Search found 907 matches

Saturday, 12th December 2015, 18:23

Forum: Crazy Yiuf's Corner

Topic: PSA: Amulet of Stasis => Amulet of Reflection

Replies: 14

Views: 1754

Re: PSA: Amulet of Stasis => Amulet of Reflection

byrel wrote:Serious kudos for writing that essay of a commit note. Very clear what and why you're doing.

To be clear, the commit is Lasty's. I'm not on the dev team, just taking it upon myself to repost commits with significant gameplay effects.

Saturday, 12th December 2015, 17:13

Forum: Crazy Yiuf's Corner

Topic: PSA: Amulet of Stasis => Amulet of Reflection

Replies: 14

Views: 1754

PSA: Amulet of Stasis => Amulet of Reflection

https://github.com/crawl/crawl/commit/685a3a753ca6afed7749f3cb58d5a2d46e35acf7 Transform the amulet of stasis into the amulet of reflection The amulet of stasis was an all-or-nothing resistance to a variety of effects, many of which were good effects. As such, it was only used as a swap, generally a...

Saturday, 12th December 2015, 07:10

Forum: Crazy Yiuf's Corner

Topic: Rant: Dynast's Current DCSS Analysis

Replies: 42

Views: 7438

Re: Rant: Dynast's Current DCSS Analysis

Trying to cut down the length of the branches as they currently exist seems like nothing more than a bandaid solution, the core issue is not with the length but rather the repetitive nature of the game itself and this can only be improved with more vaults and more variety in the enemies within the ...

Friday, 11th December 2015, 18:37

Forum: Game Design Discussion

Topic: Rods (split from GDD Pakellas thread)

Replies: 34

Views: 3722

Re: Rods (split from GDD Pakellas thread)

Counter-proposal: ⋅ Remove wands of magic darts, flame, frost, fire, cold, draining, lightning, and fireball (which are completely redundant with spells AND are essentially shittier versions of existing rods; other wands are redundant with spells or consumables, but I think one level of re...

Friday, 11th December 2015, 16:47

Forum: Crazy Yiuf's Corner

Topic: Yet Another Golem/Automaton Species Proposal

Replies: 3

Views: 454

Re: Yet Another Golem/Automaton Species Proposal

Flavor and naming is really the last thing I care about at this point. I'm interested in whether "MP limitation and device interaction" mechanics might work better as a species than as a god. I don't see why limited choices == less interesting choices. A lot of my favorite Crawl moments ha...

Friday, 11th December 2015, 08:19

Forum: Crazy Yiuf's Corner

Topic: Yet Another Golem/Automaton Species Proposal

Replies: 3

Views: 454

Yet Another Golem/Automaton Species Proposal

All the recent analysis of Pakellas, the "evoker god", has got me thinking about golem- and automata-type species. Basically, I really like Pak's MP limitations and evokable interactions, but don't feel like those abilities are particularly "god-like" compared to most of the rest...

Friday, 11th December 2015, 06:14

Forum: Game Design Discussion

Topic: Pakellas: don't think this god is a great addition.

Replies: 32

Views: 6569

Re: Pakellas: don't think this god is a great addition.

Just won a SpWr of Pak. I agree with Siegurt that the MP limitations did create some interesting changes in my playstyle, especially around making me think hard about when it was worth casting support spells. And of course having plenty of rods and wands meant I was willing to spam them (I'm way too...

Wednesday, 9th December 2015, 18:11

Forum: Crazy Yiuf's Corner

Topic: PSA: No more random breath mutations

Replies: 7

Views: 849

Re: PSA: No more random breath mutations

From looking at the code changes with my amateur eyes, I believe it means even draconians can only have their innate color breath weapon (95% confidence).

Wednesday, 9th December 2015, 17:01

Forum: Crazy Yiuf's Corner

Topic: PSA: No more random breath mutations

Replies: 7

Views: 849

PSA: No more random breath mutations

https://github.com/crawl/crawl/commit/449f0484c3626917221a3dec930a51986142109b Remove most breath mutations Breathe Flames is totally gone (from non-draconians); Spit Poison is now a naga-only mut. These mutations were essentially mental clutter (a rarely-relevant tactical option); if they were stro...

