Search found 365 matches

Saturday, 19th October 2019, 13:28

Forum: Game Design Discussion

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

Replies: 23

Views: 7521

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

I don't think that a two-slot quiver would sufficiently ameliorate the UX problems here. Mainline DCSS has how many * offensive ranged abilities? And you're proposing that an alt-fire quiver would address the UI clusterfuck of players trying to dynamically use any significant portion of them? * This...

Tuesday, 15th October 2019, 02:26

Forum: Game Design Discussion

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

Replies: 23

Views: 7521

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

Simple bump at ebering's request. I still think it would be nice if a one-press keybind UI were written to reduce offensive ranged 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-ga...

Tuesday, 15th October 2019, 02:23

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 99230

Re: Positional Attack Spells

ebering wrote:Regarding your edited away UI tangent: necro the thread and I'll reply there!

Yeah, I realized after looking at the OP that you requested UI issues be left out of this thread, so: viewtopic.php?f=8&t=21763

Tuesday, 15th October 2019, 00:48

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 99230

Re: Positional Attack Spells

It's great that someone is making the time to breakdown and thoroughly address ranged damage differentiation in DCSS. I wish this had happened years ago! The changes in Hellcrawl and other forks were nice, but Stone Soup has languished. Have you already implemented the new spells described on the wi...

Sunday, 6th October 2019, 18:05

Forum: Game Design Discussion

Topic: Neutral monsters bad

Replies: 19

Views: 6085

Re: Neutral monsters bad

people who would rather label things as "optimal" than actually play for the fun of it are a joke to me. Yikes. Are you sure you want to be denigrating the value of other human beings over a difference of opinion of how to have fun with video games? I'm not about to get into a discussion ...

Sunday, 6th October 2019, 12:45

Forum: Game Design Discussion

Topic: Neutral monsters bad

Replies: 19

Views: 6085

Re: Neutral monsters bad

I've read through old threads, and completely agree that degenerate gameplay is punishment unto itself. I strongly disagree with this position. Crawl is a roguelike, and the gameplay draw of roguelikes is, traditionally, to survive a hostile environment using limited tools. The problem with this ki...

Thursday, 12th September 2019, 05:53

Forum: Crazy Yiuf's Corner

Topic: New Species: Argons

Replies: 13

Views: 4733

Re: New Species: Argons

I don't see the resistance gimmick being relevant as-written, which is why I didn't address it above. (I'm assuming there's an unwritten corollary that the species is intended to be locked out of quaffing !resistance, else this gimmick would be even more irrelevant.) Players are going to take rF bec...

Wednesday, 11th September 2019, 15:47

Forum: Crazy Yiuf's Corner

Topic: New Species: Argons

Replies: 13

Views: 4733

Re: New Species: Argons

My feeling is that some of what's written in the OP would need to be adjusted to make sense as a species, but maybe it would help to clarify the design intent? You seem to intend for this to be a stronger species: That's totally okay, there should always be space in the game for easier difficulty op...

Friday, 30th August 2019, 22:48

Forum: Game Design Discussion

Topic: Formicids should not get swift

Replies: 62

Views: 19502

Re: Formicids should not get swift

From a lore perspective, what "stasis" constitutes is not clearly defined. They have "strong ties to the Earth", and that's about all we get. Lore has absolutely nothing to do with any of this. Trying to unpack Crawl design through assessing its lore will lead you down nonsensic...

Monday, 5th August 2019, 19:47

Forum: Crazy Yiuf's Corner

Topic: what to do when too strong

Replies: 8

Views: 3582

Re: what to do when too strong

^QYes\{13} Rush straight for the orb. No stopping until your game is over. Rulechange: You are now playing crate_crawl. Rulechange: Your game is now a turncount speedrun. Rulechange: You are now playing your preferred flavour of challenge conduct. If playing locally: Save your character, go make a c...

