Search found 979 matches

Wednesday, 13th February 2019, 05:45

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 97

Views: 32807

Re: Experimental branch: Known Traps

The system is great in Zot:5 where having things go spectacularly wrong is part of the design. But I can't say I'm a huge fan of normal traps being zot-ified. I'd rather have more shafts, which I think lead to exciting situations.

Sunday, 10th February 2019, 22:37

Forum: Game Design Discussion

Topic: new scroll idea

Replies: 3

Views: 1537

Re: new scroll idea

Removing the strategic benefits (which would make them must-use for all characters), this sounds like the deck of escape.

Sunday, 10th February 2019, 07:25

Forum: Game Design Discussion

Topic: New type of tournament ?

Replies: 26

Views: 20714

Re: New type of tournament ?

For a casual competition I don't think the ease of cheating is a problem. If people want that advantage, let them. Just make clear it's against the spirit of the rules. But for the official biannual tournament it could be a problem. We know that people take it extremely seriously. Relying on honesty...

Monday, 28th January 2019, 23:46

Forum: Crazy Yiuf's Corner

Topic: Making offline look like webtiles

Replies: 1

Views: 1296

Re: Making offline look like webtiles

Not really. You could run a webtiles server on your laptop, but you'd need to be comfortable compiling crawl.

Tuesday, 22nd January 2019, 20:53

Forum: Technical Support

Topic: help with species

Replies: 2

Views: 1622

Re: help with species

Can you share your new species files?

Tuesday, 22nd January 2019, 02:03

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 98741

Re: Positional Attack Spells

When you cast this spell, it causes clouds to grow from outwards a random water/lava square in los for several turns. (Partially controllable with clever positioning) All monsters in los (including you) leave a cloud trail as they move. (Like the company effect) (good for kiting but you can't stop m...

Tuesday, 22nd January 2019, 02:01

Forum: Game Design Discussion

Topic: Demigod stat growth

Replies: 10

Views: 3343

Re: Demigod stat growth

Why buff characters that can complete megazigs?

Monday, 21st January 2019, 21:49

Forum: Game Design Discussion

Topic: Generalist/Specialist background choice at character creatio

Replies: 6

Views: 2288

Re: Generalist/Specialist background choice at character cre

I don't think another mandatory choice before the game starts is a good idea. Pre-game already has species, background and weapon selection which is a lot of choice before the game starts.

Maybe you some/all backgrounds could get more equal stat distribution.

Sunday, 20th January 2019, 20:32

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 98741

Re: Positional Attack Spells

A homing missile type effect which just hits the closest target.

Friday, 18th January 2019, 08:51

Forum: Game Design Discussion

Topic: Level effects

Replies: 19

Views: 5755

Re: Level effects

The effects would only apply on the level in question, to be clear.

Friday, 18th January 2019, 01:02

Forum: Game Design Discussion

Topic: Level effects

Replies: 19

Views: 5755

Level effects

This is a proposal for a new mechanic: level effects. I'll start with the WHAT and then talk about WHY. WHAT When a level is generated, there is a low chance for it to get a special effect. This would be a relatively rare occurrence, you would expect to see about one special level per 3-rune game. T...

Thursday, 17th January 2019, 00:08

Forum: Game Design Discussion

Topic: Add function to prevent accidental pressing both < and >

Replies: 13

Views: 4347

Re: Add function to prevent accidental pressing both < and >

I wouldn't like confirmation for <> / ><, as that's quite a common action while stairdancing. The option autofight_warning can possibly be generalised to help. A setting called minimum_key_delay could be created which would prevent processing sequential key presses with too little time between them ...

Friday, 28th December 2018, 00:49

Forum: The Dart Board

Topic: Dungeon Crawl Secret Santa 2018

Replies: 24

Views: 14115

Re: Dungeon Crawl Secret Santa 2018 [Reports Incoming]

My Challenge came from NeonDemon: I suggest you try the ""Nude Brute"" strategy I've came up with. It consists of 3 simple points: 1. Pick OgBe 2. Become one with the nature by leaving that worthless animal skin at the entrance and not wearing any armour pieces throughout the run...

Tuesday, 25th December 2018, 09:27

Forum: The Dart Board

Topic: Dungeon Crawl Secret Santa 2018

Replies: 24

Views: 14115

Re: Dungeon Crawl Secret Santa 2018 [Reports Incoming]

Most presents have been delivered! A few Secret Santas are being tardy with their challenges. If they don't hurry up I will be telling real Santa.

