Search found 1450 matches

Saturday, 15th August 2015, 22:33

Forum: Dungeon Crawling Advice

Topic: Better way to describe learned spells?

Replies: 2

Views: 310

Re: Better way to describe learned spells?

Press I, and then the letter for the spell you want to examine.

Saturday, 15th August 2015, 22:16

Forum: Dungeon Crawling Advice

Topic: Resting stops when magic is full.

Replies: 5

Views: 421

Re: Resting stops when magic is full.

Just "rest_wait_both = true" should do it.

Friday, 7th August 2015, 18:33

Forum: Game Design Discussion

Topic: Increase scoring formula

Replies: 77

Views: 3065

Re: Increase scoring formula

The reason we don't just switch to aut scoring is that would completely destroy many types of speed running characters from ever being competitive again. Casters as a whole would be nerfed (10 aut casting speed vs 7 aut 2h melee weapons), no one could speed run with Chei anymore (Chei is the #1 god...

Tuesday, 4th August 2015, 23:29

Forum: Crazy Yiuf's Corner

Topic: Rant:Yet again melee combat in crawl is too random and sucks

Replies: 56

Views: 1997

Re: Rant:Yet again melee combat in crawl is too random and s

Sticks to Snakes even with no training would only have been at 20% fail or so (and you don't even to spend any time to wield arrows now, wow so OP!). I mean I'm not really doubting that it's sometimes possible to die just due to overwhelming bad luck in melee combat but I really don't see how this e...

Tuesday, 4th August 2015, 20:46

Forum: Crazy Yiuf's Corner

Topic: Rant:Yet again melee combat in crawl is too random and sucks

Replies: 56

Views: 1997

Re: Rant:Yet again melee combat in crawl is too random and s

Seems fine that adders on D:2 can still kill you if you just hold tab and don't, for example, cast (or even memorise???) any of your spells, or use any items at all. (Edit: if this is just a rant for therapeutic purposes then fair enough I guess, but it would be pretty hard to argue that this in par...

Monday, 3rd August 2015, 18:28

Forum: Game Design Discussion

Topic: Increase scoring formula

Replies: 77

Views: 3065

Re: Increase scoring formula

Crawl changes a lot all the time and games from different versions are never particularly comparable if you care about it that much, this isn't going to happen.

Thursday, 30th July 2015, 21:57

Forum: Crazy Yiuf's Corner

Topic: Wanted: Hand of Gozag

Replies: 9

Views: 341

Re: Wanted: Hand of Gozag

The combination of having an effect on enemy death, and doing basically no damage, means that you're going to want to last-hit as much as possible with this weapon, which sounds super shitty. So Sword of Zonguldrok (well, back when it was a long sword; I guess as a double sword you're less likely f...

Thursday, 30th July 2015, 13:35

Forum: Crazy Yiuf's Corner

Topic: Why is there no Demon Axe?

Replies: 22

Views: 1267

Re: Why is there no Demon Axe?

Siegurt wrote:There's also no demon staff, although that may be for bad-pun-avoiding rather than for any other reason.

The Majin-Bo is literally a demon according to its description, if that counts.

Wednesday, 29th July 2015, 15:33

Forum: Suggestions & Criticism

Topic: Clearer moderation rules?

Replies: 58

Views: 4795

Re: Clearer moderation rules?

Whoa, that's completely unfair. I first reported that edit reason using the report post button, and said in that very report something along the lines of: "I assume this was entered for record keeping purposes, and while I applaud the effort to maintain transparency, I think listing the specif...

Wednesday, 22nd July 2015, 19:21

Forum: Dungeon Crawling Advice

Topic: Phantom mirror and cerebov's fire penetration

Replies: 4

Views: 390

Re: Phantom mirror and cerebov's fire penetration

The clone does get a copy of his sword, but the -rF effect doesn't get applied to monsters with rHellfire (such as Cerebov).

Wednesday, 22nd July 2015, 16:35

Forum: Crazy Yiuf's Corner

Topic: Added Abilities for Classes

Replies: 13

Views: 510

Re: Added Abilities for Classes

You can probably consider this one of the standard "won't do" things, since as has been mentioned, Crawl backgrounds are very much deliberately just starting points.

Tuesday, 21st July 2015, 19:25

Forum: Dungeon Crawling Advice

Topic: Jiyva in late game/extended.