Sunday, 4th August 2019, 21:10

Forum: Game Design Discussion

Topic: New Species Proposal/Demigod Replacement- Fallen Angel

Replies: 6

Views: 2987

Re: New Species Proposal/Demigod Replacement- Fallen Angel

How would this species design add value to DCSS? Species are Stone Soup's difficulty setting. If you want to add a new species to DCSS, you should start with a strong mechanical gameplay hook. If you come up with a hook that's significantly different from existing species and fun to play, you're muc...

Friday, 19th July 2019, 01:14

Forum: Crazy Yiuf's Corner

Topic: No MP Regen with monsters in LOS

Replies: 30

Views: 8636

Re: No MP Regen with monsters in LOS

???

Friday, 19th July 2019, 00:11

Forum: Game Design Discussion

Topic: Difficulty vs XL

Replies: 52

Views: 19206

Re: Difficulty vs XL

Yes.

Thursday, 18th July 2019, 22:34

Forum: Game Design Discussion

Topic: Difficulty vs XL

Replies: 52

Views: 19206

Re: Difficulty vs XL

bel wrote:Nethack 3.6.2 difficulty plot. The turns are on a log scale

This is a beautifully concise summary of why I don't like nethack.

Monday, 8th July 2019, 00:55

Forum: Dungeon Crawling Advice

Topic: High Level Necro Spells

Replies: 34

Views: 11381

Re: High Level Necro Spells

animate skeleton

Sunday, 7th July 2019, 19:39

Forum: Game Design Discussion

Topic: Monster threat level summary in offline tiles

Replies: 21

Views: 7987

Re: Monster threat level summary in offline tiles

2) I'd find that information more useful in the main view, instead of just the monster tab. This way it's visible at-a-glance in an area where I'm already looking. 3) Putting this at the top of the monster tile seems better. Monster HP bars are already shown at the bottom, and have similar colors. H...

Re: Ranged formicids badly need a buff

If you're going to let the player redefine the configuration of walls on a level to this degree, why bother with random generation in the first place? The answer, of course, is that Formicids started out as a player-contributed half-joke species called Dwants that people found fun enough to get mer...

Wednesday, 26th June 2019, 03:55

Forum: Crazy Yiuf's Corner

Topic: Danger level

Replies: 4

Views: 1991

Re: Danger level

Tension is an arbitrary fabrication, loosely based on monster HD vs. character XL, with a bunch of hacky adjustments in the middle. It is not a good measure of the actual threat facing a character, turn-to-turn. https://github.com/crawl/crawl/blob/master/crawl-ref/source/mon-util.cc#L2331 https://gi...

Sunday, 23rd June 2019, 21:44

Forum: Game Design Discussion

Topic: Replace inedible corpses with plain corpses

Replies: 19

Views: 6223

Re: Replace inedible corpses with plain corpses

Necromancy is very appropriately referenced in this Necro thread. What the heck! I see nothing wrong with retabling an old topic for further discussion, if the problem it references still exists. Creating a new thread would divorce further discussion from the context previously contributed by other...

Thursday, 30th May 2019, 01:09

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP: MuMo challenge edition

Replies: 7

Views: 3407

Re: YAVP: MuMo challenge edition

Congrats dude, it's neat to see people still playing this. I hope you had fun with it. Re: Lack of victory updates: Its creator stopped playing Crawl years ago. The MuMo challenge ruleset and all original updates to the poster were created by dck, with input from myself and probably a couple of othe...

Saturday, 25th May 2019, 20:56

Forum: Game Design Discussion

Topic: How does the code 'know' to do things?

Replies: 11

Views: 3689

Re: How does the code 'know' to do things?

How does this game know what items to give to the player At level generation , after most floor features have been placed, the code calls _builder_items() to generate items for the floor. This calls items() , requesting an OBJ_RANDOM item a randomized amount of times , using the absolute depth of t...

