Search found 431 matches

Sunday, 4th August 2013, 12:29

Forum: Dungeon Crawling Advice

Topic: Is this a blessing ??

Replies: 5

Views: 1731

Re: Is this a blessing ??

No, nothing has changed.

Tuesday, 23rd July 2013, 09:30

Forum: Dungeon Crawling Advice

Topic: Am I doing it right?

Replies: 24

Views: 5894

Re: Am I doing it right?

delarado wrote:So that gifted weapon... -6 -3, surely not worth even bothering with no?!?

Broad axes are bad and this is worse than a +0 broad axe you could find anywhere on the ground. God gifts are not guaranteed to be good, and indeed are often hilariously terrible.

Wednesday, 10th July 2013, 20:06

Forum: Dungeon Crawling Advice

Topic: Some advice on Assassin

Replies: 9

Views: 3894

Re: Some advice on Assassin

The formula you quoted for the impact of armor on stealth is based on the old EVP rating - leather had an EVP of 1, and thus subtracted a whopping 6 from your stealth. I'm not sure what the new formula is, but suffice it to say that leather barely impacts your stealth at all. In general, it's kind o...

Wednesday, 10th July 2013, 10:37

Forum: Game Design Discussion

Topic: Curses

Replies: 109

Views: 31471

Re: Curses

That's... even worse. It encourages you to carry around piles of junk. And then go back and hoover up more junk whenever it all turns to gold.

Monday, 8th July 2013, 16:57

Forum: Technical Support

Topic: Is there a way to disable "running"? (Holding movement key)

Replies: 6

Views: 1719

Re: Is there a way to disable "running"? (Holding movement k

If you play tiles, you can put "tile_key_repeat_delay = 0" into your init.txt / rcfile. This should disable keys repeating completely. If you play console, you can probably change it in the settings for whatever shell program you're using.

Thursday, 4th July 2013, 01:47

Forum: Game Design Discussion

Topic: I think Hall of Blades should be reworked (or removed?).

Replies: 105

Views: 33260

Re: I think Hall of Blades should be reworked (or removed?).

As it stands, I usually step into the hall in hopes that a unique or two will spawn there, to remain forever parked. Note this does not actually work. What, yes it does. If you set one foot on a floor, that floor is generated, and any uniques that are placed will be unavailable for generation from ...

Thursday, 4th July 2013, 01:15

Forum: Contributions

Topic: Tiles that could use improvement

Replies: 131

Views: 154058

Re: Tiles that could use improvement

I mess with the levels on nearly everything I commit, don't worry.

Wednesday, 3rd July 2013, 03:39

Forum: Game Design Discussion

Topic: Curses

Replies: 109

Views: 31471

Re: Curses

Then remove them. The only thing hunger or bad stat rings do right now are possibly make you mildly annoyed for like 5 seconds. Less if you have a remove curse scroll, which you almost always will because the dungeon is basically filled with them. Then you drop the ring and it will never be relevant...

Tuesday, 2nd July 2013, 04:35

Forum: Contributions

Topic: Tiles that could use improvement

Replies: 131

Views: 154058

Re: Tiles that could use improvement

The brain, bog body, and plague shambler look great. Ugly things... I dunno, these are impressive, but the current ones are pretty awesome too. Maybe I'll use yours for Very Ugly Things. I'm not so keen on the Redback. Redbacks are a real thing from Australia and have really distinctive markings. It...

Tuesday, 2nd July 2013, 04:19

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: 12 runes, forgot what a fire vortex looked like.

Replies: 18

Views: 5065

Re: YASD: 12 runes, forgot what a fire vortex looked like.

In my defence, it is a recent (as in, past month or so) change in trunk that clouds render over monsters; when I made and implemented the new fire vortex (like a year ago) they would override the fire cloud sprite in their tile and were thus much less camouflaged. I'll make them brighter. ...you pan...

Saturday, 29th June 2013, 18:49

Forum: Contributions

Topic: Monsterglyph in Tiles - aka 'new font for the game'

Replies: 8

Views: 4017

Re: Monsterglyph in Tiles - aka 'new font for the game'

Well, glyph mode is a thing that exists - hit F10 on webtiles. Changing the font would probably be pretty easy, but fancy blackletter is gonna murder your eyes pretty quick. As for hand-drawing our own font, uh. I really have no desire to do some actual work on this! I'm not sure what to say about t...

Re: The Silent Assasin: a Conduct on Playing a VpEn of Ashen

ontoclasm is probably right about Corona but is completely wrong about Sure Blade Fair enough. I suppose I should check these things before saying them. I went through the code and it appears that recasting Corona adds more duration, but does not increase the effect; if a target is backlit for any ...

