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Monday, 18th November 2019, 23:42

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 48043

Re: Positional Attack Magic Implementation

sdynet: Thank you for sharing this around with the Korean community! The feedback is very helpful.

One clarification question. I think this is a language barrier issue. By decrease in convenience do you mean "decrease in when you can cast a spell without moving" or something else?

Monday, 18th November 2019, 23:40

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 48043

Re: Positional Attack Magic Implementation

tealizard: Re chasing the technical demons in crawl code. There are a lot of branches with good ideas in the main repo that died when they hit a technical wall; I'm trying to avoid the trap many of my foredevs fell into. The best I can say is "we'll see".

Monday, 18th November 2019, 23:27

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 48043

Re: Positional Attack Magic Implementation

TheMeInTeam: You often write long posts arguing for some position, but just about every time I read one you've taken some strange definition or a "problem" that applies to all of crawl specialized to a spell to argue against it. In the case of conjure flame: using it requires understanding...

Sunday, 17th November 2019, 05:04

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 48043

Re: Positional Attack Magic Implementation

Some further updates. Starburst now fires unfuzzed bolts in the 8 crawl directions at range 5 (6 with Veh). Anisotropy and fuzzing seemed cool on first draft but they're not good. Eringya's Noxious Bog is implemented to round out the poison revision. I think this will be in experimental-ready state ...

Friday, 15th November 2019, 04:52

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 48043

Re: Positional Attack Magic Implementation

Regarding "going all the way" and getting rid of single target spells outright. I hope to look at prototyping Implojin's "action button system" using clua once I merge a PR adding a targeting prompt to clua (you might think this is in the wrong direction, I ask you withhold judge...

Friday, 15th November 2019, 04:45

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 48043

Re: Positional Attack Magic Implementation

Thanks for the feedback re: Foxfire. Having monsters trigger them when moving into them turns out to be a huge technical headache; (letting the player do it was fairly easy and has been added to the branch, Doesnty also pointed this out). To keep them from tanking invisible things I've made them SIn...

Wednesday, 13th November 2019, 05:17

Forum: Game Design Discussion

Topic: Positional Attack Magic Implementation [Now Playable]

Replies: 123

Views: 48043

Positional Attack Magic Implementation [Now Playable]

The previous thread on the topic was a brainstorming thread that concluded with some workshopping of design of specific spells and the beginnings of a sketch for a big magic overhaul in 0.25. I've been hacking away, and in this thread I'd like to gather specific feedback about the results. For those...

Monday, 4th November 2019, 18:40

Forum: Game Design Discussion

Topic: Dartura: Possible Bug?

Replies: 14

Views: 4086

Re: Dartura: Possible Bug?

Please don’t use mantis to report wiki inaccuracies. The wiki is an independent project run by the chaosforge community and not the dev team, I’m not sure any of us have access. The in game descriptions are the only canonical documentation, if they’re incorrect then it’s a bug. In this case, the in ...

Wednesday, 16th October 2019, 01:21

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 98763

Re: Positional Attack Spells

tealizard wrote:My dudes don't realize they can deal with these hydras with summon imp.


Shhh this thread has been producing good ideas let's not get it off course.

Wednesday, 16th October 2019, 01:07

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 98763

Re: Positional Attack Spells

Curious. Maybe I'm too scared of hydras. I'm intimidated by the idea that they could one-shot me. I do note you're losing 40% of your hp on a 110%hp species, against a 4-headed hydra. Those numbers don't look promising for the frailer races. (Because 8-headed hydras do show up occasionally) I don't...

Wednesday, 16th October 2019, 00:14

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 98763

Re: Positional Attack Spells

petercordia wrote:I'm a a bit worried what this will do to early-game Wizards and FE.
If Conjure Flame is nerfed as suggested, how can a wizard kill hydra's and other rPois nasties in Lair?


newcf.gif
newcf.gif (1.12 MiB) Viewed 23590 times


I don't claim this to be anywhere close to the optimal use of the spell. But I think I make my case.

Tuesday, 15th October 2019, 19:43

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 98763

Re: Positional Attack Spells

My suggestion for CF would be to spawn a "smoke cloud" on the player which will disperse if a monster walks into it or the player stays in it the subsequent turn and which ignites into the usual fire cloud after two turns. My previous suggestion was adjacent to the player in the direction...

