galehar wrote:ackack wrote:It illustrates that the chief effect of the change was something that wasn't intended --- a mostly insignificant monster buff combined with a noticeable player Tr/Og buff.
Alright, this is interesting. Anyone else feels like this penetrating large rock change is insignificant to monsters and noticealbe to player large races?
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Tuesday, 24th September 2013, 23:22
Confidence Interval wrote:minmay wrote:Statistics already does what you're trying to do
This is misleading. It is true that taking a greater number of attempts to achieve a desired outcome with a fixed chance of success increases the likelihood of success. There is not, however, an incremental increase in the likelihood of an outcome dependent on the number of previous attempts - to say so is to recall the Gambler's Fallacy - and that is what X2 proposed.
mentira wrote:the lowest spell fail rate I got is 94%.
Tuesday, 24th September 2013, 05:35
galehar wrote:I agree with the OP. The underscore isn't very helpful when the message area is very busy. I'd like an option to have all messages older than last turn in dark grey.
menu_colour ^= <match>:<colour>:<regex>, <colour>:<regex>, ...
(Ordered list option)
This prints a line (of the inventory, a menu, or the discoveries
screen) containing regex in the stated colour. There can be
several statements in a list, and also several menu_colour
lines. When using several menu_colour lines, the colour of the
_first_ matching regex is applied. For a list of colours, check
the colour option in 5-a.
The match specifies which listings are affected by the
colouring. If you specify 'any', or completely skip the <match>:
part, then all listings are used. Possible values for match are:
ability (the A screen)
description (the \ screen)
equip (the [, (, ), " screens)
help (the manual)
inventory (inventory and pickup menus)
pickup (specific to pickup menus)
shop (shop menus)
notes (the ?: screen)
resists (the % screen)
spell (the Z and I screens)
stash (the results from Ctrl-F)
Crawl has a couple of prefixes defined to make inventory colouring
easier. These are, in order of definition:
identified (The item is fully identified.)
known (You recognize the item's subtype.)
unidentified (You don't recognize the item's subtype.)
Items are also prefixed with their base type (armour, weapon, wand,
The following only apply to items whose subtype is known.
forbidden (Your god would hate it if you used this item.)
emergency_item (This item is invaluable in emergencies.)
good_item (This item is generally a good item.)
dangerous_item (Using this item can be dangerous.)
bad_item (This item is generally a bad item.)
useless_item (This item is of no use to you.)
inedible (You cannot eat this, or get no nutrition from it.)
preferred (The food type your character prefers, for example
poisonous (Chunks/corpses that are poisonous)
mutagenic (Chunks/corpses that are mutagenic)
contaminated (Chunks/corpses that may cause sickness, but
ignored for Kobolds, Ogres, Trolls, and Ghouls.)
rot-inducing (Chunks/corpses that cause rotting.)
equipped (Equipped items.)
artefact (For artefacts, whether identified or not.)
When looking for menu_colour matches, these prefixes are prepended to
the actual item name, e.g. in the form of
identified forbidden wand of draining (4)
unidentified equipped artefact sparkling ring (left hand)
The same prefixes can also be used for highlighting prompts pertaining
to items matching the description, or to define autopickup_exceptions.
If you want to colour all items that contain a certain prefix, use
menu_colour ^= lightgreen:poisonous
To colour worn stuff and highlight cursed items (except where other,
presumably more important, message colours match), use
menu_colour += inventory:lightred:equipped.* cursed
menu_colour += inventory:green:equipped
menu_colour += inventory:red: cursed
To colour identified artefacts, try
menu_colour ^= inventory:white:( [-+] the)
menu_colour ^= inventory:white:identified.*artefact
If you frequently die because you forget to use emergency items,
menu_colour ^= inventory:cyan:emergency_item
menu_colour ^= inventory:lightcyan:wand of (fire|cold|draining)
If you'd like to see rotting chunks and corpses at a glance, use
menu_colour ^= inventory:red: rotting
menu_colour can also be applied to colour the in-game notes (to
be read with '?:'). The following line will show level ups in
menu_colour ^= notes:white:Reached XP level
Tuesday, 24th September 2013, 04:14
Forum: Crazy Yiuf's Corner
http://crawl.develz.org/info/index.php? ... lteamideas
Friday, 20th September 2013, 17:01
Forum: Crazy Yiuf's Corner
Gunthar wrote:I'm wondering why trolls have even bad aptitudes in skills they should be good from their natural living styles.
Also how the hell are you having problems with hydras as a species that can throw large rocks wtf
dpeg wrote:I think it's a great feature that trolls have a simple early game and encounter a few problems later on.
dpeg wrote:Apart from joke items, we certainly want those items to have some target audience. However, it is alright if that audience is pretty small. In other words, they can fill weird niches, as long as such a niche exists (which didn't seem to be the case for the Knife).
and into wrote:Hunger cost is seldom a problem, so long as it is not like ration-level, or *high*-honeycomb level
Amnesiac wrote:I like electrocution a lot, I use it on short blades until I get the same damage from a branded quickblade because of slaying bonuses and it's speed
2. stabbing skill doesn't work that way
3. IT IS A STAB IT KILLS THE MONSTER NO MATTER WHAT THE BRAND IS YOUR DAMAGE ARGUMENT WOULD BE COMPLETELY IRRELEVANT EVEN IF IT HAD CORRECT PREMISES WHICH IT DOESN'T
I can only imagine one circumstance in which I would give the slightest consideration to using a quick blade of freezing over a quick blade of electrocution. It is if I am fighting a monster with rElec. This is enough of a corner case that I wouldn't even bother carrying around the freezing one if I had both.
!lg * won s=god wrote:13824 games for * (won): 1864x Trog, 1755x Okawaru, 1583x Vehumet, 1274x The Shining One, 1203x Sif Muna, 1008x Makhleb, 731x Ashenzari, 710x Kikubaaqudgha, 565x Nemelex Xobeh, 452x, 444x Lugonu, 405x Jiyva, 329x Cheibriados, 313x Yredelemnul, 308x Zin, 296x Elyvilon, 246x Xom, 171x Beogh, 167x Fedhas
mopl wrote:What do you call exceeding a level's item ??
mopl wrote:However what would be the point of reseting Wyrmbane's enchantment ?
Matanui3 wrote:Both have a low aptitude for it and get only half effect
also remember that nagas and especially centaurs have kind of godawful dodging
Sandman25 wrote:I am not sure stairs are optimal for stashing unless my information is wrong and monsters are not generated near stairs mostly.
edit: and since I'm sure you'll bring this up, yes, you can use teleport traps too