Wednesday, 9th December 2015, 16:54

Forum: Crazy Yiuf's Corner

Topic: PSA: Doom Hounds -> Demon Hounds

Replies: 1

Views: 351

PSA: Doom Hounds -> Demon Hounds

https://github.com/crawl/crawl/commit/6 ... 574264b49b

  Code:
Turn Doom Hounds into Demon Hounds

To limit the polymorph madness that was killing players far
earlier than intended.

Tuesday, 8th December 2015, 05:10

Forum: Game Design Discussion

Topic: FR: Mark stairs "known" only if both ends are pathable

Replies: 0

Views: 303

FR: Mark stairs "known" only if both ends are pathable

The commit that prevented mapped stairs from being marked included a note that stairs seen through glass (or across water, or surrounded by plants, etc.) continue to be marked as "known" even though they may not be reachable, and that it "might not be ideal behavior". IMO it is d...

Tuesday, 8th December 2015, 04:52

Forum: Dungeon Crawling Advice

Topic: Entropy weavers?

Replies: 19

Views: 1728

Re: Entropy weavers?

Currently I wind up burning consumables (especially evokables) as if they were dangerous uniques and just try to kill them at range (since melee doesn't work very well.) I'd say you're treating them the right way, though the situations where you need to use consumables can be minimized with tactics...

Monday, 7th December 2015, 20:49

Forum: Game Design Discussion

Topic: Pakellas: don't think this god is a great addition.

Replies: 32

Views: 6569

Re: Pakellas: don't think this god is a great addition.

I've only played with Pak a bit so far, but my impression is that the mechanics feel more like species traits than god abilities. Which doesn't necessarily mean it should be turned into a species, because that would have its own set of problems.

Monday, 7th December 2015, 05:21

Forum: Crazy Yiuf's Corner

Topic: PSA: All monster HP now randomized

Replies: 0

Views: 325

PSA: All monster HP now randomized

https://github.com/crawl/crawl/commit/580043cd266eb94661d1bd24184c79264e4031f2 Randomize all monster HP Including uniques, statues, etc. There's no reason they should be fixed while others aren't, and their having fixed HP detracts from the 'fuzziness' that crawl tries to have with its combat number...

Sunday, 6th December 2015, 22:27

Forum: Game Design Discussion

Topic: Deck rework suggestion

Replies: 13

Views: 1758

Re: Deck rework suggestion

So far Floodkiller's proposal is the only one that strikes me as an unequivocal improvement over the status quo.

Saturday, 5th December 2015, 08:25

Forum: Game Design Discussion

Topic: Transmutation inconsistencies, and some ideas

Replies: 26

Views: 2635

Re: Transmutation inconsistencies, and some ideas

rhetorical questions in response to rhetorical questions responding to rhetorical questions I think you missed my point. Most of your questions seem to be based on interpretations of flavor more than on actual gameplay concerns, and flavor can be spun any way it's needed to explain the design choic...

Saturday, 5th December 2015, 06:54

Forum: Crazy Yiuf's Corner

Topic: PSA: New Tartarus enemy, the Doom Hound

Replies: 16

Views: 1727

Re: PSA: New Tartarus enemy, the Doom Hound

Farming potential has been addressed: https://github.com/crawl/crawl/commit/29bce603c2bfb3f01555235caf12f4beeca4aba0 Don't give XP for howl-called doom hounds Infinite XP Considered Abusable, Say Killhole Experts Also: https://github.com/crawl/crawl/commit/2d01a893811786774d8f5c55059fe5d6f0138078 Sh...

Saturday, 5th December 2015, 06:38

Forum: Game Design Discussion

Topic: Transmutation inconsistencies, and some ideas

Replies: 26

Views: 2635

Re: Transmutation inconsistencies, and some ideas

Why should non-dragon-derived species be able to assert their own genetic traits while transformed into a dragon? Why should magic statues move more quickly than living snake-people? Why should a spell called "Stoneskin" turn anything other than your skin to stone? Why should a spell that ...

Friday, 4th December 2015, 23:15

Forum: Game Design Discussion

Topic: FR: "Dismissal-ed enemies should leave a cloud behind

Replies: 3

Views: 566

FR: "Dismissal-ed enemies should leave a cloud behind

I'm finding that the lack of a visual indicator in the game window makes it hard to know if a foo has been teleported or is dead and didn't leave a corpse. Message log doesn't always cut it on these things. Would a purple cloud be an appropriate signal, or is that only for blinks?

