Search found 3931 matches

Tuesday, 20th August 2013, 13:39

Forum: Game Design Discussion

Topic: Automatic Skill Point Distribution

Replies: 47

Views: 17079

Re: Automatic Skill Point Distribution

Galefury wrote:Maybe fighting could get also get a little training weight whenever dodging and armour do? The skill is at least as useful for taking hits as it is for hitting things.

That's an interesting idea. Although I'd need to reduce the training from using weapons to compensate.

Monday, 19th August 2013, 21:53

Forum: Dungeon Crawling Advice

Topic: Abusing ashenzari

Replies: 37

Views: 8750

Re: Abusing ashenzari

I did some wizard mode testing. First i gave myself skill points with s to short blades. Then to long blades. If you set skill level with &S, it doesn't emulate any crosstraining. If you want to test the effect of skill transfer on crosstrained skills, you'll have to train skill using &T an...

Monday, 19th August 2013, 21:18

Forum: Game Design Discussion

Topic: Automatic Skill Point Distribution

Replies: 47

Views: 17079

Re: Automatic Skill Point Distribution

For what it's worth, I'm in the "automatic training works pretty well and it's probably worth some efforts to make it work better" camp. Well, I did ask for feedback on it when I redid all the skill code back in 0.9. I got a few and did some tuning, but I'm still willing to tweak it furth...

Monday, 19th August 2013, 12:52

Forum: Game Design Discussion

Topic: Labyrinth

Replies: 73

Views: 22181

Re: Labyrinth

The problem isn't that the rewards are too poor. It's that going through Blade isn't fun. Fun is the whole goal of Crawl. This isn't a problem that can be solved by pouring out more loot. In fact, more loot would make the problem worse, because some people would decide that the negative experience ...

Friday, 16th August 2013, 20:21

Forum: Suggestions & Criticism

Topic: Moderation of useless posts in GDD

Replies: 28

Views: 11638

Re: Moderation of useless posts in GDD

I used to do that, but it's very time consuming. It would be great indeed to have a stricter moderation in GDD. Do you want mod rights MarvinPA? Anyone else volunteering?

Thursday, 15th August 2013, 21:31

Forum: Crazy Yiuf's Corner

Topic: Range display

Replies: 56

Views: 15461

Re: Range display

Asking for explanations isn't backlash.

I wonder how blacksheep counts though. That he needs to convert his count to a number is a bit intriguing.

Thursday, 15th August 2013, 14:30

Forum: Game Design Discussion

Topic: Proposal: Give real numbers for weapon attack speed in game

Replies: 54

Views: 17124

Re: Proposal: Give real numbers for weapon attack speed in

BlackSheep wrote:Does anyone know if the plan to eliminate magic numbers for delay is still alive?

Not really. I lack the time and motivation to work on that. However, I think the idea is still supported by several devs so it could become a thing with someone to carry it.

Thursday, 15th August 2013, 13:00

Forum: Game Design Discussion

Topic: Werewolves: the Bifurcated Ones

Replies: 29

Views: 7197

Re: Werewolves: the Bifurcated Ones

I think the idea was that when you switch, your skills are adjusted as if you had trained them at the new apt, rather than the one you did train them at. Of course, this presents its own problem. It's actually pretty straightforward to implement it this way. I think the only way to force the player...

Thursday, 8th August 2013, 11:50

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 115265

Re: DCSS Text Improvement Taskforce

teecall wrote:Also, I have joined Transifex under the same handle "teecall." If you could add me, that would be splendid!

Done.

Thursday, 8th August 2013, 09:16

Forum: Game Design Discussion

Topic: Sethygir: Sea God and Water Addition

Replies: 113

Views: 33101

Re: Sethygir: Sea God and Water Addition

Ash used to give aptitude bonuses. Ash used to give XP bonus. Aptitude bonus has never been a thing, it's a bit complicated to implement and doesn't scale well (too weak early, too strong late). Skill bonus is implemented and works well. There's no point in implementing an effect with a different m...

Thursday, 8th August 2013, 07:18

Forum: Dungeon Crawling Advice

Topic: Food drops / spawns

Replies: 27

Views: 6549

Re: Food drops / spawns

It seems the issue is bad strategy or missed vault, so I'm moving this to advice.

Wednesday, 7th August 2013, 08:07

Forum: Game Design Discussion

Topic: New spell: recall ammo

Replies: 25

Views: 6252

Re: New spell: recall ammo

In addition to the aforementioned targetting improvement to apportation, the OP could be served by an auto-loot command (autopickup but doesn't explore). Bind it to O (it's useless anyway). With it, you can safely and easily recover your ammo while regenerating without the risk of running into the u...