Tuesday, 15th October 2019, 13:10

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 98763

Re: Positional Attack Spells

you should not allow CF to create gaps the way it seems it can from the description. This version of CF is otherwise very clean, a major improvement to crawl magic on its own. Let’s workshop this. The options for a clean CF are: ⋅  On the player, then they can step out ⋅  Random...

Tuesday, 15th October 2019, 11:30

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 98763

Re: Positional Attack Spells

For the most part the removals are of player spells; monsters will have the old spells. Teaching monsters to use positional spells seems like a nightmare and an exercise in making monsters too smart to be fun to fight. Some pruning of monster spell sets might be warranted but that's an exercise for...

Tuesday, 15th October 2019, 04:14

Forum: Game Design Discussion

Topic: Casting UI Concerns (was: No More Haste Spell)

Replies: 23

Views: 7470

Re: Casting UI Concerns (was: No More Haste Spell)

I still think it would be nice if a one-press keybind UI were written to reduce offensive ability use down to a single tap that combined all of [ability selection + activation + targeting confirmation]. Ideally these binds would be visible from a window in-game and not require player engagement wit...

Tuesday, 15th October 2019, 02:21

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 98763

Re: Positional Attack Spells

Have you already implemented the new spells described on the wiki page? Implementation is a work in progress (the branch linked on the wiki page is not yet in the main crawl repo, it's my draft work). Currently I've done Air and Fire, and am working on Ice. There's a lot going on here, so it will b...

Monday, 14th October 2019, 22:10

Forum: Game Design Discussion

Topic: Food suggestion

Replies: 31

Views: 7662

Re: Food suggestion

“Goldifying” food would be a welcome change, especially now that Fedhas no longer uses rations. There is a question of the best place to display the two numbers (rations and chunks) but that can be worked out as a part of the development process. Have at it!

Monday, 14th October 2019, 22:07

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 98763

Re: Positional Attack Spells

I’m going to necro this thread. I’ve let these ideas summer for a while and plan on implementing an overhaul of magic in 0.25. The current state of my thinking can be viewed here https://github.com/crawl/crawl/wiki/Pos ... tack-Magic

Tuesday, 1st October 2019, 05:02

Forum: Crazy Yiuf's Corner

Topic: Unrandart proposals

Replies: 29

Views: 9848

Re: Unrandart proposals

+3 Buckler "Maxwell's Battlesphere" {summon Battlesphere, -wiz, MP -9} Maxwell's automatic offense&defense system. The bead moves itself to prevent an attack. This shoots the beam in response to your magical beam. With minor defects, this works by consuming your soul. Summon one semi-...

Tuesday, 4th June 2019, 02:29

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 26183

Re: Experimental branch: two state vampires

Thanks for all your feedback; this has now been merged, with the bat form stat drain lowered slightly.

I'll keep an eye on this thread for a while for further feedback.

Thursday, 23rd May 2019, 00:32

Forum: Game Design Discussion

Topic: Throwing Brand Removals thread

Replies: 74

Views: 23007

Re: Throwing Brand Removals thread

Darts of sleeping are removed.

Tuesday, 21st May 2019, 14:44

Forum: Game Design Discussion

Topic: Throwing Brand Removals thread

Replies: 74

Views: 23007

Re: Throwing Brand Removals thread

Silver is now silver plus steel. According to the objstat runs you just got a high roll.

Monday, 20th May 2019, 00:28

Forum: Game Design Discussion

Topic: teleport traps remove interesting choice

Replies: 2

Views: 1814

Re: teleport traps remove interesting choice

Uh, teleport traps (on the floor) still are random teleports. Teleport the exploration effects pulls you into monsters.

Tuesday, 14th May 2019, 19:02

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 26183

Re: Experimental branch: two state vampires

petercordia wrote:I think it means that all changes to trunk have been implemented in the experimental branch. So you'll have boomerangs in the vampire branch but no vampires in trunk.


Yes, that is what it means.

Monday, 13th May 2019, 23:09

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 26183

Re: Experimental branch: two state vampires

This has been rebased to master, so the new throwing changes are now available. If you have an existing save on the experimental it might stop working, that's just life on an experimental.

Since new throwing is available I recommend trying a VpAs.

Saturday, 11th May 2019, 18:16

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 26183

Re: Experimental branch: two state vampires

More revision:

The switching cost is now temporary frail. Bloodless Vp get -20% HP. I know many commenters wanted a buff to Alive, but in my opinion a nerf to bloodless is the better way to go.

