Search found 762 matches

Monday, 11th August 2014, 16:28

Forum: Game Design Discussion

Topic: Should monsters have a fixed max hp or variable max hp?

Replies: 102

Views: 27533

Re: Should monsters have a fixed max hp or variable max hp?

Hmm, interesting points. Some graphs: orc priest hp distribution yak hp distribution ancient lich hp distribution (Monster random hp is just a normal distribution roughly replicated by "dice". An orc priest is equally likely to have 16 or 17 hp) The whole point of Crawl combat is that it's...

Monday, 11th August 2014, 05:59

Forum: Game Design Discussion

Topic: Should monsters have a fixed max hp or variable max hp?

Replies: 102

Views: 27533

Should monsters have a fixed max hp or variable max hp?

This came up in ##crawl-dev, it seemed like a good thing to post here since it part of it only needs one counter-example. Most monsters in Crawl have a variable amount of hp. For example, orc priest can have between 9-21 hp. This follows normal distribution, so orc priests are far more likely to hav...

Saturday, 2nd August 2014, 21:23

Forum: Crazy Yiuf's Corner

Topic: Changing game difficulty level by scaling HP

Replies: 18

Views: 5057

Re: Changing game difficulty level by scaling HP

  Code:
{
function hp_conduct()
   local hp, mhp = you.hp()
   return ((mhp - hp) > 100)
end

function ready()
    if hp_conduct() then
        crawl.sendkeys("*qyes")
    end
end
}

Saturday, 19th July 2014, 20:38

Forum: Crazy Yiuf's Corner

Topic: Last Deck of Nemelex Xobeh

Replies: 19

Views: 7925

Re: Last Deck of Nemelex Xobeh

I'd be interested in learning what that item does - the twitter account mentions at least 10 effects, and describes what two of them do.

Friday, 18th July 2014, 07:47

Forum: Game Design Discussion

Topic: Demigod Revamp (GASP!)

Replies: 39

Views: 10852

Re: Demigod Revamp (GASP!)

I don't have time the track down all the particulars, but practically this exact suggestion has been suggested before and shot down for a variety of reasons IIRC. (Two particular issues I see: often Dg is something you want to choose at the beginning of the game, and Dg having an easy time early on ...

Thursday, 10th July 2014, 04:23

Forum: Coding

Topic: Spellcasting Fail Rate Calculator

Replies: 27

Views: 9718

Re: Spellcasting Fail Rate Calculator

According to the wiki The wiki is a terrible, terrible, place to get your information, most pages are wrong or outdated in some way. The spell success page I found doesn't even claim to be more recent than 0.10, which is before I even started playing. (As an example off the top of my head: I know t...

Thursday, 3rd July 2014, 08:27

Forum: Game Design Discussion

Topic: Proposal: Permamark/Forlorn species

Replies: 5

Views: 2256

Re: Proposal: Permamark/Forlorn species

Forlorn seems sort of alright as a random mutation, but I'm not sure that it would work as a basis for a race since Dg exists. I think a soft cap on piety would be different from hard restriction. For example, an effect which reduces spell success (A "heavy" armour, the Sap Magic effect) ...

Tuesday, 1st July 2014, 16:55

Forum: Crazy Yiuf's Corner

Topic: Conflicting Rules

Replies: 17

Views: 3541

Re: Conflicting Rules

https://crawl.develz.org/mantis/view.php?id=7355 Wow almost a year old and nothing lol. I guess it was considered to be a non-issue? Generally if nobody handles something on mantis in a way with a clear resolution - such as fixing the bug or stating a change won't be done - the issue just stays ope...

Tuesday, 1st July 2014, 16:51

Forum: Game Design Discussion

Topic: Clarify failure to teleport 'right now'

Replies: 10

Views: 4307

Re: Clarify failure to teleport 'right now'

I'd probably push a patch if somebody made it and posted it on mantis, this seems like a good idea.

How would you handle something like a Fo in treeform during a Sprint?