Thursday, 27th June 2013, 16:25

Forum: YASD! YAVP! and characters in progress too

Topic: The Silent Assasin: a Conduct on Playing a VpEn of Ashenzari

Replies: 39

Views: 19035

Re: The Silent Assasin: a Conduct on Playing a VpEn of Ashen

some1 is correct; despite the perhaps confusing messages, recasting Corona (apparently I'm wrong about Sure Blade) just resets the duration. Also, Dig now makes lots of noise and is thus very bad for Passwallers (since it will wake up the guy you're trying to stab).

Tuesday, 25th June 2013, 20:36

Forum: Game Design Discussion

Topic: Discussion: Improving Skalds

Replies: 221

Views: 78410

Re: Discussion: Improving Skalds

Surely we can do better than "[Song] of [Game Mechanic.]"

Tuesday, 25th June 2013, 01:43

Forum: Crazy Yiuf's Corner

Topic: Three most boring things in Crawl?

Replies: 108

Views: 31833

Re: Three most boring things in Crawl?

1. Savescumming while forgetting to save. 2. Endless pan raids. 3. Abyssal raids. The raids wouldn't be as dull if you weren't savescumming. Just sayin'. I guess mine would be 1) Inventory management, especially on low-strength dudes 2) D:20 - D:26, due to the lack of notable OoD guys 3) D:1 - D:3 ...

Tuesday, 25th June 2013, 01:34

Forum: Dungeon Crawling Advice

Topic: A new crawler with a few questions

Replies: 28

Views: 6488

Re: A new crawler with a few questions

It's perfectly normal to see multiple uniques / nasty monsters together; that's just the nature of random generation. A key point is that you almost never really need to kill something; if a floor scares you, just take the downward stairs and forget about it. In other games this would screw you over...

Sunday, 23rd June 2013, 16:05

Forum: Crazy Yiuf's Corner

Topic: Bikethreading Megashed

Replies: 32

Views: 8610

Re: Bikeshedding megathread

"Jazz hands."

Sunday, 23rd June 2013, 02:04

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 103833

Re: Dwants (dwarfs + ants)

Myrmex (the plural is apparently Myrmekes).

Friday, 21st June 2013, 09:06

Forum: Game Design Discussion

Topic: Formicids (Was: Dwants)

Replies: 314

Views: 103833

Re: Dwants (dwarfs + ants)

It might also have the fun effect of making the orb run a lot more fun, although I haven't checked if the OOD timer is used for that. The orb run completely overwrites normal spawning with its own spawn list (i.e. "lots of horrible demonds"). What spawns doesn't depend on depth at all, so...

Wednesday, 19th June 2013, 15:23

Forum: Game Design Discussion

Topic: Feedback About Version 0.12

Replies: 24

Views: 6949

Re: Feedback About Version 0.12

Davion Fuxa wrote:Orbs of Fire are too dark

Image


Sorry you weren't impressed.

Friday, 14th June 2013, 03:51

Forum: Game Design Discussion

Topic: Proposal: Kavalyn, God of Violent Delivery

Replies: 19

Views: 5986

Re: Proposal: Kavalyn, God of Violent Delivery

Both of those are actually on the won't do list!

Also, God of Making Ranged Characters Better doesn't sound terribly interesting, sorry. Gods are best when their theme is "perpendicular" to the skills you're using. Note Ash, who's one of the coolest gods, and works for basically everyone.

Monday, 10th June 2013, 15:41

Forum: Game Design Discussion

Topic: Yet Another God Idea - The God of Exchange

Replies: 10

Views: 2951

Re: Yet Another God Idea - The God of Exchange

xzanthius wrote:As there is no selling of gear in this game :-) I would be good to find another (less redundant) way to capitalize on the purchasing element.


"There's no selling in this game, so we should put selling in but call it something different."

Thursday, 6th June 2013, 01:24

Forum: Crazy Yiuf's Corner

Topic: Odd things sighted in dungeon.

Replies: 963

Views: 294561

Re: Odd things sighted in dungeon.

Yes, it's a vault. It places a bunch of uniques that missed their chance at generation earlier.

Wednesday, 5th June 2013, 07:54

Forum: Game Design Discussion

Topic: Can an unarmed race with high aptitudes be balanced/unique?

Replies: 51

Views: 10284

Re: Can an unarmed race with high aptitudes be balanced/uniq

+1 and +2 are pretty similar, and are in particular both really good. Remember that UC scales differently (read: much much better) than everything else.

Maybe you're over-thinking this a little?