Saturday, 11th May 2019, 18:10

Forum: Game Design Discussion

Topic: Throwing Brand Removals thread

Replies: 74

Views: 23007

Re: Throwing Brand Removals thread

This has been merged into master.

Friday, 10th May 2019, 16:12

Forum: Game Design Discussion

Topic: Throwing Brand Removals thread

Replies: 74

Views: 23007

Re: Throwing Brand Removals thread

I’m a step ahead of you. Boomerangs always return even at 0 skill in the current iteration.

Thursday, 9th May 2019, 06:47

Forum: Game Design Discussion

Topic: Throwing Brand Removals thread

Replies: 74

Views: 23007

Re: Throwing Brand Removals thread

sdynet's PR has been incorporated into this branch: https://github.com/crawl/crawl/pull/1062 which I plan to merge soon (pending todo completion). It's less severe in removals and I make no attempt to solve the Big Crawl Problems of Ranged Combat and also Stairs and Food Too, but it reduces the numb...

Saturday, 4th May 2019, 17:21

Forum: The Dart Board

Topic: 0.23 Crawl Sudden Death Challenges

Replies: 1

Views: 4680

Re: 0.23 Crawl Sudden Death Challenges [Signups Open]

A reminder that sign ups close at the end of the week, and a sneak peek from the replay studio. Tag your cool plays, and we'll be on the look out for sudden deaths. This is Flugkiller's Zot:5 death with 9 points and on the way to a Lairless win. Tragic. https://i.imgur.com/3b1qJm6.gif

Monday, 29th April 2019, 05:00

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 26183

Re: Experimental branch: two state vampires

Big Update: From the collected feedback it's abundantly clear that a "no regen/no cost to get regen" mix is no good; the resulting tedious loop is either a player headache or a technical headache, and the latter is a gameplay bandaid. State changing really needs a tactical cost, and bat fo...

Sunday, 28th April 2019, 18:04

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 26183

Re: Experimental branch: two state vampires

Ok, I've pushed some new changes. The first of them I think should address the "sometimes not working" property of the auto-switching. Utterly baffled by the reported difference in behavior between number pad and number row, since both should internally be calling CMD_REST. The next is end...

Saturday, 27th April 2019, 18:44

Forum: Crazy Yiuf's Corner

Topic: Leo Littlebook's thread

Replies: 76

Views: 24274

Re: Leo Littlebook's thread

Well don’t expect to be understood if you insist on calling widepersons fish, though it’s true Op and Mf make good widegals.

Saturday, 27th April 2019, 14:41

Forum: Crazy Yiuf's Corner

Topic: Leo Littlebook's thread

Replies: 76

Views: 24274

Re: Leo Littlebook's thread

While I know you want to disrupt the meta it will help if you adapt to the local vocabulary. We don’t really use gosh in the crawl world, see here for new and old vocab.

Tuesday, 23rd April 2019, 21:59

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 26183

Re: Experimental branch: two state vampires

What are your RC settings? You said unthread you can replicate this on cko with default rc and macros...?

Tuesday, 23rd April 2019, 12:18

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 26183

Re: Experimental branch: two state vampires

You’re going to need to give me more information about your set up and how you’re having these 5 problems. I’m unable to replicate locally or in cko webtiles, and this issue wasn’t reported by any of the several streamers who have tested the experimental on stream. Could you provide before/after dum...

Tuesday, 23rd April 2019, 03:52

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 26183

Re: Experimental branch: two state vampires

The first reported issue (post bloodless eating certain actions, and the related stair issue) has been fixed in commit 0.24-a0-277-gfbb80f9 on the branch. The servers will update soon. The auto-transform already returns you to bloodless once you're done resting. Or it should. If it doesn't, it's bec...

Monday, 22nd April 2019, 20:42

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 26183

Re: Experimental branch: two state vampires

The rc option is vampire_rest_alive set it to false to manually manage your blood.

Monday, 22nd April 2019, 12:02

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 26183

Re: Experimental branch: two state vampires

When reporting issues could you post the version string from the branch? I was fiddling with it last night and you might have pulled something intermediate.

Also, this is now up on cko!

Monday, 22nd April 2019, 05:05

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 26183

Re: Experimental branch: two state vampires

This is now live on cpo (thanks chequers!). Give it a whirl.