EDIT: all presents have been delivered!

Sunday, 23rd December 2018, 07:23

Forum: Dungeon Crawling Advice

Topic: Safe travel

Replies: 13

Views: 4241

Re: Safe travel

You can use auto travel next time. G< in this case

Sunday, 23rd December 2018, 04:31

Forum: The Dart Board

Topic: Dungeon Crawl Secret Santa 2018

Replies: 24

Views: 14115

Re: Dungeon Crawl Secret Santa 2018 [Signups Open]

Yes, this thread or a created-on-christmas-day Reddit thread are for result posts.

Secret Santa emails have gone out! Check your inbox, and complain quickly if you do not have one.

Friday, 21st December 2018, 00:16

Forum: Game Design Discussion

Topic: Generate killer bees later

Replies: 49

Views: 13367

Re: Generate killer bees later

The bee might not notice you due to stealth. There might be a door to close. You might be one of many starts with a way of dealing with a bee or two (Fi has might, Gl has net, As has curare, Ar has wands, just from first column). Reducing d:2 bees to "well I'm dead" is short changing the p...

Thursday, 20th December 2018, 22:27

Forum: Game Design Discussion

Topic: Generate killer bees later

Replies: 49

Views: 13367

Re: Generate killer bees later

It's a good tradeoff for d:2 killer bees to occasionally be "guaranteed death despite perfect play" if they mostly are survivable by running away, and I think that's mostly true.

Tuesday, 18th December 2018, 04:18

Forum: The Dart Board

Topic: Dungeon Crawl Secret Santa 2018

Replies: 24

Views: 14115

Dungeon Crawl Secret Santa 2018

Ho Ho Ho! Welcome to the Dungeon Crawl Stone Soup Secret Santa Annual Tournament . DCSSSSAT for short. Signups are open now! Enter here. DCSSSSAT is a secret santa style event. After signups close, you'll be allocated your giftee, and your job is to assign them a challenge to complete in DCSS before...

Tuesday, 18th December 2018, 01:08

Forum: Game Design Discussion

Topic: Power spiral

Replies: 23

Views: 10333

Re: Power spiral

I think duvessa's point is that the systems in crawl mostly reward strong characters and not weak ones. It's quite easy for a MiBe to finish almost any bailey but nearly impossible for many other characters. Further it might be ok that some species are better than other, but I think there are persis...

Sunday, 16th December 2018, 22:29

Forum: Dungeon Crawling Advice

Topic: How can I deal with this hydra?

Replies: 13

Views: 4009

Re: How can I deal with this hydra?

You don't want the hydra constantly following you, you need to get away from it and then just keep autoexploring while avoiding the area where you last saw the hydra. If it finds you again, you just repeat your steps. On a non-branch-entry level this is easy because you just go up one staircase and ...

Wednesday, 12th December 2018, 21:58

Forum: Game Design Discussion

Topic: Experimental branch: Known Traps

Replies: 97

Views: 32807

Re: Experimental branch: Known Traps

Perhaps traps could be inverted? They only trigger when you reveal previously explored terrain. I'm not sure "trap" would be the right flavouring though.

Sunday, 9th December 2018, 22:26

Forum: Game Design Discussion

Topic: Revised^n Report on the god Nemelex

Replies: 52

Views: 18462

Re: Revised^n Report on the god Nemelex

I think it is more intuitive for card gifts to be either flat across all decks or weighted towards emptier decks.

Monday, 3rd December 2018, 23:07

Forum: Game Design Discussion

Topic: Bribe Branch shouldn't work on Orb run spawns

Replies: 4

Views: 1757

Re: Bribe Branch shouldn't work on Orb run spawns

I think there are three approaches: 1. Bribe branch works as current 2. Bribe branch doesn't work on orb run spawns 3. Bribe branch doesn't work once you have the orb I think #1 is the worst approach. #3 would be easier to code, but it would add a restriction to the ability that would be complicated...

Monday, 3rd December 2018, 01:15

Forum: Dungeon Crawling Advice

Topic: Unarmed in treeform

Replies: 8

Views: 2984

Re: Unarmed in treeform

maybe treeform should just meld weapons to make this more newbie friendly?