Replies: 4

Views: 463

Re: Jiyva in late game/extended.

You get 0 XP from slimify but you also irresistibly instakill a monster, so there's that.

Tuesday, 21st July 2015, 19:22

Forum: Crazy Yiuf's Corner

Topic: Clearly you're not familiar with history (was: Executioners)

Replies: 91

Views: 8404

Re: Clearly you're not familiar with history (was: Execution

This thread was the worst and now it's amazing, congrats I guess.

Tuesday, 21st July 2015, 15:45

Forum: Game Design Discussion

Topic: Unify wear/remove/takeoff/puton

Replies: 4

Views: 2545

Re: Unify wear/remove/takeoff/puton

This has also been discussed in a bunch of detail here (and probably other threads too).

Tuesday, 14th July 2015, 21:35

Forum: YASD! YAVP! and characters in progress too

Topic: Now YAVP : OpAM

Replies: 7

Views: 248

Re: CiP : OpAM, LRD spellpower

Calculating spellpower isn't necessary, since the LRD breakpoints match spellpower breakpoints (as mentioned in the spell description, probably Sequell is out of date): At high power, this spell is capable of destroying some walls: rock, stone or metal walls have a chance of being destroyed with at ...

Sunday, 12th July 2015, 10:19

Forum: Dungeon Crawling Advice

Topic: Is this allowed?

Replies: 40

Views: 2365

Re: Is this allowed?

Siegurt wrote:I didn't do enough experimenting to know what happens if you leave before getting all the gifts and re joining (I suspect you would get the gifts you were still eligible for, but had not been offered yet, but that is only a suspicion)

That's correct, yeah.

Thursday, 9th July 2015, 21:25

Forum: Game Design Discussion

Topic: Allow disabling "press enter or . to cast previous spell"

Replies: 6

Views: 719

Re: Allow disabling "press enter or . to cast previous spell

Personally I just dislike the annoying message spam more than the functionality itself but I've had it hidden with Lua for years and never thought to add a proper way to actually disable it (until now!)

Tuesday, 7th July 2015, 11:13

Forum: Game Design Discussion

Topic: FR: MR aptitude

Replies: 5

Views: 482

Re: FR: MR aptitude

I started implementing this a while ago and then gave up because it required effort, patches welcome! Probably it's not actually super difficult with species-data.h being a thing, stealth modifier is another thing that could be displayed alongside it.

Sunday, 5th July 2015, 19:01

Forum: Dungeon Crawling Advice

Topic: Is amulet of rage useless for a berserker?

Replies: 3

Views: 855

Re: Is amulet of rage useless for a berserker?

Unlike Trog berserk it doesn't have any hunger cost on use, only the regular hungering effect when berserk ends, which is a highly important consideration. (Edit: just to clarify because I'm sort of worried, this isn't serious and the hunger isn't important at all). (Also like you even said, you can...

Sunday, 5th July 2015, 18:55

Forum: Game Design Discussion

Topic: Modest cost normalization suggestion

Replies: 27

Views: 1721

Re: Modest cost normalization suggestion

Probably a more productive thing for this thread would be to come up with some such formula, even if it's just a very simplistic one, to get a vague idea of what kind of results it might have.

Sunday, 5th July 2015, 00:15

Forum: Dungeon Crawling Advice

Topic: Orb of destruction phasing through monsters

Replies: 27

Views: 2153

Re: Orb of destruction phasing through monsters

How is the order of these determined: Then: The OOD has 10 aut of time to use as it sees fit. Then: The Speed 10 monster has 10 aut of time to use as it sees fit. Without looking into the workings of monster_iterator I would assume it's in order of their monster index (so whichever was created firs...

Friday, 3rd July 2015, 23:31

Forum: Dungeon Crawling Advice

Topic: How to heal stat loss?

Replies: 19

Views: 839

Re: How to heal stat loss?

Stats below 0 recover faster: more points get recovered at a time, increasingly so the further below 0 the stat is. Other than that there's no dependence on how heavy the drain is (there might be some other bug I'm not aware of, but it seemed to work fine last time I tested it).