Wednesday, 29th May 2013, 15:46

Forum: Contributions

Topic: Work in progress: reviving the Enchanted Forest as a branch

Replies: 73

Views: 23512

Re: Work in progress: reviving the Enchanted Forest as a bra

khalil wrote:it would add varity.


It would also require us to make seven new branches from scratch.

Saturday, 25th May 2013, 18:53

Forum: Dungeon Crawling Advice

Topic: Best monospaced font?

Replies: 5

Views: 2196

Re: Best monospaced font?

monofur. Haters gon' hate

Friday, 24th May 2013, 04:31

Forum: Dungeon Crawling Advice

Topic: How does turn system work?

Replies: 6

Views: 1870

Re: How does turn system work?

Basically, whenever it's "your turn," you do whatever action you choose (move, cast etc) and unless it's a multi-turn action such as putting on armor it resolves completely. Then the monsters are granted energy based on how long it took, and if they have enough energy they can act. So yes,...

Friday, 24th May 2013, 03:35

Forum: Dungeon Crawling Advice

Topic: How does turn system work?

Replies: 6

Views: 1870

Re: How does turn system work?

Casting a spell is instant; if the monster gets to act then your spell failed to kill it for some reason (i.e. you miscast, or missed, or it just survived the hit).

Tuesday, 21st May 2013, 04:39

Forum: Game Design Discussion

Topic: unfinished skald god proposal

Replies: 33

Views: 8501

Re: unfinished melee hybrid god proposal

Since the idea of Collect Power is (or rather, seems to be) that you give up the permabuffs in order to start casting again, how about it be an instant ability which instantly removes all your buffs and "converts" them into mana; i.e. you get a small amount of mana no matter what, then a b...

Tuesday, 14th May 2013, 03:02

Forum: Game Design Discussion

Topic: Long Blades effect idea

Replies: 48

Views: 12899

Re: Long Blades effect idea

I'm pretty sure you can thrash someone with a club or mace. Also, this seems like it'll be a lot of message clutter, since (nearly?) every single melee attack you ever make will print a second line. If you get surrounded by club-wielding orcs you'll get "The orc is whaling on you!!!" half ...

Sunday, 28th April 2013, 17:42

Forum: Game Design Discussion

Topic: Proposal about shoal water tiles

Replies: 16

Views: 3612

Re: Proposal about shoal water tiles

Shoals water has already been darkened at least once; I suppose I could do it again, but I'd really rather have a whole new set of tiles for it. Sadly, drawing water is really hard so it'll take either somebody else doing them or me getting miraculously inspired for that to happen, so...

Sunday, 21st April 2013, 19:01

Forum: Crazy Yiuf's Corner

Topic: I love it when...

Replies: 1478

Views: 3257053

Re: I love it when...

And the longer you were in the Abyss trying to escape, the better. I had a game where some deep elf banished me at XL 12. I was in the abyss for something like 10,000 turns and came out, with the rune, at XL 19 or so. I like to imagine that poor deep elf hanging out in his house on a rainy night, w...

Wednesday, 17th April 2013, 19:50

Forum: Dungeon Crawling Advice

Topic: Spellcaster pointer

Replies: 19

Views: 3317

Re: Spellcaster pointer

Fire dragon armour is very good, even if you use spells heavily. Especially then, even. Don't wear it now, because it'll ruin your casting rates, but it's definitely something to hang on to for later.

Wednesday, 17th April 2013, 16:55

Forum: Crazy Yiuf's Corner

Topic: Games like console crawl?

Replies: 2

Views: 916

Re: Games like console crawl?

Try "roguelike."

Friday, 29th March 2013, 04:42

Forum: Dungeon Crawling Advice

Topic: Milestones for the Killing Curve

Replies: 28

Views: 6395

Re: Milestones for the Killing Curve

Galefury wrote:To find out the most common killers in a place, you can query the IRC bot Sequell with something like this:
  Code:
!lg * cv>=0.11 place=D:10 s=ikiller


For kicks, I did this for basically every place in the game. Nerf warriors.

Monday, 25th March 2013, 16:24

Forum: Dungeon Crawling Advice

Topic: Abyss in .12

Replies: 14

Views: 3173

Re: Abyss in .12

When they split, they split the HP as well, so a single "colony" effectively has a communal health pool. AoE spells like freezing cloud will, however, hit multiple masses and thus do their damage many times over, and are thus very good spells for dealing with them.

Saturday, 23rd March 2013, 22:01

Forum: Dungeon Crawling Advice

Topic: No way to cook raw flesh right?

Replies: 43

Views: 12428

Re: No way to cook raw flesh right?

