Search found 1445 matches

Tuesday, 27th March 2018, 18:46

Forum: Game Design Discussion

Topic: Make equip_unequip work with weapons as well.

Replies: 1

Views: 319

Re: Make equip_unequip work with weapons as well.

You can also toggle between unarmed and a ranged weapon with ' if you have 'a' assigned to your ranged weapon and 'b' assigned to nothing or a nonweapon. But this seems like it should work too, sure.

Friday, 29th December 2017, 16:30

Global announcement: Forum Rules

Replies: 0

Views: 2868

Forum Rules

The Tavern is an inclusive and friendly forum for Dungeon Crawl players and developers. We want to maintain that atmosphere. That is why we only have a few rules: ⋅ Do not harass or insult other users. Personal attacks will not be tolerated. ⋅ Attacking or demeaning groups of peo...

Saturday, 2nd September 2017, 17:16

Forum: Dungeon Crawling Advice

Topic: Berserk ran out vs Mennas after 2 attacks?

Replies: 5

Views: 706

Re: Berserk ran out vs Mennas after 2 attacks?

Taking actions other than attacking makes berserk expire very quickly, and you in fact took two steps before actually reaching Mennas and starting to attack (and then made something like 4 attacks before berserk expired, so not a particularly unusual result).

Wednesday, 16th August 2017, 12:44

Forum: Crazy Yiuf's Corner

Topic: new gnoll species attributes

Replies: 26

Views: 1768

Re: new gnoll species attributes

Yep, they have 7 health and you deal 1-4 damage to them each escape attempt.

Wednesday, 16th August 2017, 08:00

Forum: Crazy Yiuf's Corner

Topic: new gnoll species attributes

Replies: 26

Views: 1768

Re: new gnoll species attributes

VeryAngryFelid wrote:Awful species, it took me 5 attempts to break a net.

https://github.com/crawl/crawl/commit/d ... 4ef3ab7f7e

Thursday, 10th August 2017, 17:03

Forum: Game Design Discussion

Topic: New background: Annihilator (Vehumet zealot)

Replies: 72

Views: 6857

Re: New background: Annihilator (Vehumet zealot)

There's a more fully functional (presumably, I haven't tested it) patch already up on Github here from a couple of days ago for anyone who wants to try it themselves.

Wednesday, 2nd August 2017, 21:58

Forum: Crazy Yiuf's Corner

Topic: What other roguelikes do you play?

Replies: 26

Views: 2168

Re: What other roguelikes do you play?

Anyone playing Unexplored ? I beat it fairly easily (after watching someone stream it for a while, so I'd picked up how a bunch of things worked already) and then kinda lost interest but it's definitely neat and seems to be updated quite regularly. It takes a ton of good inspiration from Brogue spe...

Friday, 16th June 2017, 15:52

Forum: Game Design Discussion

Topic: Split scroll/potion usage in morgue

Replies: 2

Views: 318

Re: Split scroll/potion usage in morgue

This is pretty doable but there's some fiddliness involved compared to the existing implementation for other items, I put off working on it a while ago but might get back to it sometime. Patches welcome in the meantime!

Tuesday, 25th April 2017, 22:43

Forum: Game Design Discussion

Topic: Real-world references

Replies: 101

Views: 9120

Re: Real-world references

Closing this again, since it seems like any productive discussion has since run its course.

Friday, 7th April 2017, 23:09

Forum: Crazy Yiuf's Corner

Topic: Qazlal and Breath Clouds

Replies: 2

Views: 350

Re: Qazlal and Breath Clouds

Cloud breath attacks deal impact damage if they hit you (which can cause poisoning in the case of swamp dragons) as well as creating the clouds.

Wednesday, 1st March 2017, 10:13

Forum: Game Design Discussion

Topic: Weapon-less Ieoh Jian Council (now implemented)

Replies: 81

Views: 8658

Re: Weapon-less Ieoh Jian Council (now implemented)

Closing this, since there don't need to be two threads on the same topic.

Monday, 27th February 2017, 14:49

Forum: Game Design Discussion

Topic: Glyph decorations/diacritics in console

Replies: 3

Views: 481

Re: Glyph decorations/diacritics in console

If some terminals couldn't handle it when it was last discussed, it's almost certainly true that nothing much will have changed there. I imagine it could still work as an option though, maybe some kind of extension of mon_glyph that can check for weapon types/brands.