Friday, 3rd July 2015, 08:13

Forum: Crazy Yiuf's Corner

Topic: InventoryLOS

Replies: 9

Views: 691

Re: InventoryLOS

[exciting mod colour]Split out inventory/LOS comparison stuff from GDD.[/exciting mod colour]

Thursday, 2nd July 2015, 14:46

Forum: Dungeon Crawling Advice

Topic: Lethally poisoned but not dead

Replies: 15

Views: 1221

Re: Lethally poisoned but not dead

Short answer: time in crawl is a mess and things like poison don't synchronize well with things like regeneration, so sometimes this happens. The opposite case, death to non-lethal poison, happens as well. I'm fairly sure that the display specifically errs on the side of claiming lethality in edge ...

Monday, 29th June 2015, 00:04

Forum: Dungeon Crawling Advice

Topic: Ctrl Blink - gone?

Replies: 9

Views: 843

Re: Ctrl Blink - gone?

Controlled Blink moved from the book of the Warp to the Akashic Record (the Tloc equivalent to Annihilations, Necronomicon etc).

Wednesday, 24th June 2015, 08:02

Forum: Crazy Yiuf's Corner

Topic: ANOTHER nerf to casters

Replies: 77

Views: 5056

Re: ANOTHER nerf to casters

I dug up some other important recent caster nerfs to fix some glaring omissions from the list. ⋅  Don't make Dragon's Call summon dragons onto firewood (zxc232) (another level 9 spell, vital for the survival of casters everywhere, completely ruined) ⋅  Remove feeding from Vitalis...

Tuesday, 23rd June 2015, 19:48

Forum: Dungeon Crawling Advice

Topic: D1 Transmuter with helm/boots

Replies: 7

Views: 681

Re: D1 Transmuter with helm/boots

I don't think talons have ever caused bleeding - they didn't when the headbutt stun was added, and they don't do now, at least.

Sunday, 21st June 2015, 22:42

Forum: Game Design Discussion

Topic: Add success chance for Elyvilon pacification

Replies: 2

Views: 375

Re: Add success chance for Elyvilon pacification

See here , and the linked Mantis issue : There's some more discussion on the technical details of changing Pacification so that its success rate could be displayed in the comments of #8472 on Mantis, and a patch implementing some such change would be likely to be accepted - I'd tend towards suggesti...

Wednesday, 17th June 2015, 20:17

Forum: Suggestions & Criticism

Topic: Recieved board warning for "Being toxic"

Replies: 1

Views: 1204

Re: Recieved board warning for "Being toxic"

It is documented: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=7178 ("moderation of GDD is significantly harsher than moderation of the other subforums", etc). The post which you were warned for certainly qualified as non-constructive and unhelpful. This subforum also isn't the ...

Tuesday, 16th June 2015, 16:02

Forum: Dungeon Crawling Advice

Topic: Are OOFs good enemies?

Replies: 136

Views: 9760

Re: Are OOFs good enemies?

Shifted to advice since there's a bunch of that and this doesn't fit in GDD.

Tuesday, 16th June 2015, 15:57

Forum: Dungeon Crawling Advice

Topic: AK: Which Weapon to Distort

Replies: 62

Views: 2641

Re: AK: Which Weapon to Distort

Zwobot wrote:Does AC apply to distortion?

EDIT: Rephrased as question >_>

Not to the bonus damage, no.

Tuesday, 16th June 2015, 12:35

Forum: Crazy Yiuf's Corner

Topic: Control Teleport is dead

Replies: 36

Views: 4427

Re: Control Teleport is dead

daggaz wrote:Yeah, Cerebov's vaults will have to auto-open on his death now or it's just going to be so much fun, tediously popping around randomly until you finally hit them.

Cerebov's vaults haven't required cTele for 2 years.

Monday, 15th June 2015, 17:14

Forum: Game Design Discussion

Topic: Ru's abilities requiring MP

Replies: 3

Views: 608

Re: Ru's abilities requiring MP

Also note that Ru's abilities have cost MP since initial implementation, this isn't a thing that has ever changed.

Wednesday, 10th June 2015, 15:13

Forum: Game Design Discussion

Topic: Trog Interface

Replies: 6

Views: 646

Re: Trog Interface

because trog doesn't object to staves i have no idea why staves are coloured useless under trog, they're surely as useful as clubs and those aren't coloured useless! The main reason I haven't marked them as non-useless yet is that it'd make staff acquirement under Trog kinda weird without a bunch o...

