) already. If you want to walk on every square, exploring the crawl map is the Canadian traveller problem (CTP). Suppose you want to merely wish to observe every square with minimal cost and you have full knowledge of the map....

Sunday, 19th January 2014, 23:46

Forum: Game Design Discussion

Topic: Remove food (split from {Hunger} is tedious)

Replies: 8

Views: 867

Re: {Hunger} is tedious

Klown wrote:Is removing hunger clocks & food in general and fixing anything effected in others ways(piety instead of fruit for Fedhas, etc.) too far out there?


Too much of crawl is balanced around food. Foodlessnesss can work in a Roguelike, but it would require a top-to-bottom redesign of crawl.

Sunday, 19th January 2014, 23:39

Forum: Game Design Discussion

Topic: Portalize Pan

Replies: 15

Views: 1217

Re: Portalize Pan

WalkerBoh wrote:It does make it pretty similar to Hells though.


You can flee Hells and return later. You also get to pick which Hell you're attempting.

Sunday, 19th January 2014, 22:17

Forum: Game Design Discussion

Topic: {Hunger} is tedious

Replies: 15

Views: 1717

Re: {Hunger} is tedious

⋅ Cap satiation level, a la ghouls. ⋅ Decrease nutrition provided by food. ⋅ {Hunger-} simply doesn't work when under the effect of {Hunger}. Not a very elegant solution, I admit. These changes just encourage eating chunks. If there's a removal cost, I'd like to oblige...

Sunday, 19th January 2014, 22:11

Forum: Game Design Discussion

Topic: Portalize Pan

Replies: 15

Views: 1217

Portalize Pan

Disclaimer: I am not an extended player. I have spectated a lot of extended play. Infinite areas are problematic and players seem to do Pan for two reasons: they're trying to collect runes, they're scumming for Zigs. For players engaged in either of these activities, the rest of Pan appears to be a...

Sunday, 19th January 2014, 20:55

Forum: Game Design Discussion

Topic: two portal vaults on the same level

Replies: 12

Views: 457

Re: two portal vaults on the same level

If portal vaults are going to be timed in the first place, then players should miss them sometimes! If someone cares about this, they could scrape morgues for the time that a player entered a level and the time at which the player entered the portal. This would shed some light on how long portal ti...

Sunday, 19th January 2014, 20:48

Forum: Game Design Discussion

Topic: {Hunger} is tedious

Replies: 15

Views: 1717

{Hunger} is tedious

The {Hunger} property is tedious. It encourages jewelry micromanagement. Some time ago we changed {Vamp} to impose a cost-on-wield to combat exactly this problem. Some ideas for Hunger include: ⋅ Inflate hunger costs rather than metabolic rate. ⋅ Impose a cost on removal (like {C...

Tuesday, 14th January 2014, 05:34

Forum: Game Design Discussion

Topic: Auto renew spell

Replies: 5

Views: 705

Re: Auto renew spell

This has been discussed at least a couple of times. For example . I think the swiftness treatment is a good approach: an upside, with a cooldown or downside. Another thing we could do is cause spells to pop rather than timeout. rmsl might absorb a certain number of hits before dissipating. There wou...

Saturday, 11th January 2014, 06:38

Forum: Game Design Discussion

Topic: MuBe can't go berserk

Replies: 10

Views: 1262

Re: MuBe can't go berserk

twelwe wrote:ah, a rare successful thread in this forum


If a suggestion is both simple and coherent, I usually go ahead and implement it.
See: basically any thread where I've replied 'Done'.

Saturday, 11th January 2014, 05:47

Forum: Game Design Discussion

Topic: MuBe can't go berserk

Replies: 10

Views: 1262

Re: MuBe can't go berserk

Done.

Saturday, 11th January 2014, 02:31

Forum: Crazy Yiuf's Corner

Topic: Enslaving Pikel's slaves

Replies: 19

Views: 1670

Re: Enslaving Pikel's slaves

Pikel was a cruel master.

Sending to Yiuf's Corner.

Sunday, 5th January 2014, 18:27

Forum: Crazy Yiuf's Corner

Topic: Proposal: Horned Helmet works with beaks.

Replies: 12

Views: 861

Re: Proposal: Horned Helmet works with beaks.

Tengu are claustrophobic. If you don't like that, we can give them an innate plumage mutation:
  Code:
You can't wear that, it would ruffle your feathers!