Sunday, 5th February 2017, 02:27

Forum: Game Design Discussion

Topic: Aut scoring

Replies: 55

Views: 4685

Re: Aut scoring

Breaking parity with current scores wouldn't be a problem - obviously it'd be nice to keep the numbers similar for average games, but high-scoring games clearly wouldn't really be comparable. When it's been discussed previously, there were plans to apply an overall species modifier for slow/fast rac...

Thursday, 2nd February 2017, 03:03

Forum: Game Design Discussion

Topic: Why are wizlabs so incredibly rare?

Replies: 6

Views: 696

Re: Why are wizlabs so incredibly rare?

They're not especially rare at all, you presumably just reach that point in the game less often. In fact they are more common than Labyrinths (assuming you visit every floor they can generate on), since they have exactly the same chance per floor as Labyrinths do, but have more potential floors to s...

Tuesday, 31st January 2017, 15:21

Forum: Crazy Yiuf's Corner

Topic: Can YOU beat the highest int score?

Replies: 9

Views: 742

Re: Can YOU beat the highest int score?

Midn8 wrote:Wait, they capped them again? WTF

They've literally always been capped.

Thursday, 26th January 2017, 22:22

Forum: Game Design Discussion

Topic: Make "End Transformation" instant

Replies: 7

Views: 727

Re: Make "End Transformation" instant

duvessa wrote:End transformation semi-recently got sped up, so you no longer use beastly appendage to untransform.

Pretty meaningless trivia either way, but that wasn't a useful way to untransform quickly since for the entire time period when untransforming took 1.5 turns, so did switching forms.

Saturday, 21st January 2017, 13:06

Forum: Coding

Topic: Game seed

Replies: 27

Views: 2129

Re: Game seed

Look for DET_ENTERED_LEVEL (and the other DET_ enums for a general sense of how it's used on the C++ side) - l-dgnevt.cc is translating from the dgn_event_type enums to the Lua calls, it looks like.

Friday, 20th January 2017, 19:21

Forum: Coding

Topic: Game seed

Replies: 27

Views: 2129

Re: Game seed

I sent some quick !tells after you asked in -dev the other day, but to go into a little more detail: Placement happens by the chance lines in the entry vault definitions which is usually handled in a Lua function (for example, the e.chance(500) line in ice_cave_portal() translates to a 5% chance per...

Tuesday, 17th January 2017, 20:44

Forum: Game Design Discussion

Topic: multi gods, corrupt and destroy

Replies: 5

Views: 626

Re: multi gods, corrupt and destroy

This won't happen, but even if it were somehow a thing that some dev wanted to implement it would absolutely not be a "simple enhancement". If you're interested in finding out why, I recommend familiarising yourself with Crawl's religion code!

Sunday, 15th January 2017, 15:52

Forum: Game Design Discussion

Topic: Why phase out races at all?

Replies: 60

Views: 4195

Re: Why phase out races at all?

In the distant past, there were a few people who volunteered to summarise -dev IRC discussions and send them out to the mailing list, which was a neat thing - here's a CRD quote from 2012: Since there hasn't been a ##crawl-dev digest for a while I decided to write one. It covers one week, September ...

Friday, 13th January 2017, 18:09

Forum: Crazy Yiuf's Corner

Topic: Rename all in-game references from LOS to "Light Radius"

Replies: 5

Views: 483

Re: Rename all in-game references from LOS to "Light Radius"

What's an actual example of a place in-game that uses "line of sight" when referring to LOS_RADIUS? As far as I'm aware it's pretty consistently referred to as "vision range" or words to that effect, which seems fine (see the descriptions for Darkness and the robe of Night). &quo...

Friday, 13th January 2017, 17:46

Forum: Dungeon Crawling Advice

Topic: Will lignification prevent porkalation?

Replies: 4

Views: 674

Re: Will lignification prevent porkalation?

Both are uncancellable transformations, so they both prevent each other.

Tuesday, 10th January 2017, 18:29

Forum: Dungeon Crawling Advice

Topic: Spell struggle

Replies: 2

Views: 445

Re: Spell struggle

If you actually do have your macros set up as "z.a" then they definitely won't work, since "z." re-casts the last spell you cast. You want "za." to cast spell 'a'.

