Search found 1450 matches

Wednesday, 20th July 2016, 01:00

Forum: Crazy Yiuf's Corner

Topic: Fix Deep Dwarves

Replies: 42

Views: 6684

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: 521

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: 715

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: 656

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: 1667

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!

Thursday, 23rd June 2016, 15:27

Forum: Crazy Yiuf's Corner

Topic: Nemelex changes feedback/whining

Replies: 9

Views: 646

Re: Nemelex changes feedback/whining

At the risk of giving a serious response to a whining thread, I had been considering keeping Alchemist over Elixir in the deck of Escape (since Elixir is less interesting and also ridiculously strong), and will probably swap them again at some point. Would want to re-implement Alchemist from scratch...

Sunday, 19th June 2016, 11:23

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP : VSTm^Uskayaw

Replies: 5

Views: 716

Re: CiP : VSTm^Uskayaw, mid-late game transition

Faith works with Uskayaw. If you have the XP to spare you can get as much Invocations as you like I think, everything continues to scale up fairly well. I'd get at least a bit more to improve Grand Finalise success rate at (relatively) low piety.

Friday, 10th June 2016, 16:56

Forum: Crazy Yiuf's Corner

Topic: Gender politics

Replies: 118

Views: 10956

Re: Gender politics

This looks like a thread that must now, tragically, come to an end.

Wednesday, 8th June 2016, 18:40

Forum: Game Design Discussion

Topic: Shield timings

Replies: 1

Views: 696

Re: Shield timings

Friday, 3rd June 2016, 15:54

Forum: Dungeon Crawling Advice

Topic: How does Uskayaw work?

Replies: 19

Views: 3643

Re: How does Uskayaw work?

Lasty wrote:Grand Finale works on everything that isn't mindless, and I think MPA is interested in removing that restriction.

I already did!

Sunday, 22nd May 2016, 10:38

Forum: Dungeon Crawling Advice

Topic: Is there a different way to set a waypoint?

Replies: 2

Views: 366

Re: Is there a different way to set a waypoint?

You can press * then w instead to get the same effect as the Ctrl-modified command.

Friday, 13th May 2016, 17:40

Forum: Crazy Yiuf's Corner

Topic: Strange High Score on CAO

Replies: 3

Views: 660

Re: Strange High Score on CAO

CPO sometimes randomly applies meatsprint scoring (score = turncount * 100000) to normal games for some reason (as far as I understand it the general problem is related to the vault cache not being cleared correctly, so it could apply with other sprints with custom scoring functions too but meatspri...

Wednesday, 27th April 2016, 16:49

Forum: Dungeon Crawling Advice

Topic: Bloodless vampires

Replies: 3

Views: 462

Re: Bloodless vampires

Hi I'm thinking of going for the extended endgame with my VpAs, and I have a couple of questions regarding vampires: 1) Are bloodless vampires completely torment immune? 2) If I melee / stab a demonspawn, I'm thinking I will go to nearly bloodless, thereby losing my torment immunity - is this corre...

Friday, 22nd April 2016, 18:58

Forum: Game Design Discussion

Topic: Elyvilon rework

Replies: 18

Views: 1560

Re: Elyvilon rework

Well what if we, I dunno, divorce the pacification chance from monster's HP and then just show it??? Sadly "I dunno, divorce the pacification chance from monster's HP" isn't C++ that compiles, but yes, that is a thing that has been discussed in the past. It's certainly a reasonable approa...

Tuesday, 12th April 2016, 14:35

Forum: Crazy Yiuf's Corner

Topic: Where do all of the names in this game come from?

Replies: 25

Views: 1828

Re: Where do all of the names in this game come from?

  Code:
// The following name was found in the hack.exe file of an early version
// of PCHACK - credit goes to its creator (whoever that may be):
{
    SPELL_ISKENDERUNS_MYSTIC_BLAST, "Iskenderun's Mystic Blast",

Wednesday, 6th April 2016, 15:45

Forum: Technical Support

Topic: Crawl scoring page stoped updating on 13/03

Replies: 26

Views: 3817

Re: Crawl scoring page stoped updating on 13/03

Well, one possibility might be that that fixing it is something that takes volunteer developers actual time and effort, on top of the fact that, as neil said, rebuilding the scoring database then also takes multiple days. But yes, the likely truth is definitely that nobody cares and it was all a big...