Yiuf.

Tuesday, 31st December 2013, 06:27

Forum: Game Design Discussion

Topic: Vine Stalkers.

Replies: 126

Views: 17302

Re: Vine Stalkers.

Sort of interesting, but horrendously imbalanced.
http://dobrazupa.org/morgue/bh/morgue-b ... 060714.txt

From around turn 21k onward, I was doing my best to splat.

Tuesday, 31st December 2013, 01:04

Forum: Game Design Discussion

Topic: Make elemental invokers stackable

Replies: 8

Views: 1172

Re: Make elemental invokers stackable

Let's just make them heavier so you don't need to worry about stacking. :evil:

Saturday, 28th December 2013, 20:17

Forum: Game Design Discussion

Topic: targeted curse/bless foo.

Replies: 9

Views: 951

Re: targeted curse/bless foo.

Scroll of curse/remove curse is targeted. You can target an ally or enemy to curse or bless his weapon/armour. I'm confident that this will never be implemented. The possible gameplay upside is far outweighed by the additional complexity. Lately I've noticed a push on the team toward simplifying th...

Saturday, 28th December 2013, 17:14

Forum: Game Design Discussion

Topic: Curio shop vault

Replies: 20

Views: 2083

Re: Curio shop vault

At the moment, implementing shields of running would require changing the game code -- the running ego is only checked in the boot slot. You can generate other armors with running but they won't actually make you faster when worn. Much as I despise encouraging this behaviour in any way, "fixin...

Friday, 27th December 2013, 03:28

Forum: Game Design Discussion

Topic: Proposal: potion to remove Drainedstatus

Replies: 26

Views: 2089

Re: Proposal: potion to remove Drainedstatus

Done.

Restore abilities now does triple duty.

Wednesday, 25th December 2013, 18:19

Forum: Crazy Yiuf's Corner

Topic: Crazy proposal: a species who doesn't train skills

Replies: 17

Views: 1198

Re: Crazy proposal: a species who doesn't train skills

You start at level 27 with all skills highly trained, but your char lvl and skill lvls decay rapidly with turn count. Could still have species aptitudes, they just determine how quickly or slowly your skills decay relative to each other. We've discussed species that gain bad mutations as they level...

Tuesday, 24th December 2013, 16:49

Forum: Game Design Discussion

Topic: Open Proposal: unrandart potions?

Replies: 21

Views: 1750

Re: Open Proposal: randart potions?

I initially thought that this idea has no merits whatsoever, but the thread came up with some interesting proposals. (For example psiweapon and nagdon.) Nothing of this is urgent, but starting with rarely placed unrandart potions can do no harm -- I am all for it. Who told them about the Ur-Snozzcu...

Tuesday, 24th December 2013, 04:46

Forum: Game Design Discussion

Topic: Why Immolation scroll does not give any XP?

Replies: 8

Views: 1035

Re: Why Immolation scroll does not give any XP?

sizz wrote:Why immolation scrolls do not give any XP when they kill monsters, while holy word scrolls do?


Please file a bug.

Tuesday, 24th December 2013, 01:54

Forum: Game Design Discussion

Topic: Remove Tileschat Logging

Replies: 20

Views: 2379

Re: Remove Tileschat Logging

archaeo wrote:Is a work-around for this possible? It really clutters up your morgue files for no purpose, unless somebody wants to pop up saying it's a good idea.


I have disabled it by default. If people really want to log messages, they have the option to do so.

Monday, 23rd December 2013, 23:26

Forum: Game Design Discussion

Topic: Remove Tileschat Logging

Replies: 20

Views: 2379

Re: Remove Tileschat Logging

Probably just the usual stuff people eventually regret saying on public record. Of course people should not use public communications channels for things that don't belong in public. But oh well, kids will be kids. Also, stupid adults will be stupid adults. There definitely should be some kind of w...

Sunday, 15th December 2013, 17:13

Forum: Game Design Discussion

Topic: Ability to remove own clouds

Replies: 11

Views: 904

Re: Proposal: Ability to remove own clouds

Done. Sort of. It isn't merged. One of galehar's patches prevents clouds from placing outside of LOS. His other causes player clouds to dissipate faster when you can't see them. My patch causes harmful clouds to decay faster (double time) if their source can't see them or is dead. This treats player...
Next

Return to advanced search

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