Tuesday, 10th January 2017, 18:21

Forum: Game Design Discussion

Topic: Sword of Zonguldruk has bad interactions with multi hits

Replies: 2

Views: 362

Re: Sword of Zonguldruk has bad interactions with multi hits

It's fixable by using a final_effect (see how Infestation was handled when affected by the same issue, and the Mantis issue), but a bit more complex for Death Channel and Zonguldrok, since Infestation doesn't care about what the actual monster was before it died. Patches welcome!

Wednesday, 4th January 2017, 13:44

Forum: Game Design Discussion

Topic: How to book reform

Replies: 2

Views: 367

Re: How to book reform

Saturday, 31st December 2016, 02:09

Forum: Suggestions & Criticism

Topic: Thanked comments lose date

Replies: 2

Views: 379

Re: Thanked comments lose date

This has been known for a while. Give it another 5 years maybe.

(Nobody active has the required permissions to mess with the forum software itself so I would not expect this to be fixed any time soon.)

Monday, 26th December 2016, 20:58

Forum: Coding

Topic: Game seed

Replies: 27

Views: 2129

Re: Game seed

To implement it fully would probably be relatively feasible, but a lot of work - everything related to dungeon generation would need to use its own RNG with a separate seed (as is currently done for randomised elements of the UI such as elemental colours - see ui_random() and the things that call it...

Friday, 23rd December 2016, 13:40

Forum: Crazy Yiuf's Corner

Topic: Improve Wand Spellpower

Replies: 4

Views: 423

Re: Improve Wand Spellpower

This already came up in the initial dev discussions of the wand changes and is pretty likely to happen soon (it's implemented in a local branch that still needs some more work on other things before merging). Edit: improving wand spellpower that is, not general Evocations enhancers since those exist...

Monday, 21st November 2016, 11:30

Forum: Game Design Discussion

Topic: 33 crawl quirks to be fixed

Replies: 1

Views: 1553

Re: 33 crawl quirks to be fixed

Closing this, please see the GDD rules and report bugs on Mantis. Reporting these can obviously be helpful but this is not a good format.

Friday, 18th November 2016, 16:50

Forum: Game Design Discussion

Topic: Proposal: Remove book inventory slots

Replies: 18

Views: 2970

Re: Proposal: Remove book inventory slots

So I think that spellbooks should be like runes which you pick and forget. The found spells you haven't already memorised should all be available with M. An option to view collected spellbooks can be given for flavour/bragging reasons. This has been discussed pretty extensively and there's a partia...

Tuesday, 8th November 2016, 10:01

Forum: Game Design Discussion

Topic: cut the "beware its halloween tonight" message

Replies: 3

Views: 520

Re: cut the "beware its halloween tonight" message

normally i'd just chalk this up to some fun goof-ballery but let's not forget that our video-game grandpappy Nethack actually would subtly change several things in the game if you were playing on a new (full?) moon, and would warn you in such a similar message. It briefly did exactly such NetHack-y...

Tuesday, 8th November 2016, 09:47

Forum: Game Design Discussion

Topic: Make an option to set the maximum level to train a skill

Replies: 2

Views: 471

Re: Make an option to set the maximum level to train a skill

I'm not really convinced this is a useful enough thing to be worth adding to the already incredibly cluttered skill screen, but it's possible to do in Lua currently - see the Miscellaneous section of elliptic's rc , and then macro a key ingame to ===set_target_skill to use it. Could be a potential c...

Friday, 4th November 2016, 11:16

Forum: Game Design Discussion

Topic: Make charms into permanent buffs

Replies: 14

Views: 1647

Re: Make charms into permanent buffs

Closing this, since as noted above it's another duplication of multiple recent (and not-so-recent) discussions.

Friday, 28th October 2016, 19:08

Forum: Crazy Yiuf's Corner

Topic: .rc File Help

Replies: 2

Views: 314

Re: .rc File Help

Includes just look in the current directory for whichever file you're including, and when a new version is added to a server it gets its own directories for saves/morgues/rcfiles etc, with default blank configs. You could wait for someone to set up copies of the HDA configs for the 0.19 branch on th...