Monday, 26th November 2018, 02:28

Forum: Game Design Discussion

Topic: Change manuals for gnolls

Replies: 34

Views: 10315

Re: Change manuals for gnolls

Is it really that bad gnolls use manuals super slowly? Deciding if you keep a manual or other item is no worse than any other item comparison. Gnolls having a bit more inventory pressure also seems like not a big deal.

Sunday, 25th November 2018, 23:21

Forum: Bulletin Board

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

Replies: 10

Views: 8017

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

There is a new server hosted in New York! https://crawl.kelbi.org

Monday, 19th November 2018, 23:57

Forum: Bulletin Board

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

Replies: 10

Views: 8017

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

Finally another server can have a chance at being the coolest

Friday, 16th November 2018, 04:48

Forum: Game Design Discussion

Topic: rework Beogh

Replies: 23

Views: 7489

Re: rework Beogh

How would you mark an item as "military use"? It sounds even more fiddly than the current "give item" ability, because you would need to mark the item and then ensure the correct ally picks it up.

Monday, 5th November 2018, 01:25

Forum: Game Design Discussion

Topic: Change jewellery (P)UT key into (W)EAR key

Replies: 21

Views: 5721

Re: Change jewellery (P)UT key into (W)EAR key

It would be great to unify all these commands (weapon, armour, jewellery) into one action, I suggest (E)quip and (U)nequip. The old commands can remain or become aliases for those of us with too much muscle memory. I don't think the differing action times prevents this unification from happening, btw.

Wednesday, 17th October 2018, 22:11

Forum: Game Design Discussion

Topic: Give backrounds consumables on start

Replies: 39

Views: 12081

Re: Give backrounds consumables on start

This would be a good feature for a fork to pick up

Tuesday, 16th October 2018, 02:00

Forum: Game Design Discussion

Topic: Don't drop items in lava/water

Replies: 12

Views: 3961

Re: Don't drop items in lava/water

Items drop in deep water for swimming species, right? I think items should drop in deep water for all species. If you want to get the items as a Human, you need to use apportation or flight or whatever. Lava flavour wouldn't really work this way, so it's an incomplete solution, but it's a very simpl...

Monday, 15th October 2018, 20:40

Forum: Crazy Yiuf's Corner

Topic: the worst thing ive done to crawl

Replies: 11

Views: 4684

Re: the worst thing ive done to crawl

From a technical quality standpoint, it took about three pull requests to get Demonspawn spiny mutation balanced. Oops.

The worst thing from player perspective has been multiple buffs to pan lords. I feel bad every time someone dies to a ridiculous pan Lord on the orb run.

Wednesday, 10th October 2018, 04:12

Forum: Crazy Yiuf's Corner

Topic: Goldify all non-tactical consumables

Replies: 9

Views: 4795

Re: Goldify all non-tactical consumables

Timing out might have the same issue as timed portals, in that weak characters can't get to them in time. But I do like the idea of making sure the player can't "save" features.

Tuesday, 9th October 2018, 23:34

Forum: Crazy Yiuf's Corner

Topic: Goldify all non-tactical consumables

Replies: 9

Views: 4795

Re: Goldify all non-tactical consumables

Several could be converted to dungeon features: weird fountain (mutation potion), golden anvil (enchant weapon), etc

Tuesday, 2nd October 2018, 11:28

Forum: Dungeon Crawling Advice

Topic: Better Way to Look at Monsters?

Replies: 3

Views: 1539

Re: Better Way to Look at Monsters?

When in X mode, you can use = to cycle between all visible monsters.

It's also sometimes quicker to use the generic monster lookup with ?/m. Eg to look up goblin I'd type ?/mgob<enter>.

Friday, 28th September 2018, 03:04

Forum: Game Design Discussion

Topic: Ziggs, Pandemonium, and Farming

Replies: 15

Views: 4697

Re: Ziggs, Pandemonium, and Farming

I think you need to better define what "there isn't enough experience in the game before Hell and Pandemonium to support most builds" means. The game gives players a certain amount of XP before extended. Different builds require a different amount of experience to safely complete extended....

Thursday, 27th September 2018, 08:45

Forum: Game Design Discussion

Topic: Species Proposal: Yokkaso

Replies: 46

Views: 14001

Re: Species Proposal: Yokkaso

That question leads to off topic and has been well covered many times before.