Sunday, 27th March 2016, 14:26

Forum: Dungeon Crawling Advice

Topic: Re: Remove Paralysis

Replies: 42

Views: 6429

Re: Remove Paralysis

Doesn't Trog pretty much makes the paralysis chance non-existent? It varies with piety: // Note the beauty of Trog! They get an extra save that's at // the very least 20% and goes up to 100%. if (have_passive(passive_t::extend_berserk) && x_chance_in_y(you.piety, piety_breakpoint(5))) { mpr...

Sunday, 27th March 2016, 14:21

Forum: Dungeon Crawling Advice

Topic: Would a Trog "Doom Knight" be Viable?

Replies: 8

Views: 995

Re: Would a Trog "Doom Knight" be Viable?

I seem to remember reading about someone who went through a ziggurat casting Tornado while worshipping Trog, the deaths from the tornado were enough to counteract the penance so they never actually got hit by Trog's wrath. Or something like that. At the time you actually didn't get wrath effects wh...

Tuesday, 15th March 2016, 21:34

Forum: Dungeon Crawling Advice

Topic: No Spectral Sword of Power

Replies: 10

Views: 1123

Re: No Spectral Sword of Power

The "special" tag makes an unrand unwieldable by monsters (and spectral/dancing weapons are basically just monsters that are wielding themselves), and it's mostly used for unrands with effects that run every turn, since those are only implemented to work when equipped by the player. Exampl...

Monday, 14th March 2016, 19:43

Forum: Game Design Discussion

Topic: Remove ghosts from the game (or let us disable them).

Replies: 59

Views: 6252

Re: Remove ghosts from the game (or let us disable them).

This thread isn't going anywhere useful. See the GDD rules for guidelines on posting constructively.

Monday, 14th March 2016, 19:40

Forum: Game Design Discussion

Topic: Change potion of degeneration and poison

Replies: 14

Views: 1309

Re: Change potion of degeneration and poison

Note that potions of poison were already removed, a couple of months ago.

To be more accurate: potions of degeneration were removed, then potions of poison were removed instead and replaced with slightly tweaked potions of degeneration.

Saturday, 12th March 2016, 17:44

Forum: Game Design Discussion

Topic: Cancel Persistent Charms When Forgetting Spell

Replies: 9

Views: 858

Re: Cancel Persistent Charms When Forgetting Spell

Sure. Not really a mechanic that should be extended to more spells (and hopefully RMsl/DMsl won't be sticking around as-is either), but in the meantime this is definitely an improvement.

Tuesday, 8th March 2016, 12:56

Forum: Game Design Discussion

Topic: Annotate 'Pikel' when slaves are seen?

Replies: 6

Views: 617

Re: Annotate 'Pikel' when slaves are seen?

milo wrote:
dpeg wrote:you can annotate yourself

How?

"!" annotates the current level (it can also be used to annotate the level on the other end of the stairs you're standing on, or the level you're currently viewing on the X map).

Friday, 26th February 2016, 21:21

Forum: Dungeon Crawling Advice

Topic: The first level of the dungeon is too chance dependent.

Replies: 26

Views: 2244

Re: The first level of the dungeon is too chance dependent.

Moved to advice since that's mostly what the thread consists of.

Sunday, 7th February 2016, 21:57

Forum: Game Design Discussion

Topic: Spawn Only Rare Weapons in Hall of Blades

Replies: 5

Views: 739

Re: Spawn Only Rare Weapons in Hall of Blades

Split off the more general discussion about HoB difficulty to Advice.

Friday, 29th January 2016, 17:28

Forum: Game Design Discussion

Topic: Good wands being taken out?

Replies: 21

Views: 1947

Re: Good wands being taken out?

Closing this, see the GDD readme thread for guidelines on posting productively.

Tuesday, 26th January 2016, 15:00

Forum: Dungeon Crawling Advice

Topic: MuWz : leaving Kiku

Replies: 5

Views: 659

Re: MuWz : leaving Kiku

You're immune to torment, but that means instead of torment you'll get 3 necromancy miscasts. Luckily you're also immune to basically all of those too, except for summons and stat loss. You're also immune to miasma, so assuming you have some way of getting away from reapers and zombies/skeletons (th...