The “5 auto switch” solution to resting has been added, for a silky smooth experience. It can be disabled with an rc setting.

Sunday, 21st April 2019, 00:01

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 26183

Experimental branch: two state vampires

Currently in the main crawl repository under the branch two-state-vampire for those who compile at home. Online experimentals coming soon (hopefully)! The Goals ⋅  No more blood micromanagement ⋅  Preserve strategic choice of undead state The How Hellmonk and Rast both posted var...

Saturday, 20th April 2019, 00:07

Forum: The Dart Board

Topic: 0.23 Crawl Sudden Death Challenges

Replies: 1

Views: 4680

0.23 Crawl Sudden Death Challenges

Welcome Friends, a new installment of the crawl sudden death challenges will be starting soon. The format returns, this time in a five week series, running from May 3 to June 7. Sign-ups are now open, and will close May 10th. Details can be found on the homepage . There will again be cool plays and ...

Friday, 19th April 2019, 03:35

Forum: Game Design Discussion

Topic: Shafts - Too common now?

Replies: 159

Views: 45794

Re: Shafts - Too common now?

I can say this until I'm blue in the face. I just checked the online database.

For 0.23 the current average shafts per won game is 2.24 (down from the 2.5 when I checked on just the tournament games).

Tuesday, 16th April 2019, 00:59

Forum: Contributions

Topic: A Couple New Vaults

Replies: 13

Views: 7092

Re: A Couple New Vaults

The default weight is 10; the roll for any weighted SUBST will pick the choice weight/(total weight) times. So, instead of specifying SUBST: W = w l:5 to get deep water 2/3rds of the time and lava 1/3rd of the time, you can write SUBST: W = wwl The latter is preferred since you can easily see (witho...

Friday, 12th April 2019, 03:31

Forum: Contributions

Topic: A Couple New Vaults

Replies: 13

Views: 7092

Re: A Couple New Vaults

When it comes to working with git: you can fork the repo, create a branch, and edit the appropriate .des files in the web interface; however, it's important to test your vaults, both that they compile and load correctly and to get a feel for how they play. For the names, the naming convention is you...

Friday, 29th March 2019, 03:41

Forum: Crazy Yiuf's Corner

Topic: New Unrandart: Scimitar of the Gladiator

Replies: 6

Views: 2399

Re: New Unrandart: Scimitar of the Gladiator

Over the past several versions we've been working on a [comprehensive review of unrands](https://github.com/crawl/crawl/wiki/Unrand-Review). One thing that we already have are two swords with a variable plus. Variable plusses aren't a particularly impactful mechanic if you start at 10 and go down. T...

Friday, 29th March 2019, 03:10

Forum: Contributions

Topic: A Couple New Vaults

Replies: 13

Views: 7092

Re: A Couple New Vaults

Thank you for the submission. chequers has been kind enough to transfer these to GitHub, but in the future it would be better for you to submit them either there or [on mantis](https://crawl.develz.org/mantis/view_all_bug_page.php) (your tavern login works for Mantis). I don't have time to give a de...

Monday, 25th March 2019, 02:38

Forum: Coding

Topic: dungeon generation

Replies: 3

Views: 2773

Re: dungeon generation

considering it would mostly just be copying, pasting, and syntax changes Sweet summer child. dungeon.cc does drive dungeon generation, but it is assisted by the dungeon Lua (DLua) Lua interpreter instance (each crawl process runs two Lua interpreters!), which calls various functions defined in dat/...

Wednesday, 20th March 2019, 16:09

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 97

Views: 32933

Re: Experimental branch: Known Traps

it's unintuitive to unspoiled players This claim has been levied by many critics of new traps, and I really don't get it. What is unintuitive about a clever minion of Zot putting a trap at a critical chokepoint (of which none is more critical than the stairs)? What is unintuitive about a less-than-...

Wednesday, 27th February 2019, 02:09

Forum: Game Design Discussion

Topic: Monsters and alarm traps

Replies: 19

Views: 6354

Re: Monsters and alarm traps

The feature descriptions in xv explain to an unspoiled player (some of, Zot traps are a mess here) what will happen when the trap is triggered. If one of these descriptions is inaccurate or lacking, patches welcome. However, the one word name can’t be expected to match every player’s preconceived no...
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