I didn't think chunks could be cooked, but I do remember briefly thinking (in Nethack, which has the same message) that I was doing something wrong by eating them. "This tastes terrible!" doesn't sound like "This is not only perfectly good food, but your primary food source period.&qu...

Saturday, 16th March 2013, 15:36

Forum: Game Design Discussion

Topic: Lets talk amulets

Replies: 29

Views: 7387

Re: Lets talk amulets

Since rMut, rCorr, and Cons are the most boring and most swapped amulets, and generally considered not worth wearing on their own, how about just nail them all together and then give them a ramp-up or swap penalty as dpeg suggested? General protection from "strategic damage," and less swap...

Saturday, 9th March 2013, 07:35

Forum: Dungeon Crawling Advice

Topic: The Orb Of Fire Checklist

Replies: 11

Views: 4547

Re: The Orb Of Fire Checklist

Others might disagree, but I like IOoD against OoF's. Orbs of fire have tons of AC, EV, and resists - all of which an OoD completely ignores. Getting it to connect can be annoying though.

Also you're blowing up an orb with an orb over the Orb.

Thursday, 28th February 2013, 01:00

Forum: Dungeon Crawling Advice

Topic: All The Gods

Replies: 92

Views: 24213

Re: All The Gods

TrHe was hilariously easy. I imagine MiHe would be similar.

Wednesday, 23rd January 2013, 05:46

Forum: Game Design Discussion

Topic: Tile Variety

Replies: 13

Views: 3378

Re: Tile Variety

Thanks for your feedback! The serial vault you're looking at is the stunningly complex column_ruins by infiniplex; I made the tiles for the columns. Dungeon furniture is definitely an interesting addition, and I'd be glad to consider any submissions in that direction. However, mad is correct: for su...

Friday, 18th January 2013, 04:55

Forum: Contributions

Topic: First post, splash pics

Replies: 22

Views: 8942

Re: First post, splash pics

Those look quite nice. I look forward to seeing them finished! As for constraints, most of the current splash pics are 416 x 416 pixels including the title; there's no restriction on colors or formats (Crawl uses .pngs exclusively, but I can just convert anything else you submit). If you look in /cr...

Wednesday, 19th December 2012, 02:10

Forum: Game Design Discussion

Topic: grunt_profane_halls

Replies: 16

Views: 4218

Re: grunt_profane_halls

That's the Sea of Fire; it's still in. It's probably my favorite encompass map simply on account of how parts of it have to be entered from below, which makes the dungeon feel a lot more 3D.

Wednesday, 19th December 2012, 01:51

Forum: Contributions

Topic: Some tiles for DCSS

Replies: 1

Views: 1818

Re: Some tiles for DCSS

These look quite good. I'll put them in unused for now, for whenever new uniques get made.

Thursday, 15th November 2012, 06:57

Forum: Game Design Discussion

Topic: New Species: Half-Giant

Replies: 17

Views: 3360

Re: New Species: Half-Giant

So it's a race that can use giant spiked clubs and large rocks, wears dragon armour, casts fire storm as well as a deep elf, gets +HP, has no bad muts, and has a very good exp apt.

Sounds legit.

Wednesday, 14th November 2012, 01:20

Forum: Contributions

Topic: Tiles that could use improvement

Replies: 131

Views: 154058

Re: Tiles that could use improvement

The octopodes and butterflies look great; I'm not so sure about the cloud. Maybe it's just my pixel art elitism showing?

What's the blue orb for?

Monday, 12th November 2012, 23:13

Forum: Game Design Discussion

Topic: Hell Effect Paralysis

Replies: 63

Views: 19823

Re: Hell Effect Paralysis

I originally considered this as a way for Xom to do stuff, but it works just as well here: you've got a number that basically counts how long you've gone without doing something proactive. It goes up every couple turns if you're at low tension, and drops quickly while at high tension (or it could be...

Friday, 9th November 2012, 22:03

Forum: Contributions

Topic: Tiles that could use improvement

Replies: 131

Views: 154058

Re: Tiles that could use improvement

I think that'd still blend in with normal ogres a bit too much; the tattoos are pretty subtle and the jazz hands are gonna vanish into a busy background. Maybe something more dramatic? Erolcha is looking great, looks like she's been dieting https://dl.dropbox.com/u/1000017/crawl/ogremage.png The UH ...

Friday, 9th November 2012, 09:33

Forum: Contributions

Topic: Tiles that could use improvement

Replies: 131

Views: 154058

Re: Tiles that could use improvement

Probably ill-advised to be spriting at 3 am while watching Stargate, but here's a possible lorocyproca:
Image
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