Wednesday, 19th October 2016, 09:03

Forum: Game Design Discussion

Topic: defense of hidden numbers

Replies: 53

Views: 3975

Re: defense of hidden numbers

Closing, since this no longer appears to be going anywhere constructive (and there are various recent threads about the merits of displaying or not displaying specific numbers).

Monday, 10th October 2016, 09:00

Forum: Game Design Discussion

Topic: Light grey Contam makes player glow?

Replies: 1

Views: 356

Re: Light grey Contam makes player glow?

Leszczynek wrote:Is this change intentional?

Nope.

Friday, 16th September 2016, 15:34

Forum: Dungeon Crawling Advice

Topic: *Confuse mechanic

Replies: 21

Views: 1195

Re: *Confuse mechanic

*Confuse (and now *Slow) has a 1% chance per equipped item with the property to trigger when taking damage. The amount of damage doesn't matter (other than that it's greater than 0 of course, so better armour would still make a difference there).

Friday, 26th August 2016, 10:51

Forum: Crazy Yiuf's Corner

Topic: Akashic record removed?

Replies: 3

Views: 540

Re: Akashic record removed?

https://github.com/crawl/crawl/commit/1ecfaa61a002

Warp is more common, and not being a rare book means its contents are also eligible to appear in randart books again.

Friday, 19th August 2016, 10:20

Forum: Crazy Yiuf's Corner

Topic: what are some good games

Replies: 117

Views: 8155

Re: what are some good games

Sunless Sea (looking forward to the expansion in a couple of months got me thinking about it again), Magic Wand, Devil Daggers (I'm bad at killing demons).

Also following up on chequers' Gravity Bone recommendation, if you like it you should definitely play 30 Flights of Loving too.

Saturday, 6th August 2016, 23:40

Forum: Game Design Discussion

Topic: Can we brainstorm a way to shorten pandemonium?

Replies: 43

Views: 4188

Re: Can we brainstorm a way to shorten pandemonium?

~*~mod note: removed an off-topic tangent~*~

Tuesday, 26th July 2016, 23:06

Forum: Game Design Discussion

Topic: What if .des files for online were private?

Replies: 38

Views: 1243

Re: What if .des files for online were private?

Closing, since this is not going to happen in any way - feel free to start a new thread for separate suggestions.

Wednesday, 20th July 2016, 01:00

Forum: Crazy Yiuf's Corner

Topic: Fix Deep Dwarves

Replies: 42

Views: 3303

Re: Fix Deep Dwarves

Moved from GDD, feel free to complain away about Mountain Dwarves here and/or to post a new GDD thread (or to search for the various other recent discussions on the topic) for actual DD design discussion if you like.

Monday, 18th July 2016, 23:25

Forum: Game Design Discussion

Topic: Give Poison Magic acid

Replies: 3

Views: 368

Re: Give Poison Magic acid

https://crawl.develz.org/wiki/doku.php? ... ng:wont_do

See also: many old threads on the topic.

Friday, 8th July 2016, 11:54

Forum: Dungeon Crawling Advice

Topic: Velocity card: monster hasted ?

Replies: 8

Views: 468

Re: Velocity card: monster hasted ?

LearnDB isn't quite right about power 0 velocity - on the player, it removes slowing (with a 50% chance at power 0, or guaranteed at power > 0) and removes hasting (with a 50% chance at power 0 only). At power 0 it then either hastes, swifts or slows all allies *and* enemies (or should do at least, ...

Wednesday, 6th July 2016, 11:01

Forum: Game Design Discussion

Topic: Make rest at full HP take less turns

Replies: 6

Views: 510

Re: Make rest at full HP take less turns

Do you think it is possible to implement my old dream: that is *movement* keys that behave like this rest command, so that they are ignored when autoexplore would stop, so like when a monster is in view? I would use them for exploring when I do not want to autoexplore. A trigger to change normal fu...

Thursday, 23rd June 2016, 23:33

Forum: Dungeon Crawling Advice

Topic: AC vs elemental attacks?

Replies: 20

Views: 1060

Re: AC vs elemental attacks?

I'm pretty sure the only explicit reference is "On the other hand, body armour will also provide some guaranteed damage reduction against melee attacks, and heavier armours are better at this." (in the manual), yeah, so you could just start calling it GMDR and hope it catches on!
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