Friday, 4th December 2015, 06:37

Forum: Crazy Yiuf's Corner

Topic: PSA: Pakellas is in trunk (and I finally saw an altar)

Replies: 1

Views: 428

PSA: Pakellas is in trunk (and I finally saw an altar)

No specific commit to link to, but you don't need to play the experimental branch to experiment with Pak anymore.

Friday, 4th December 2015, 05:57

Forum: Crazy Yiuf's Corner

Topic: PSA: New Tartarus enemy, the Doom Hound

Replies: 16

Views: 1727

PSA: New Tartarus enemy, the Doom Hound

https://github.com/crawl/crawl/commit/7 ... 123f2f4636

  Code:
Add Doom Hounds

New enemy for Tartarus. Use a smitey hex that causes more hounds
(avg ~4) to spawn nearby for the next 12-18 turns. An escalation
of the situation, vaguely like Sentinel's Mark.

Thursday, 3rd December 2015, 18:02

Forum: Crazy Yiuf's Corner

Topic: PSA: Stairs now marked "known" if you've seen both ends

Replies: 4

Views: 599

PSA: Stairs now marked "known" if you've seen both ends

https://github.com/crawl/crawl/commit/f87b446f537d61ba902acce9665fb1a922376a72 Mark stone stairs as known if you have seen both ends of them. Previously it was generally a good idea to take each upstairs when exploring a new level, since this gave the following benefits: * you might need to do this ...

Thursday, 3rd December 2015, 17:40

Forum: Game Design Discussion

Topic: Enemies using spells in a chain

Replies: 19

Views: 1700

Re: Enemies using spells in a chain

There was a commit a few days ago that created range-based restrictions that can be added to monster spells: https://github.com/crawl/crawl/commit/37b59114401c700fe9a969835ab406786018dc62 It was introduced to prevent Spark Wasps from repeatedly Blinkbolt-ing in and out of melee(ish) range of the pla...

Thursday, 3rd December 2015, 17:27

Forum: Crazy Yiuf's Corner

Topic: PSA: Hydra Form no longer loses its heads

Replies: 4

Views: 560

Re: PSA: Hydra Form no longer loses its heads

new Hydra Form in-game description wrote:The form's number of heads is fixed upon casting the spell, and increases with power.

Don't know what the max is.

Thursday, 3rd December 2015, 17:23

Forum: Crazy Yiuf's Corner

Topic: PSA: Item destruction is back (but for randarts this time)

Replies: 34

Views: 4868

Re: PSA: Item destruction is back (but for randarts this tim

There were a couple of commits recently that (very, very slightly) buffed the randart generation algorithms, but neither of them has the per-property weighting ManiacJoe alluded to. b56d899 | 2015-11-30 19:12:20 -0800 Tweak randart prop generation slightly It's now slightly more likely for the last ...

Wednesday, 2nd December 2015, 21:20

Forum: Suggestions & Criticism

Topic: Development Tracker/Purpose of GDD

Replies: 27

Views: 5426

Re: Development Tracker/Purpose of GDD

FWIW, I'm already in the habit of scanning the commit log almost every day and this discussion has prompted me to try to develop the habit of also posting PSA (public service announcement) threads when I notice things that I think Taverners might have opinions about. I think it would be great to hav...

Wednesday, 2nd December 2015, 19:00

Forum: Crazy Yiuf's Corner

Topic: PSA: Hydra Form no longer loses its heads

Replies: 4

Views: 560

PSA: Hydra Form no longer loses its heads

https://github.com/crawl/crawl/commit/3e039bfab4b16fbd3987628fa0d43ea4127adbd0 Give hydra form a fixed number of heads when cast Letting it grow more heads in combat was a bad gameplay mechanic, but removing that resulted in it being unecessarily ineffective against eg humanoids with chopping weapon...

Wednesday, 2nd December 2015, 18:58

Forum: Crazy Yiuf's Corner

Topic: PSA: Small "Faith nerf

Replies: 3

Views: 494

PSA: Small "Faith nerf

https://github.com/crawl/crawl/commit/9e1ee6321b07caf71436c6b8e52e6460d0fbdc82 Reduce the piety bonus from amulets of faith From 1/3 to 1/4 faster piety gain. The intention, I believe, is to make it easier for other amulets to compete with Faith as part of a larger move to equalize the relative pow...