Monday, 30th June 2014, 22:00

Forum: YASD! YAVP! and characters in progress too

Topic: CiP - How to deal with the Abyss as a XL 13 DDEE

Replies: 4

Views: 1699

CiP - How to deal with the Abyss as a XL 13 DDEE

Dungeon Crawl Stone Soup version 0.15-a0-1805-g046b55b (webtiles) character file. reaver the Nimble (Deep Dwarf Earth Elementalist) Turns: 34135, Time: 02:47:26 HP 30/117 AC 20 Str 15 XL: 13 Next: 27% MP 27/27 EV 18 Int 19 God: Makhleb [******] Gold 474 SH 0 Dex 13 (14) Spells: 6 memorised, 7 level...

Saturday, 28th June 2014, 18:08

Forum: Game Design Discussion

Topic: Please remove hatches that lead into death

Replies: 13

Views: 4219

Re: Please remove hatches that lead into death

(am I to take from this that more instances of diamond obelisks are being added because that sounds awful) The diamond obelisk vault is just a Qazlal altar vault, where the obelisk is suppose to be (and hopefully now is) inaccessible by players. It existed before the removal of the original diamond...

Saturday, 28th June 2014, 17:16

Forum: Dungeon Crawling Advice

Topic: Tales of the Spider's Nest

Replies: 49

Views: 20405

Re: Tales of the Spider's Nest

[Removed incorrect information]

Friday, 27th June 2014, 18:07

Forum: Game Design Discussion

Topic: Merge enchant weapon and enchant armor scrolls

Replies: 12

Views: 2971

Re: Merge enchant weapon and enchant armor scrolls

I brought this up in ##crawl-dev the other day (for like five minutes) and rchandra metioned: 17:48:49 <rchandra> I think it [Combining enchant scrolls together] would make characters more similar and overly encourage "builds" 17:49:29 <rchandra> armour choices in particular depend a lot o...

Friday, 27th June 2014, 17:02

Forum: Game Design Discussion

Topic: Enemy AI/abilities that cause bad interactions as allies

Replies: 9

Views: 2611

Re: Enemy AI/abilities that cause bad interactions as allies

wheals wrote:Should be fixed in 0.15-a0-1763-g7df3b23.

Kill stealer. :D

Edit: Just fixed Sirens too. (879dee4)

Friday, 27th June 2014, 16:08

Forum: Game Design Discussion

Topic: Enemy AI/abilities that cause bad interactions as allies

Replies: 9

Views: 2611

Re: Enemy AI/abilities that cause bad interactions as allies

I'm playing 0.15-a0-813-g5152fba (latest version I could find to download for a Mac) and orb spiders keep their usual movement AI even when enslaved (just confirmed in Wizmode). I originally tested perma-ally orb spiders (by x'ing over them in wiz-mode and pressing F to cycle through the attitudes)...

Friday, 27th June 2014, 14:28

Forum: Game Design Discussion

Topic: Enemy AI/abilities that cause bad interactions as allies

Replies: 9

Views: 2611

Re: Enemy AI/abilities that cause bad interactions as allies

and into wrote:+ Orb Spiders: ..... Their "keep away" AI should be overwritten when allied.
Have you tried this recently? This commit from around six months ago claims to fix it, and when I tired it in Wiz mode it appeared to actually fix it. (I haven't tried Sirens)

Friday, 27th June 2014, 01:24

Forum: Game Design Discussion

Topic: do not generate enchanted plain equipment.

Replies: 41

Views: 10627

Re: do not generate enchanted plain equipment.

Um, since ego aux armor is very rare, let alone ego aux armor with decent plusses, doesn't this change mean that players will almost never have a reasonable opportunity to use an enchant armor scroll on body armor again, rendering dragon armor in particular nigh-unwearable? Right now you can easily...

Thursday, 26th June 2014, 14:06

Forum: Game Design Discussion

Topic: do not generate enchanted plain equipment.

Replies: 41

Views: 10627

Re: do not generate enchanted plain equipment.

Did the change actually do this? It looks like PF's commit just makes it so that all plain equipment is now +0 and nothing else is changed. Indeed, yes. Be careful what you wish for, guys! :P If "plain" means "neither glowing or runed" then yes that's what happened. It's a diffi...

Monday, 23rd June 2014, 23:01

Forum: Crazy Yiuf's Corner

Topic: Worthless drawing: Abyssal sky

Replies: 7

Views: 3050

Re: Worthless drawing: Abyssal sky

Psiweapon wrote:Who made that? It's crazy awesome.