Saturday, 9th January 2016, 14:24

Forum: Crazy Yiuf's Corner

Topic: PSA: More Jewelry Changes

Replies: 17

Views: 877

Re: PSA: More Jewelry Changes

ydeve wrote:Just have it do the same as "regen, only increasing mana regen if you put it on at max mana. It doesn't need to be like "guardSpirit.

That's exactly what it already does, as described in the commit message.

Saturday, 9th January 2016, 14:12

Forum: Game Design Discussion

Topic: Distortion should create an aura

Replies: 28

Views: 766

Re: Distortion should create an aura

Closing this since there are multiple threads discussing the same thing but with better solutions (like just improving the announcement messaging).

Friday, 25th December 2015, 21:45

Forum: Crazy Yiuf's Corner

Topic: Should I make a vault editor?

Replies: 6

Views: 501

Re: Should I make a vault editor?

Another already-existing version (courtesy of mauris, I believe): <Sequell> vaultedit[1/2]: Webtiles meets vault making: https://dl.dropbox.com/u/15495351/vault ... ltedit.htm

Friday, 25th December 2015, 18:09

Forum: Dungeon Crawling Advice

Topic: Bailey with hidden treasure?

Replies: 2

Views: 573

Re: Bailey with hidden treasure?

They can't be reached, it's an area that's only sometimes visible (depending on vault randomisation) with some unobtainable axes. Probably the vault syntax could be made fancier to have them not actually generate instead of just being hidden away.

Saturday, 28th November 2015, 00:11

Forum: Game Design Discussion

Topic: Hydra Form beheading

Replies: 8

Views: 747

Re: Hydra Form beheading

Fishman wrote:Hydra form cannot regrow heads, but neither can it lose them. This way, a) it truly works different from the monster and b) it stays good at what it does - namely devouring tasty, tasty humans.

That sounds probably fine, patches welcome.

Friday, 27th November 2015, 22:53

Forum: Game Design Discussion

Topic: Okawaru gifts

Replies: 13

Views: 703

Re: Okawaru gifts

Acquirement in general has been deliberately changed not to depend on what specific items are in the player's inventory, re-implementing that (this specific case was removed in fact) is probably pretty unlikely.

Monday, 23rd November 2015, 21:11

Forum: Suggestions & Criticism

Topic: Remove the Counsellor Group?

Replies: 52

Views: 8297

Re: Remove the Counsellor Group?

I don't know if "recognized as commonly giving above average advice" is a category we want to retain, but if it is, I can't see any way of automating that, or deriving it from actual good play, after all describing how to do something is a different skill than actually doing it. I don't t...

Sunday, 22nd November 2015, 12:33

Forum: Crazy Yiuf's Corner

Topic: Proposal: Hyperphase, a flavorful Translocations L9

Replies: 112

Views: 10012

Re: Proposal: Hyperphase, a flavorful Translocations L9

archaeo wrote:As for this thread, I think it has outlived its usefulness

I agree.

Friday, 20th November 2015, 18:35

Forum: Game Design Discussion

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

Replies: 31

Views: 2229

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

We don't really have a firm rule about this or anything, but as a note, polls on GDD tend to just create arguments about how well the poll was constructed, and since the game isn't a democracy, the fact that many posters feel a certain way isn't an argument likely to sway the devs. If it was, the g...

Friday, 20th November 2015, 18:19

Forum: Crazy Yiuf's Corner

Topic: Proposal: Hyperphase, a flavorful Translocations L9

Replies: 112

Views: 10012

Re: Proposal: Hyperphase, a flavorful Translocations L9

Moved to CYC, since as ontoclasm and others have described this really isn't something that will (or can) be implemented.

Thursday, 19th November 2015, 15:47

Forum: Game Design Discussion

Topic: Allow Cheibriados players to teleport in the abyss normally

Replies: 2

Views: 314

Re: Allow Cheibriados players to teleport in the abyss norma

I don't see any problem with forcing the player to just use their consumables and regular Chei abilities to try and deal with places where being slow is especially problematic, and definitely don't think piling on more special-casing is a good solution.

Monday, 16th November 2015, 12:43

Forum: Game Design Discussion

Topic: standardize holy word PC and monster effects

Replies: 11

Views: 826

Re: standardize holy word PC and monster effects

chequers wrote:I like the 'get a free turn' aspect of ?holy word the most. Why not just play up that angle by increasing the stun duration to 20 aut for all affected monsters?