Tuesday, 1st December 2015, 21:55

Forum: Game Design Discussion

Topic: Incoming Amulet Reform Discussion

Replies: 193

Views: 26165

Re: Incoming Amulet Reform Discussion

I've gone ahead and split off the discussion about GDD, Trunk, and player criticism. Let's stay on topic re: the amulet changes, thanks guys. Where? I can't find where you split it off to. Took me a while, too. It's in The Bar, presumably b/c it's a meta-conversation about how to communicate change...

Tuesday, 1st December 2015, 18:33

Forum: Crazy Yiuf's Corner

Topic: PSA: Item destruction is back (but for randarts this time)

Replies: 34

Views: 4868

PSA: Item destruction is back (but for randarts this time)

Add a new artefact property: Fragile Fragile artefacts are permanently destroyed when unequipped. Something of a different take on the Contam/Drain mechanic; the only penalty is the loss of the item, but the item is *gone*. Harmless for bad artefacts, but could result in fun choices for an otherwis...

Tuesday, 1st December 2015, 17:56

Forum: Game Design Discussion

Topic: Strategic Consumables Reform

Replies: 4

Views: 774

Re: Strategic Consumables Reform

Then let's do the same with potions and bring back nausea as a tactical debuff on quaffing! (Not on eating; "You manage to choke down the food despite your upset stomach.")

Tuesday, 1st December 2015, 05:50

Forum: Dungeon Crawling Advice

Topic: Conjurer training class

Replies: 21

Views: 2373

Re: Conjurer training class

If you want to spend less time trying to extract knowledge from advice threads, try searching for YAVPs of DrCj characters (preferably from accomplished veteran players, if you have a sense of any Taverners' reputations). Reading through the events log of a few decently played games will show you al...

Friday, 27th November 2015, 22:22

Forum: Crazy Yiuf's Corner

Topic: CBRO new experimental branches

Replies: 4

Views: 640

Re: CBRO new experimental branches

Nevermind: TIL that experimental branches can usually be looked up in LearnDB. a) deep banishment (powerful enemies banish you deeper in abyss); b) only Abyss:1 has exits and there are abyss upstairs (chances adjusted to match); c) Abyss is four levels, rune only on :4, and getting rune greatly incr...

Friday, 27th November 2015, 22:17

Forum: Crazy Yiuf's Corner

Topic: CBRO new experimental branches

Replies: 4

Views: 640

CBRO new experimental branches

CRBO (crawl.berotato.org) has a couple of new experimental branches, but what the experiments are is not at all clear to me: AbyssRun!! and Orcs & Elves!!

Anybody know what these two are about, or if there's a place where I could find info about current experimental branches in general?

Wednesday, 25th November 2015, 20:03

Forum: Crazy Yiuf's Corner

Topic: New Dev: amalloy

Replies: 11

Views: 1307

Re: New Dev: amalloy

amalloy, you poor fool: they're obviously setting you up to take the fall for the next round of stupid remove. better add stuff as fast as you can to deflect attention!

Wednesday, 25th November 2015, 00:10

Forum: Crazy Yiuf's Corner

Topic: [Proposal] QUEST SYSTEM, GAMEPLAY TWISTS

Replies: 47

Views: 6292

Re: [Proposal] QUEST SYSTEM, GAMEPLAY TWISTS

i wish i could thank duvessa's ironic thank

Tuesday, 24th November 2015, 08:06

Forum: Dungeon Crawling Advice

Topic: Hard to transition from early game to midgame

Replies: 40

Views: 3874

Re: Hard to transition from early game to midgame

Temple is guaranteed to spawn by D:7, but the entrances can be tucked inside little rooms that are only accessible from below. There are always windows though, so you should notice them if you're exploring most/all of each floor. Get familiar with the X interface (< and > will quickly find known sta...

Sunday, 22nd November 2015, 05:57

Forum: Game Design Discussion

Topic: Abyss/Banishment Thoughts

Replies: 14

Views: 1311

Re: Abyss/Banishment Thoughts

Length cap - Banishment is an effect that wears off with time, returning you when it wears off, with strength based on HD of the banishment source - you might find the exit before it wears off, but at least you can say 'hey I'm only yellow banished already, I'll be out in not too long'. It might be...