The picture is by Nathaniel "cowfuture" Marlow

Sunday, 22nd June 2014, 05:47

Forum: Crazy Yiuf's Corner

Topic: Teleportation fail

Replies: 8

Views: 2280

Re: Teleportation fail

dck wrote:ad and rw
What's rw? Scroll of teleportation? (I think ad is Corrupt)

Saturday, 21st June 2014, 20:00

Forum: Game Design Discussion

Topic: Removal: Fish ponds

Replies: 36

Views: 12375

Re: Removal: Fish ponds

I removed melee-only, liquid-only monsters from the liquid spawn tables. This won't affect vaults and such, but if this change work swell a review of vaults which use these monsters will probably happen.

Friday, 20th June 2014, 06:16

Forum: Game Design Discussion

Topic: Random god

Replies: 13

Views: 3616

Re: Random god

Since your work on this seems to be rather serious, and I don't want you to do a lot of work based on false assumptions, allow me to say that this: the mantis patch is extremely unlikely to make it in the game. One reason for this is code quality, special casing every possible ability would make thi...

Friday, 20th June 2014, 02:46

Forum: Crazy Yiuf's Corner

Topic: turnbyturn.txt

Replies: 3

Views: 1595

Re: turnbyturn.txt

Patashu wrote:history
It's still being worked on, although progress is slow and happens in fits and starts..(and I hope it is finished eventually - I would hate for such a masterpiece to go uncompleted.)

Wednesday, 18th June 2014, 22:24

Forum: Game Design Discussion

Topic: Remove Dragon Slaying brand

Replies: 30

Views: 8800

Re: Remove Dragon Slaying brand

This seems completely reasonable and nobody objected in ##crawl-dev, so I'll do this. Poke me if I haven't done this in the next week or so.

(And yes I'll give wyrmbane a special case which lets it keep the bonus damage to dragons.)

Tuesday, 17th June 2014, 22:11

Forum: Game Design Discussion

Topic: Monster: Bone Dragon

Replies: 66

Views: 20283

Re: Monster: Bone Dragon

duvessa wrote:Someone asks to remove a monster, and in response, a monster gets added instead. Crawl development at its finest.
A) There is only a chance the new monster will make it in. B) If it does make it in, my understanding is it would replace bone dragons rather than be added in addition to bone dragons.

Tuesday, 17th June 2014, 04:12

Forum: Game Design Discussion

Topic: Proposal: Ru, god of balance and sacrifice

Replies: 363

Views: 251034

Re: Proposal: Iashol, God of balance and sacrifice

Lasty wrote:* Turned off amulet of faith for Iashol.
Everything else is great, but Gozag and Xom show special casing is superior to disabling with "faith. It seems reasonable for "faith to give more Iashol piety per sacrifice, but take away some of the carefully earned piety on removal.

Monday, 16th June 2014, 19:38

Forum: Game Design Discussion

Topic: Beogh Suggestions

Replies: 19

Views: 6219

Re: Beogh Suggestions

0.15 is apparently dumping allies picking up equipment and reworking Beoghite Orcs appropriately, so this might be redundant, but it would still be nice if my flock actually got improvements to their personal qualities. This is already in Trunk, it would be best if you played some Trunk Beogh befor...

Monday, 16th June 2014, 19:29

Forum: Game Design Discussion

Topic: Bikeshedding Iashol

Replies: 25

Views: 6357

Re: Bikeshedding Iashol

As a minor note, since Igni still has a vague chance of getting in it might be best if Iashol received a name which does not start with "I". Iashol is being actively developed so they definitely have priority over Igni, but if the god is being renamed anyway it seems best to sidestep this ...

Wednesday, 11th June 2014, 21:45

Forum: Crazy Yiuf's Corner

Topic: Post here when you go dith and don't use Shadow Form

Replies: 36

Views: 8814

Re: Post here when you go dith and don't use Shadow Form

:(
Yes the passives of Dith are great but it's kind of hard to know when to use his abilities... I'm sure a better player than I could use them effectively but I never really used any of them.

Wednesday, 11th June 2014, 21:44

Forum: Crazy Yiuf's Corner

Topic: new god idea

Replies: 12

Views: 3284

Re: new god idea

I feel like I saw a similar proposal not too long ago. Not sure if anything came of it. PleasingFungus has been working on a more fleshed out version of this idea for a while now. So yes the core idea is good but there's absolutely zero elaboration in this thread on the mechanics of the god. (And t...