Wednesday, 31st July 2013, 13:26

Forum: Game Design Discussion

Topic: Just... no.

Replies: 22

Views: 7293

Re: Just... no.

In this situation, I turned a corner, a yaktaur took one step onto a zot trap and blam, I was in the Abyss. You could have step on it yourself for the same result and same "unavoidableness". Once detected, their special effect of lashing out at you when monster step on them make for some ...

Wednesday, 31st July 2013, 13:17

Forum: Game Design Discussion

Topic: Rename Djinni to Efreet, give rot immunity

Replies: 28

Views: 8428

Re: Proposal: rename Djinni to Efreet, give rot immunity

khalil wrote:Is it just a normal bat with a stupid name?

Yes

edit: It's also a real bat type.

Wednesday, 31st July 2013, 11:00

Forum: Game Design Discussion

Topic: Rename Djinni to Efreet, give rot immunity

Replies: 28

Views: 8428

Re: Proposal: rename Djinni to Efreet, give rot immunity

CrazyJ wrote:Furthermore, whatever other issues the new race has, the name of the race is going to be the easiest to deal with and require the least amount of work to change.

This is so wrong. I guess you weren't around in the megabat period (or any other endless naming debate).

Tuesday, 30th July 2013, 09:09

Forum: Game Design Discussion

Topic: Humans are Terrible

Replies: 51

Views: 13680

Re: Humans are Terrible

This thread had no content (no analysis or suggestion, just uninteresting individual opinion). No it has derailed off-topic.
Locked.

Monday, 29th July 2013, 20:53

Forum: Game Design Discussion

Topic: Humans are Terrible

Replies: 51

Views: 13680

Re: Humans are Terrible

This thread is terrible

Monday, 29th July 2013, 20:23

Forum: Contributions

Topic: Looking for a favor

Replies: 3

Views: 2363

Re: Looking for a favor

Oh right, I forgot about the implementable. No need to create a new mantis entry then. You did the right thing by posting it here. Keep bugging folks in ##crawl-dev from time to time and be patient :)

Monday, 29th July 2013, 17:12

Forum: Contributions

Topic: Looking for a favor

Replies: 3

Views: 2363

Re: Looking for a favor

Sounds like a great patch, it's likely to get accepted. Post it on mantis, there's a category for patches.

Monday, 29th July 2013, 17:09

Forum: Game Design Discussion

Topic: Humans are Terrible

Replies: 51

Views: 13680

Re: Humans are Terrible

@galehar One dimensional characters are totally things without the use of Trog. DeCj of Veh doesn't need weapon skills. MiFi of Oka doesn't need spells because Oka gives heroism and finesse. You're free to play a DeCj without weapons or a MiFi without spells, but that's not the best way of playing ...

Monday, 29th July 2013, 15:44

Forum: Game Design Discussion

Topic: Humans are Terrible

Replies: 51

Views: 13680

Re: Humans are Terrible

High elves make better casters and Hill Orcs make better noncasters. My fighter will always be a minotaur, and my caster will always be a deep elf. What is this game you guys are playing with one-dimensional characters? In crawl, with the notable exception of Trog, there is no such thing as "c...

Monday, 29th July 2013, 10:02

Forum: Game Design Discussion

Topic: Vault Warden Sealing and Vault:5

Replies: 8

Views: 3821

Re: Vault Warden Sealing and Vault:5

stair sealing has made a bad tactic (stair dancing V:5) even worse. People will be forced to learn better tactics, good! :)

Tuesday, 23rd July 2013, 12:59

Forum: Contributions

Topic: I want to help!

Replies: 9

Views: 4029

Re: I want to help!

This page is somewhat udpated with what folks are currently working on. Fixing bugs is also a great way to start contributing. It's guaranteed to be useful and a good way of getting familiar with the codebase. You can also works on whatever you'd like to be improved. And it's always good to hang on...

Monday, 22nd July 2013, 15:05

Forum: Game Design Discussion

Topic: Has XP gain been adjusted?

Replies: 7

Views: 1981

Re: Has XP gain been adjusted?

khalil wrote:What about being adjusted for Elf and Vaults being shorter? That drastically reduces the amount of XP available.
Also, hive being removed, but that's old stuff.

Well, that was one of the goal of the changes, to reduce total XP. So no compensation :)

Sunday, 21st July 2013, 21:50

Forum: Game Design Discussion

Topic: Strength and HP

Replies: 28

Views: 8583

Re: Strength and HP

I'd rather str give AC. Max HP fluctuating as much as str does would be very annoying. It already kinda does by allowing you to wear heavier armour. Although, maybe the effect would be stronger if it directly factored in the AC formula instead of the penalty. Any specific suggestion? However, inste...