Monday, 24th September 2018, 01:32

Forum: Crazy Yiuf's Corner

Topic: New species proposal: Primordial

Replies: 8

Views: 3416

Re: New species proposal: Primordial

Sounds like the Logo Turtle!! The idea is very imaginative. Crawl has no concept of orientation now (well, OODs...) so this is also new territory. Unfortunately, I fear this would be extremely tedious to play. Having to manually rotate your character would lose its novelty quickly. Any situation whe...

Friday, 21st September 2018, 00:03

Forum: Crazy Yiuf's Corner

Topic: New Crawl players will never get to experience...

Replies: 57

Views: 19838

Re: New Crawl players will never get to experience...

But you don't need to make a stash any more, since Jellies don't spawn on cleared levels, you can leave things where they drop

Wednesday, 19th September 2018, 22:53

Forum: Technical Support

Topic: CPO is strange (off?) today

Replies: 4

Views: 1968

Re: CPO is strange (off?) today

Yep. I migrated the server but the old DNS record had a TTL of a day. So hopefully within 12 hours of this post the new server will be working for everyone. Sorry for the inconvenience!

Wednesday, 19th September 2018, 06:01

Forum: Game Design Discussion

Topic: Kobolds are just worse deep elves

Replies: 47

Views: 17126

Re: Kobolds are just worse deep elves

It would be nice for weapon size restrictions (and all other player size mechanics) to be more clearly communicated, and having just three size levels for player species would go a long way towards improving that.

Wednesday, 12th September 2018, 11:00

Forum: Game Design Discussion

Topic: Hornet adjustment

Replies: 17

Views: 4760

Re: Hornet adjustment

Are there examples of games where a non-OOD hornet one-shot a character from full health? It seems possible but exceptionally unlikely.

Tuesday, 11th September 2018, 23:31

Forum: Crazy Yiuf's Corner

Topic: Pan lord chaos melee paralysis sleep stab orb run death

Replies: 9

Views: 3194

Re: Pan lord chaos melee paralysis sleep stab orb run death

That's an un-fun death. The sleep was probably fine, but chaos brand being able to paralyse the player for so long is a bit rough.

Monday, 10th September 2018, 07:38

Forum: Crazy Yiuf's Corner

Topic: Hybridization-encouraging monsters

Replies: 16

Views: 4619

Re: Hybridization-encouraging monsters

Mechanics that make only summoning worse have a problem that most games don't use summoning, so the mechanics will be irrelevant or even confusing to players.

Saturday, 8th September 2018, 04:01

Forum: Game Design Discussion

Topic: Proposal: Gnoll should be "simple" race

Replies: 18

Views: 6859

Re: Proposal: Gnoll should be "simple" race

The point of gnolls is that you can't modify skill training. Being able to modify their skill training is not a good idea. So how would you go about teaching new crawlers playing offline the importance of skills training? (without any spoilers other than the LearnDB) Currently, there doesn't seem t...

Friday, 7th September 2018, 23:25

Forum: Game Design Discussion

Topic: Proposal: Gnoll should be "simple" race

Replies: 18

Views: 6859

Re: Proposal: Gnoll should be "simple" race

The point of gnolls is that you can't modify skill training. Being able to modify their skill training is not a good idea.

Wednesday, 5th September 2018, 04:16

Forum: Game Design Discussion

Topic: Remove Summoner Kill Experience Penalty

Replies: 44

Views: 13722

Re: Remove Summoner Kill Experience Penalty

Yes, you get half the experience. But what does that mean for a summoner? How much lower are their skills compared to if there wasn't a penalty? Here are some indicative numbers. At game-end there is a 1 XL difference: 04:04 <Sequell> 127 games for * (thisyear won urune=3 su): avg(xl)=25.65 04:04 <S...

Wednesday, 5th September 2018, 03:14

Forum: Game Design Discussion

Topic: Remove Summoner Kill Experience Penalty

Replies: 44

Views: 13722

Re: Remove Summoner Kill Experience Penalty

One thing which always comes up in this thread is "how much does the penalty really matter". It would be nice to have some numbers about what typical XP progression looks like with and without the penalty.

Friday, 31st August 2018, 09:39

Forum: Game Design Discussion

Topic: Make faded altars only select from unseen altars

Replies: 15

Views: 4659

Re: Make faded altars only select from unseen altars

If the number of exceptions is extremely low, you probably wouldn't have to.
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