Tuesday, 10th June 2014, 03:15

Forum: Game Design Discussion

Topic: Randomized Tiles for Fruit

Replies: 10

Views: 3076

Re: Randomized Tiles for Fruit

ontoclasm wrote:I'm going to do this, I just haven't gotten around to figuring out how.
My guess for the best way would be a item prop, I don't know if item props are accessible to the description code or how easy it would be to connect them.

Tuesday, 10th June 2014, 03:13

Forum: Game Design Discussion

Topic: There is something blocking the doorway

Replies: 20

Views: 5072

Re: There is something blocking the doorway

A brief ##crawl-dev discussion decided making closing doors take more time with items on square but also push out all items on that square (including corpses, like vault wardens) would probably be best. I would push a patch to that effect.

Monday, 9th June 2014, 19:12

Forum: Game Design Discussion

Topic: There is something blocking the doorway

Replies: 20

Views: 5072

Re: There is something blocking the doorway

I have yet to see somebody articulate a good reason to do this, even though it's probably the most common suggestion recently. I don't deny one might exist, but nobody has made a good argument. This is still true. There have been a few hints at reasons - descriptions of the current situation such a...

Monday, 9th June 2014, 18:51

Forum: Game Design Discussion

Topic: Gozag duplication improvement

Replies: 1

Views: 1008

Re: Gozag duplication improvement

This was agreed to be something which would be a good experiment in a ##crawl-dev conversation (not due to this thread, like a week back). However, nobody has made a patch. If somebody does (and the code is of high enough quality etc.) then I would push it. A couple people thought this would reduce ...

Sunday, 8th June 2014, 21:31

Forum: Game Design Discussion

Topic: There is something blocking the doorway

Replies: 20

Views: 5072

Re: There is something blocking the doorway

I have yet to see somebody articulate a good reason to do this, even though it's probably the most common suggestion recently. I don't deny one might exist, but nobody has made a good argument.

Sunday, 8th June 2014, 06:16

Forum: Game Design Discussion

Topic: Chunkless experimental branch playable on CSZO and CBRO

Replies: 71

Views: 17460

Re: Chunkless experimental branch playable on CSZO and CBRO

Can we add an option to automatically eat a ration if we're resting and no nutrition would be wasted? Would such a patch be welcome? (Not sure why I'm asking on tavern but I'm not going to go on irc at work.) It seems like there's no longer a reason not to do that, and by making it rations only, th...

Friday, 6th June 2014, 20:05

Forum: Game Design Discussion

Topic: Chunkless experimental branch playable on CSZO and CBRO

Replies: 71

Views: 17460

Re: Chunkless experimental branch playable on CSZO and CBRO

crate: First of all, thank you for your excellent post. (heck, chunks even still exist so it doesn't even help the situation where carrying them is actually annoying: the spells that use them!). Changing spells (and also possibly Ghouls) to not use chunks is in the works. The goal with chunkless (or...

Thursday, 5th June 2014, 20:20

Forum: Crazy Yiuf's Corner

Topic: Cursed Puzzle Box Item

Replies: 13

Views: 3678

Re: Cursed Puzzle Box Item

The idea of self-banishment as a good thing is covered by weapons of distortion (which are sometimes used for this purpose) and the Lugonu Invocation "Enter the Abyss" (which is this ability except reusable if you keep your piety up.) Those mine this design vein enough a third item is comp...

Wednesday, 4th June 2014, 20:55

Forum: Crazy Yiuf's Corner

Topic: Protest the UNFAIR Gong nerf

Replies: 21

Views: 5502

Re: Protest the UNFAIR Gong nerf

Has +2 SH per shield enchantment been reverted? I ask because my trunk character had roughly 18 SH with a +3 buckler, but now seems to have 12 SH. I realize that is a difference of 6 and not 3, but these numbers are from memory and may be off. Anyone know what recently changed with SH after the abo...

Wednesday, 4th June 2014, 20:46

Forum: YASD! YAVP! and characters in progress too

Topic: GrBe - First Win!

Replies: 6

Views: 1947

Re: GrBe - First Win!