Saturday, 6th June 2015, 18:09

Forum: Game Design Discussion

Topic: Shard shrike in depths

Replies: 17

Views: 1275

Re: Shard shrike in depths

As far as I can tell they only appear in profane_halls (since November), and now they don't appear there either, good catch.

Thursday, 4th June 2015, 12:09

Forum: Game Design Discussion

Topic: Move corpses/skeletons to top of 'pile'

Replies: 9

Views: 912

Re: Move corpses/skeletons to top of 'pile'

A better solution to this, if it needs solving, was mentioned in the very first posts in that thread (indicating stacks with corpses in somehow, with an icon in tiles and presumably by highlighting them somehow in console).

Saturday, 30th May 2015, 20:45

Forum: Crazy Yiuf's Corner

Topic: Why remove Hirsch's posts?

Replies: 30

Views: 1940

Re: Why remove Hirsch's posts?

Locking as requested.

Thursday, 28th May 2015, 14:58

Forum: Game Design Discussion

Topic: Let Nagas Constrict at Level 1

Replies: 60

Views: 7355

Re: Let Nagas Constrict at Level 1

Sar wrote:
pickled_heretic wrote:nagas pre-lair are like playing a survival horror game where everything moves faster than you

I don't see a problem?

Me neither. Nagas are intended to be hard early, which is totally fine and not any kind of a reason to make them a bunch easier early.

Thursday, 28th May 2015, 13:30

Forum: Game Design Discussion

Topic: Corrosion and Transmutations

Replies: 10

Views: 793

Re: Corrosion and Transmutations

Corrosion doesn't depend on equipment or slots at all any more (see this and this ), since it was mostly just messy and unnecessarily complicated, and an artefact of when corrosion actually permanently corroded individual pieces of equipment instead of applying a general debuff. The expiry message i...

Sunday, 24th May 2015, 00:56

Forum: Game Design Discussion

Topic: Stealthier when still

Replies: 52

Views: 6465

Re: Stealthier when still

There are definitely examples of turn-based games that have "stand still to get more stealth" mechanics, and I think they don't work. I don't think that Brogue has an interesting stealth system at all, even if I like a lot of other things about Brogue. It works nicely in Sil, but Sil has ...

Saturday, 16th May 2015, 18:23

Forum: Game Design Discussion

Topic: Buff ashenzari transfer knowledge

Replies: 30

Views: 1775

Re: Buff ashenzari transfer knowledge

Polls generally don't really achieve anything useful in GDD, if you think that Transfer Knowledge is particularly useful/useless then using words to explain why is much more likely to be productive.

Saturday, 16th May 2015, 17:19

Forum: Crazy Yiuf's Corner

Topic: Why double swords and triple swords?

Replies: 63

Views: 5045

Re: Why double swords and triple swords?

The rename was because of tedious awful sword realism, which is tedious and awful so it was undone!

Thursday, 14th May 2015, 15:54

Forum: Game Design Discussion

Topic: Ctrl-Attack while Confused

Replies: 10

Views: 1200

Re: Ctrl-Attack while Confused

The reasoning for it wasn't anything to do with drowning in particular, as described in the commit message it was about making it less easy to repeatedly try to attack things while confused (the enabling of cleaving while confused drew attention to this since it's particularly problematic in that in...

Tuesday, 5th May 2015, 19:33

Forum: Game Design Discussion

Topic: Make allied Royal Jelly summons allied as well.

Replies: 4

Views: 687

Re: Make allied Royal Jelly summons allied as well.

Friendly TRJs don't create spawns at all, are you sure you weren't just seeing the spawns from the original?

Monday, 4th May 2015, 13:11

Forum: Game Design Discussion

Topic: Make silence aura stop autoexplore

Replies: 2

Views: 621

Re: Make silence aura stop autoexplore

Yes, this is a long-known issue. Patches welcome!

Thursday, 30th April 2015, 11:00

Forum: Game Design Discussion

Topic: Let players throw a pebble from the ground to attract mon

Replies: 11

Views: 1108

Re: Let players throw a pebble from the ground to attract mo

Personally I still use stone throwing after the nerf (despite the difference being very noticeable, making stone-throwing pretty much useless) because it's the only way I know to make autofight to stay still instead of rushing towards the enemy (and unexplored areas). autofight_wait does this. auto...
PreviousNext

Return to advanced search

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