Saturday, 21st November 2015, 20:37

Forum: Crazy Yiuf's Corner

Topic: God Proposal: Inhaca, the Plague God

Replies: 17

Views: 1552

Re: God Proposal: Inhaca, the Plague God

In general, I doubt that HP-activated abilities are worth it without Makhleb's heal-on-kills, especially since here you can't regain health any other way than by 5ing. The no-artificial-healing conduct might be compensated for by meat-shields, but it would also make me very reluctant to intentionall...

Friday, 20th November 2015, 07:56

Forum: Game Design Discussion

Topic: pick up rune and/or kill lord to end hell effects

Replies: 31

Views: 3565

Re: pick up rune and/or kill lord to end hell effects (poll)

The thing is, it takes exactly one staircase to leave a hell branch. How often do you experience more than, like, three hell effects between the rune vault and the stairs? I feel like this difference would be so small as to be unnoticeable for both gameplay and flavor. If anything, carrying a hell r...

Thursday, 19th November 2015, 19:04

Forum: Crazy Yiuf's Corner

Topic: new branch

Replies: 9

Views: 1484

Re: new branch

misleading branch title, -1 would not read again

Thursday, 19th November 2015, 18:57

Forum: Game Design Discussion

Topic: FR: bots don't leave ghosts

Replies: 9

Views: 1226

Re: FR: bots don't leave ghosts

why is an opt-out a bad idea?

Wednesday, 18th November 2015, 20:05

Forum: Crazy Yiuf's Corner

Topic: New Species: Таракан (Cockroach)

Replies: 5

Views: 1519

Re: New Species: Таракан (Cockroach)

snark alert: ^ is that how much you'd have to drink to think this species is a good idea? Serious critique: It's not too similar to Formicid. It IS too similar to Spriggan/Halfling. Also it's a terrible idea to have a race that gets unequivocally worse (slower move speed) as you level up. "...

Tuesday, 17th November 2015, 05:20

Forum: Game Design Discussion

Topic: New God: U(nclothed), a Martial Arts God

Replies: 24

Views: 3712

Re: New God: U(nclothed), a Martial Arts God

Re: piety-gain tweaking, I think you would want to scale the bonus piety based on: a) how many slots are available to the species, and b) how many of those slots are open, i.e. how naked the character is. For instance, you might give max.bonus / ((species.slots + 1) - open.slots) * (open.slots / spe...

Tuesday, 17th November 2015, 04:05

Forum: Game Design Discussion

Topic: make scrolls of fog more common

Replies: 4

Views: 906

Re: make scrolls of fog more common

What is the current weighting of ?fog compared to other scrolls? (I am apparently a terrible code-diver, because I spent like half an hour clicking into likely-looking files without finding the scroll weight list...) I find that I'm often reluctant to use it when it would be useful, because it seems...

Monday, 16th November 2015, 06:10

Forum: Game Design Discussion

Topic: standardize holy word PC and monster effects

Replies: 11

Views: 1353

Re: standardize holy word PC and monster effects

holy flame clouds would be neat, though i don't know if they would be mostly OP or mostly useless

Friday, 13th November 2015, 19:13

Forum: Contributions

Topic: Dungeon Branch: The Ant Nest

Replies: 8

Views: 2816

Re: Dungeon Branch: The Ant Nest

Can-ned Food wrote:Porpoising the branch

TBH, i'd be way more into this if it were dolphin-themed

Sunday, 8th November 2015, 20:44

Forum: Game Design Discussion

Topic: Cannot explore some areas. Which ones?

Replies: 9

Views: 1120

Re: Cannot explore some areas. Which ones?

What would it take to apply that to the minimap in Tiles?

Saturday, 7th November 2015, 00:22

Forum: Game Design Discussion

Topic: Change the Cost of Antimagic

Replies: 12

Views: 1606

Re: Change the Cost of Antimagic

Why differentiate between identical effects from different sources, especially when !cancellation and dispelling bolts don't bother to? Seems to me the best way to discourage swapping and live up to its flavor would be cancellation-on-wield, -Cast and MP reduction while wielded, and some kind of tim...

Friday, 6th November 2015, 19:55

Forum: Game Design Discussion

Topic: Species Design Considerations

Replies: 22

Views: 3321

Re: Species Design Considerations

I don't think that it's inherently a problem to use aptitudes to differentiate species. But I do think that pretty much all of the interesting possibilities for this already exist, because you only get a race with varied gameplay possibilities when you group like apts together. Mi pushes you firmly ...
PreviousNext

Return to advanced search

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