Friday, 19th July 2013, 11:50

Forum: Crazy Yiuf's Corner

Topic: Thread of Crazy Spell Brainstorming

Replies: 70

Views: 19253

Re: Thread of Crazy Spell Brainstorming

DracheReborn wrote:This does seem more suited for CYC. Aren't threads in GDD supposed to be for single, well thought out proposals?

Yes.

Thursday, 18th July 2013, 09:58

Forum: Technical Support

Topic: Game Crash on new W7-install

Replies: 3

Views: 1133

Re: Game Crash on new W7-install

trap skill has been removed. I think the XL scale has been changed, this would explain why you lost a level. If it always crashes at the same point, report it on mantis.

Thursday, 18th July 2013, 09:55

Forum: Technical Support

Topic: Save/MetaData

Replies: 1

Views: 876

Re: Save/MetaData

You can use the zip instead of the installer, it saves its data in the same folder you unzip it to. Or use the -dir command line option.

Thursday, 18th July 2013, 09:12

Forum: Game Design Discussion

Topic: Remove the haste spell

Replies: 87

Views: 28011

Re: Proposal: Remove the haste spell

TwilightPhoenix wrote:Yes, huge XP investment and all that, but it's easily doable in a 3-rune game if you manage your XP.

XP has been rebalanced somewhat in trunk, so this kind of statement might not be true anymore.

Wednesday, 17th July 2013, 14:12

Forum: Technical Support

Topic: Game Crash on new W7-install

Replies: 3

Views: 1133

Re: Game Crash on new W7-install

I'm sorry, I don't understand the question. Note that save files are completely OS independent. You can use the same save file under Linux, any windows mac or android. It doesn't look like your stability issue is caused the save file. Try updating your win7 graphic drivers, maybe this will improve s...

Wednesday, 17th July 2013, 14:05

Forum: Game Design Discussion

Topic: Proposal: Rework Item Destruction

Replies: 173

Views: 68111

Re: Proposal: Rework Item Destruction

Looks like crawl is taking another direction after all. I don't see how that interferes with this proposal? I mean wand draining is good an all, but if you get 5-10 traps you're set for avoiding most zot traps. Mechanically it doesn't, but it's a different design direction. The proposal is to remov...

Wednesday, 17th July 2013, 13:40

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 102291

Re: Formicids (Was: Dwants)

Am I correct in assuming that you actually get to choose (not that it's just a random choice?) - I know this was suggested before and cripplingly shot down as the feeling amongst devs was that mutations should never be able to be chosen. Getting mutations isn't a problem (and a nice gameplay mechan...

Tuesday, 16th July 2013, 14:37

Forum: Game Design Discussion

Topic: Interface proposal: auto recast

Replies: 8

Views: 3430

Re: Interface proposal: auto recast

They would always operate at your current max spell power, and spells would need to be changed so power always improved the spell's effect, rather than just increasing duration like many (most?) do now. Well, in my implementation proposal , increasing the power reduce the permanent cost simply by r...

Tuesday, 16th July 2013, 14:28

Forum: Game Design Discussion

Topic: Proposal: Rework Item Destruction

Replies: 173

Views: 68111

Re: Proposal: Rework Item Destruction

Looks like crawl is taking another direction after all.

Tuesday, 16th July 2013, 11:13

Forum: Technical Support

Topic: Trunk for Mac Tiles?

Replies: 3

Views: 1261

Re: Trunk for Mac Tiles?

If any mac user manage to compile it, how about sharing your binaries so we can put them on the download page? It's probably not much harder to generate a package.
Thanks.

Monday, 15th July 2013, 13:09

Forum: Coding

Topic: Testing a makeitem.cc patch.

Replies: 6

Views: 2664

Re: Testing a makeitem.cc patch.

Coding on a mac, that's new :) That's interesting. Is it because Macs are terrible for programming or just uncommon? I don't think we ever had a mac guy in the devteam. But I can't judge if they are good for coding, I don't know enough. I know that apple has a tendency to provide obsolete gcc versi...

Friday, 12th July 2013, 13:15

Forum: Game Design Discussion

Topic: Curses

Replies: 109

Views: 31041

Re: Curses

Currently curses have the following effect: - if you have a remove curse scroll: nothing - if you do not have a remove curse scroll: they reduce available items. Reducing the number of remove curse scrolls and/or increasing the bad effect from the cursed item could make this situation even worse. W...

Friday, 12th July 2013, 12:25

Forum: Game Design Discussion

Topic: Farming

Replies: 18

Views: 5422

Re: Farming

Galefury wrote:Some people talked about it on ##crawl-dev I guess?