Friday, 24th May 2019, 08:21

Forum: Game Design Discussion

Topic: As a new player, dungeon feels too long

Replies: 42

Views: 14408

Re: As a new player, dungeon feels too long

Oh man - it is too long, but the beginning is perfect. Floors 1-8 *are* the the interesting part of DCSS if you wanna be reductive about it. I would add to this that the DCSS vaults* are also interesting: For all the flaws the game has, its wealth of vault variety remains its strongest draw, in my ...

Thursday, 23rd May 2019, 06:44

Forum: Crazy Yiuf's Corner

Topic: Level 6 spell: Bolt of Everything

Replies: 2

Views: 1937

Re: Level 6 spell: Bolt of Everything

Or we could just remove bolt spells completely and leave penetration at range exclusive to that new javelin passive, which is presumably intended to be meaningfully limited by the ammo system. I realize that removing a bunch of pointlessly duplicated ranged attacks is probably "too radical"...

Monday, 20th May 2019, 03:33

Forum: Dungeon Crawling Advice

Topic: So, uh, FeBe?

Replies: 33

Views: 8905

Re: So, uh, FeBe?

I've personally found a few early levels of stealth (esp. with the apt.) useful just to walk away from dangerous enemies. Bit surprised you find FeBe easy, based on the experience of various DCSS streamers it seems like it is anything but easy. Fe have claws, reduced movedelay, a little size modifi...

Thursday, 9th May 2019, 20:40

Forum: Crazy Yiuf's Corner

Topic: Species Idea: Anansi

Replies: 15

Views: 4962

Re: Species Idea: Anansi

I really like the Anansi folklore, and think it could be incorporated successfully in Crawl as flavour for some kind of enhanced illusion/mobility/stealth archetype. Stealth play in DCSS is very weak, and adding a species (or god) that does something better than the status quo here would be a welcom...

Thursday, 9th May 2019, 15:56

Forum: Crazy Yiuf's Corner

Topic: weird sewer vault

Replies: 5

Views: 2777

Re: weird sewer vault

Those areas are defined with no_tele_into. https://github.com/crawl/crawl/blob/master/crawl-ref/source/dat/des/portals/sewer.des#L1206 FPROP_NO_TELE_INTO does what you'd expect, and prevents the player and monsters from teleporting onto tiles with that prop: (It's also checked for secondary purposes...

Tuesday, 16th April 2019, 20:52

Forum: Game Design Discussion

Topic: New Branches?

Replies: 18

Views: 5557

Re: New Branches?

When I first beat the Pandemonium Branch, I realized immediately how special that was. The entire experience is practically the same as World of Warcraft's online team raid. ? ? ? Crawl and WoW are two very different games. (Admittedly, I haven't played WoW since WotLK, so my experience is wildly o...

Thursday, 11th April 2019, 05:45

Forum: Game Design Discussion

Topic: New Branches?

Replies: 18

Views: 5557

Re: New Branches?

I might suggest that a good place to start would be to come up with a cohesive theme, in terms of gameplay mechanics, for your new monsterset. Each new monster's abilities need to make mechanical sense, and they need to be differentiated enough from existing monsters that adding a new branch for the...

Tuesday, 9th April 2019, 19:17

Forum: Crazy Yiuf's Corner

Topic: Yet Another Crawl Variant: Stoat Soup

Replies: 15

Views: 7909

Re: Yet Another Crawl Variant: Stoat Soup

New forks are always neat, but you've removed Triple Swords and now I think I have to be opposed to everything this fork is about, just on principle

(I hope you have fun with your vision. :D)

Sunday, 7th April 2019, 14:40

Forum: Game Design Discussion

Topic: Stairs should be more interesting in rune branches

Replies: 13

Views: 3712

Re: Stairs should be more interesting in rune branches

Okay, what kind of side effects do you think would be exciting?

Sunday, 7th April 2019, 14:31

Forum: Game Design Discussion

Topic: Stairs should be more interesting in rune branches

Replies: 13

Views: 3712

Re: Stairs should be more interesting in rune branches

Could you explain your idea in more detail? Are you proposing a mechanical change to the way stairs work in rune branches? Do you just want the staircase tiles to look different? If you are proposing a mechanical change, how, exactly, do you want it to work? How do you think the game would be improv...