I liked that aspect the least, since it was both unintuitive and boringly strong. Coincidentally it's also no longer a thing!

Saturday, 14th November 2015, 18:45

Forum: Dungeon Crawling Advice

Topic: List of M_SEE_INVIS Monsters

Replies: 1

Views: 323

Re: List of M_SEE_INVIS Monsters

MainiacJoe wrote:Curiously, there doesn't seem to be reference in that file to "sense invisible" that the wiki talks about. Is that an obsolete tag?

Yes (it's been partially repurposed into blindness immunity).

Sunday, 8th November 2015, 18:36

Forum: Game Design Discussion

Topic: Cannot explore some areas. Which ones?

Replies: 9

Views: 705

Re: Cannot explore some areas. Which ones?

When autoexplore only partially explores a level because some areas cannot be explored, it can sometimtes be frustrating for those who like to fully explore levels to determine just where autoexplore is having trouble. There should be some way to have these locations indicated. There is (but it's u...

Thursday, 8th October 2015, 13:19

Forum: Crazy Yiuf's Corner

Topic: Death Channel in Swamp

Replies: 7

Views: 406

Re: Death Channel in Swamp

Well it was also level 9 (or level 8 for a couple of versions), and so on balance probably still "not very good".

Wednesday, 30th September 2015, 16:35

Forum: Game Design Discussion

Topic: Daily Challenge Mode

Replies: 29

Views: 4351

Re: Daily Challenge Mode

Anyhow! I think the design answer to this would be to use more than PRNG -- some for dungeon generation (probably one per branch?) and one for tactical rolls. I don't know how difficult that would be for Crawl, but my guess from peeking at the code would be "extremely hard." Another thing...

Friday, 25th September 2015, 13:50

Forum: Suggestions & Criticism

Topic: fr: Announce bans

Replies: 32

Views: 4828

Re: fr: Announce bans

Well it turns out we have this feature anyway whether we want it or not thanks to Tapatalk, I guess? But yeah I don't think announcing bans is necessary or a productive thing to do, personally.

Thursday, 24th September 2015, 20:07

Forum: Dungeon Crawling Advice

Topic: Hellfire

Replies: 8

Views: 699

Re: Hellfire

IIRC the 2d5 is the damage that regular exploding ammo deals, Hellfire used to also deal that much but has been increased since then: https://github.com/crawl/crawl/commit/68fde74e01af

Thursday, 3rd September 2015, 14:05

Forum: Suggestions & Criticism

Topic: Why was a temporary ban necessary?

Replies: 19

Views: 2246

Re: Why was a temporary ban necessary?

If you feel it's important to discuss further please take it to PM with one of the mods, thanks. As WalkerBoh said, discussing every moderation action in depth without trying to resolve issues via PM first isn't productive.

Thursday, 3rd September 2015, 14:03

Forum: Suggestions & Criticism

Topic: forget about sandman25, why was mps permabanned?

Replies: 6

Views: 1441

Re: forget about sandman25, why was mps permabanned?

Repeatedly breaking the forum rules will in general result in warnings, followed by a temporary ban, followed by a permanent ban. If you feel it's important to discuss further, please take it to PM with one of the moderators, thanks.

Thursday, 3rd September 2015, 13:48

Forum: Crazy Yiuf's Corner

Topic: back in my day

Replies: 78

Views: 6761

Re: back in my day

And that's enough of that again.

Saturday, 22nd August 2015, 15:37

Forum: Crazy Yiuf's Corner

Topic: Unique: knuckles

Replies: 15

Views: 788

Re: Unique: knuckles

<Sequell> sixfirhy[3/6]: Unlike neqoxecs, Ilsuiw, ynoxinuls and Kikubaaqudgha which are merely suspected of being named by a cat, this one is known to be.
<Sequell> sixfirhy[4/6]: 01:27 < timecircuits> sxFR:?)hyyyyyyyy-\-

Sunday, 16th August 2015, 12:47

Forum: Dungeon Crawling Advice

Topic: Resting stops when magic is full.

Replies: 5

Views: 444

Re: Resting stops when magic is full.

Right, that's what rest_wait_both does if it's set to true (as in "wait for both HP and MP to fill when resting" I guess), it's set to false by default.
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