Some people talked about it isn't the same thing as "thing already is in the pipelines"! :)

Friday, 12th July 2013, 12:22

Forum: Game Design Discussion

Topic: Proposal: Preventing popcorn spawns

Replies: 41

Views: 12750

Re: Proposal: Branch end up stairs

Bim wrote:Ok, well could this be a good time to interject the idea of not respawning popcorn?

Well, the monster spawning formula has been rewritten already, I don't think there's much popcorn in branches.

Friday, 12th July 2013, 09:18

Forum: Game Design Discussion

Topic: Proposal: Preventing popcorn spawns

Replies: 41

Views: 12750

Re: Proposal: Branch end up stairs

I also meant that the problem with the proposal is that it encouraged Ninja'ing the rune, and it'd need some sort of counter balance such as Mark/noisy on rune pick up, or something else to balance it out. The downsides far outweight the upsides. It solves an extremely minor problem (IMO non-existe...

Friday, 12th July 2013, 09:09

Forum: Coding

Topic: Testing a makeitem.cc patch.

Replies: 6

Views: 2664

Re: Testing a makeitem.cc patch.

I got crawl to compile with -DDEBUG_TESTS, but now I have a different problem. When I type "crawl -test" I get a command not found error. I got it to compile with this: make APPLE_GCC=y NO_PKGCONFIG=y CONTRIB_SDL=y TILES=y DDEBUG_TESTS=y Coding on a mac, that's new :) Have you tried to do...

Friday, 12th July 2013, 09:01

Forum: Game Design Discussion

Topic: Farming

Replies: 18

Views: 5422

Re: Farming

You really shouldn't be able to do this though. Why not? Realistically if you're able to sit in an area for 100,000 turns with your mummy, vampire, lich, zin worshiper, or whatever and just mow down enemies with no risk of dying then there is a problem. Just go win the game already. What's the poin...

Friday, 12th July 2013, 08:52

Forum: Game Design Discussion

Topic: Probably Been Asked But...

Replies: 4

Views: 1659

Re: Probably Been Asked But...

It's just a lot of work to code. And with webtiles, there's even less incentive. No current dev seems to be interested in tackling this project. And webtiles is likely to get mouse support at some point.

Thursday, 11th July 2013, 15:45

Forum: Game Design Discussion

Topic: Curses

Replies: 109

Views: 31041

Re: Curses

I think I remember this being mentioned before, so forgive me if this is repetitive. Instead of reducing the frequency of ?RC, make it single target? Indeed, I remember this, I almost coded it at some point. Would make identifying item targetted scrolls a bit trickier. There was an issue with mummy...

Thursday, 11th July 2013, 12:39

Forum: Coding

Topic: Item slots

Replies: 15

Views: 4941

Re: Item slots

Edit: while I understand that increasing 2*(a-z) limit is hard, while there are no containers in Crawl? Because we think the 52 item limit is good for the game. Choose what you carry and use what you have instead of hoarding junk you never use. Containers? Have you ever played nethack? Managing con...

Thursday, 11th July 2013, 12:27

Forum: Game Design Discussion

Topic: Orb of Zot and apportation spell

Replies: 27

Views: 8049

Re: Orb of Zot and apportation spell

But when the level is cleared (I usually do it if it is relatively safe, I don't like 3 runes games), apportation helps. No, it's still a terrible idea. Zot:5 has random spawn just like any other level, and they are much more threatening than the orb run spawn. I agree with what others said, if pla...

Thursday, 11th July 2013, 10:28

Forum: Game Design Discussion

Topic: Curses

Replies: 109

Views: 31041

Re: Curses

We've already agreed they are currently just irritants, with very little "decision value". Have we? I thought the consensus was more that they are mostly harmless and pointless. Reducing ?RC frequency and giving some more active bad effects is enough IMHO. Curses should stay a minor bad e...

Thursday, 11th July 2013, 09:49

Forum: Game Design Discussion

Topic: Proposal: Preventing popcorn spawns

Replies: 41

Views: 12750

Re: Proposal: Branch end up stairs

Because the proposal removes tedium. What tedium? It's 2 keystrokes and takes between half a second and 3-4 seconds depending on your travel_delay setting. Also, if the portal is anywhere near the rune, it's a huge buff to the ninja tactic. I'm a bit sad and ashamed for the fate of my post :oops: f...

Thursday, 11th July 2013, 09:05

Forum: Game Design Discussion

Topic: Summons Nerf Redux

Replies: 13

Views: 4205

Re: Summons Nerf Redux

reaver wrote:I particularly like incorporating summons into the perma-buff framework. Is there anybody working on implementing perma-buffs right now?

No. Each time the discussion comes up about how to implement it, the conclusion is that we don't want perma-buffs.
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