Yes, forlorn messes with invocation use. I spammed a lot of Trog's Hand during the ascent, and I noticed it sometimes took a couple of attempts to trigger it. I added Forlorn. It acts as a anti-faith, reducing piety gain. It does not affect Invocations fail rate at all.* (Go clustering illusion!) I...

Monday, 2nd June 2014, 13:56

Forum: Game Design Discussion

Topic: Chunkless experimental branch playable on CSZO and CBRO

Replies: 71

Views: 17460

Re: Chunkless experimental branch playable on CSZO and CBRO

Currently it looks like chunks will be removed once we figure out how all the minor uses (Necromancy, Gh, etc.) will work without them. I wouldn't call it an urgent change but it'll probably happen eventually.

Sunday, 1st June 2014, 22:54

Forum: Game Design Discussion

Topic: Chunkless experimental branch playable on CSZO and CBRO

Replies: 71

Views: 17460

Chunkless experimental branch playable on CSZO and CBRO

The new chunkless branch is up on CSZO and CBRO. I am sure almost everybody here knows how awful pressing "c" is, and we're finally close to removing it. Only Gh can eat chunks in the branch, and that might change soon to just eating corpses or some other change. Major Changes: Only Gh ca...

Sunday, 1st June 2014, 04:26

Forum: Game Design Discussion

Topic: Equipment god

Replies: 121

Views: 29735

Re: Equipment god

Note, by the way, I messed up on the Igni rebase in a way that breaks the tiles build. I'm planning to look at it in the next few days, but Igni was Trunk features is unfortunately not quite available yet. :(

Friday, 30th May 2014, 03:59

Forum: Game Design Discussion

Topic: Equipment god

Replies: 121

Views: 29735

Re: Equipment god

reaver wrote:I tried updating smith god once:

Twice now, this time I actually did it. So if you want to try Igni but love the item destruction change, now's your chance. Note this breaks save compatibility with old smithgod (but not Trunk!). Also there are no online experimental branches yet.

Thursday, 29th May 2014, 05:59

Forum: Crazy Yiuf's Corner

Topic: Lair 8 junk?

Replies: 4

Views: 1382

Re: Lair 8 junk?

KoboldLord wrote:Maybe you just happened to draw one of the less garish Lair endings?
This is what happened. Lair endings still exist and spawn each game, it's just some Lair endings can be hard to notice. I've cleared Lair: 8 multiple times and only realized I cleared the branch when I couldn't find a staircase.

Thursday, 29th May 2014, 05:51

Forum: Game Design Discussion

Topic: New acid brand similar to reworked corrosion effect

Replies: 12

Views: 4310

Re: New acid brand similar to reworked corrosion effect

There's already a monster enchantment for acid, which just halves their AC and doesn't stack. I'm not sure what the power level of that is but using the monster enchantment will solve most of the design problems brought up.

Friday, 23rd May 2014, 01:06

Forum: Game Design Discussion

Topic: Level generators

Replies: 46

Views: 14192

Re: Level generators

I've disable layout_big_grid because as mentioned here it's not really interesting.

Thursday, 22nd May 2014, 17:59

Forum: Game Design Discussion

Topic: [Akrasiac] Display title on wins table

Replies: 6

Views: 3200

Re: [Akrasiac] Display title on wins table

Should I add a request here ? Besides the Tavern, there is no formal place to put feature requests. If it looks like there is one, than we aren't actually using it and we'll just close it without implementing it or discussion. This idea sounds fine to me, but generally the people who handle server ...

Wednesday, 21st May 2014, 19:25

Forum: Game Design Discussion

Topic: The problem with curse skulls

Replies: 13

Views: 4514

Re: The problem with curse skulls

Except curse skulls seem to be even better/more adamant about staying right at the edge of your LOS as you travel across different terrain, so that regardless of corners and doors and whatever else you try to use, the curse skull will basically always be positioned such that, if you take even one s...

Tuesday, 20th May 2014, 17:41

Forum: Dungeon Crawling Advice

Topic: How do you deal with Thorn Hunters?

Replies: 10

Views: 3402

Re: How do you deal with Thorn Hunters?

I happened to have summon mana viper on my most recent char and managed to kill the thor Hunter nicely. Died later because I didn't realize Raven were speed 20 (and more general bad tactics).
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