Friday, 5th April 2019, 07:54

Forum: Game Design Discussion

Topic: Rework buff spells into god abilities

Replies: 18

Views: 4787

Re: Rework buff spells into god abilities

I just want to point out that as long as movement is linked to turns, limiting turns is the same thing as limiting encounter space.

Granularity need not be at floor level, either.

Friday, 5th April 2019, 06:09

Forum: Game Design Discussion

Topic: silver/steel missiles

Replies: 13

Views: 3939

Re: silver/steel missiles

Fundamental problems with throwing items*: - Increased micromanagement and associated waste of player time necessary to use them.† - Survival benefit from hanging onto tomahawks+, even with minimal Throwing skill. - Vanilla 'Do damage from range' effect set. How many ways to deal damage from range d...

Saturday, 30th March 2019, 10:27

Forum: Technical Support

Topic: How do I prevent hunger from interrupting auto-explore?

Replies: 2

Views: 2967

Re: How do I prevent hunger from interrupting auto-explore?

interrupt_travel -= hungry This should do it. Limitations: This will not interrupt your current explore/travel for hunger reasons until your character actually faints, and you will not be able to fire further autoexplores while starving/fainting. You might also need to play with the auto_butcher/aut...

Tuesday, 26th March 2019, 16:31

Forum: Dungeon Crawling Advice

Topic: Advice for melee extended

Replies: 11

Views: 4285

Re: Advice for melee extended

I am not sure how to approach this as a pure melee char like this. Should i switch to TSO? should I try to make magic castable or is it doable with just my consumables? TSO vs Zin for melee extended is kind of "6 of one, half dozen of the other". They're both good, if I were playing that ...

Wednesday, 20th February 2019, 08:17

Forum: Crazy Yiuf's Corner

Topic: Why does piety decay still exist?

Replies: 30

Views: 9675

Re: Why does piety decay still exist?

Thought so.

Wednesday, 20th February 2019, 07:53

Forum: Crazy Yiuf's Corner

Topic: Why does piety decay still exist?

Replies: 30

Views: 9675

Re: Why does piety decay still exist?

Yes, there is a fundamental mistake in thinking about "timers" in crawl (and in other roguelikes). Kiting and camping are more problems of space than time. You'll never solve them adequately with timers. If you have a good approach to preventing the player movement abuses that occur in a ...

Tuesday, 19th February 2019, 21:23

Forum: Crazy Yiuf's Corner

Topic: Why does piety decay still exist?

Replies: 30

Views: 9675

Re: Why does piety decay still exist?

Crawl requires timers, linked to forward progression, for its gameplay to not degenerate into a bunch of wait-spam. Piety is being used as one of those timers in DCSS. (There's no hard reason that god abilities have to be used in this way, but that's what Stone Soup is doing, and if you wanted to do...

Thursday, 14th February 2019, 16:51

Forum: Crazy Yiuf's Corner

Topic: Hollow Knight: Silksong

Replies: 0

Views: 1285

Hollow Knight: Silksong

So it turns out the Hornet DLC is not a DLC at all, and is actually going to be a full game?

For me, watching this trailer is evoking a childlike moment of pure wonder.

No mention of a release date yet, but I'm making a thread for this.

HOLLOW KNIGHT 2 GET HYPE

Tuesday, 12th February 2019, 22:09

Forum: Dungeon Crawling Advice

Topic: Ds of Oka with 2 runes - where to next?

Replies: 6

Views: 2448

Re: Ds of Oka with 2 runes - where to next?

Orc is a lot easier than Snake and Swamp.

Your target at this point of the game would generally be Vaults, not going deeper than V:4 until you're prepared to win.

Sunday, 3rd February 2019, 18:06

Forum: Game Design Discussion

Topic: Remove 3rd pip of fire/cold resistance

Replies: 99

Views: 28422

Re: Remove 3rd pip of fire/cold resistance

The truth is there's only one number of possible pips that is perfectly clear. We just need the courage to try it. Ironic tavernposting aside, it's not immediately clear to me that removing resistances would be a good thing for mainline Crawl. In terms of base item clutter -- yeah, you'd get rid of...

Friday, 18th January 2019, 15:40

Forum: Game Design Discussion

Topic: Level effects

Replies: 19

Views: 5837

Re: Level effects

Instead of focusing on technical limitations, can we discuss the kinds of level feelings that would be fun to have in the game? Pulling monstersets from other branches sounds fun for sure, especially if it's something that the player wasn't expecting to see in that game, like from branches that didn...

Tuesday, 15th January 2019, 15:44

Forum: Game Design Discussion

Topic: Make trog and oka stop showering you with needles

Replies: 63

Views: 17061

Re: Make trog and oka stop showering you with needles

If taken literally, "remove ammo for launchers" would mean that large rocks would stay, since they don't correspond to a launcher. Yes to all of this post. (My reason for specifying launchers above was that javelins of penetration actually work.) I chose to highlight the simple solution o...

Tuesday, 15th January 2019, 06:49

Forum: Game Design Discussion

Topic: Make trog and oka stop showering you with needles

Replies: 63

Views: 17061

Re: Make trog and oka stop showering you with needles

Remove ammo for launchers, please, or at least make it mulch at 100% and goldify it

This is one of those QoL changes that only improves the game; launcher numeric balance should be addressed separately


(Apologies if this has already been done in mainline, I hardly play Crawl anymore)

Wednesday, 21st November 2018, 22:53

Forum: Bulletin Board

Topic: crawl.jorgrun.rocks server (CJR) being taken offline

Replies: 10

Views: 8404

Re: crawl.jorgrun.rocks server (CJR) being taken offline

I do not post on reddit.

Wednesday, 21st November 2018, 21:13

Forum: Bulletin Board

Topic: crawl.jorgrun.rocks server (CJR) being taken offline

Replies: 10

Views: 8404

Re: crawl.jorgrun.rocks server (CJR) being taken offline

The question is: will that be allowed to happen? If not, why not? I would personally object to CJR's account logins being delivered into MalcomRose's administration, even if they're properly salted and hashed. That user seems much more interested in publicly stirring the pot (to drive youtube traff...

Sunday, 28th October 2018, 05:16

Forum: Dungeon Crawling Advice

Topic: OpWz with willies in the Lair

Replies: 13

Views: 4258

Re: OpWz with willies in the Lair

Find Gastronok and kill him so that you can have two hats

Saturday, 20th October 2018, 13:50

Forum: Dungeon Crawling Advice

Topic: Does Sacrifice Courage affect spellpower?

Replies: 9

Views: 3201

Re: Does Sacrifice Courage affect spellpower?

Which is correct? Sacrifice Courage - Suffer a slaying and spellpower malus which scales with the number and strength of opponents in your line of sight. Penalties begin when more than one tough monster or a single nasty monster is visible, and becomes more pronounced as more opponents appear. This...

Friday, 21st September 2018, 17:14

Forum: Dungeon Crawling Advice

Topic: DsTm of Okawaru, 3rd rune advice

Replies: 16

Views: 5297

Re: DsTm of Okawaru, 3rd rune advice

One thing to note is that I'm playing on my own version of Crawl, with a couple of Transmuter items I'm working on (and a not-yet-playable Shapeshifter race), including the gloves of the claw you see on my character (+4 to hit with unarmed and don't meld into any shape). Good shit, my dude. Local b...

Wednesday, 19th September 2018, 11:53

Forum: Crazy Yiuf's Corner

Topic: Don't remove Kobolds...

Replies: 3

Views: 2004

Re: Don't remove Kobolds...

I was in the middle of filling out a long post to thank farm this thread, when the forum decided to swallow it instead.
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