Search found 3931 matches

Thursday, 16th January 2014, 10:55

Forum: Suggestions & Criticism

Topic: Toxic mods

Replies: 39

Views: 11515

Re: Toxic mods

I don't know the details of the story, since I rarely read Yiuf and this thread doesn't actually explain the problem. Anyway, I understand that Grimm has been out of line, and he has since apologized. Maybe a similar behaviour from a non-mod would warrant a temporary ban, I don't know, I haven't see...

Thursday, 16th January 2014, 08:52

Forum: Game Design Discussion

Topic: Monster weapons in console

Replies: 28

Views: 5748

Re: Monster weapons in console

While listing the weapon in the monster list on the right would help some, personally, my issue is figuring out *which* orc that just came into view is the one with the polearm/ego weapon. Well, to do that, you do x, ctrl+l, then the letter of the monster wielding the polearm. Not ideal, but still ...

Thursday, 16th January 2014, 07:31

Forum: Game Design Discussion

Topic: Toxic feedback

Replies: 51

Views: 12595

Re: Toxic feedback

You make an entire thread for no reason other than to spew bile about me and accuse me of driving people away, which is of course bullshit This thread wasn't about you to begin with, I just used your post as an example. But you are so full of yourself, you had to take it personally. Thanks for othe...

Wednesday, 15th January 2014, 23:35

Forum: Game Design Discussion

Topic: Monster weapons in console

Replies: 28

Views: 5748

Re: Monster weapons in console

johlstei wrote:Is there any sort of unicode frontend in the codebase?

Unicode is supported, the issue is with terminal and font support.

Wednesday, 15th January 2014, 23:23

Forum: Game Design Discussion

Topic: Autoexplore improvement

Replies: 26

Views: 10052

Re: Autoexplore improvement

There . As you can see, there's quite a bit of logic involved even for such a simple case. edit: seems the link doesn't work. It's line 1833. // Check whether this step puts us adjacent to any grid we haven't ever // seen or any non-wall grid we cannot currently see. // // .tx Moving onto t puts us...

Wednesday, 15th January 2014, 23:11

Forum: Game Design Discussion

Topic: Monster weapons in console

Replies: 28

Views: 5748

Re: Monster weapons in console

But the monster list has so few lines on a standard terminal. (Yes, this is playing straight out of a cave!) Yes, only 4 lines in 80x24. But it's enough to show at least the weapon type most of the time, and you get even more info with small groups. It's adaptable and improve itself if you can incr...

Wednesday, 15th January 2014, 22:53

Forum: Game Design Discussion

Topic: Monster weapons in console

Replies: 28

Views: 5748

Re: Monster weapons in console

I think it would be better to show it in the monster list. By default, show full description of the wielded weapon. Then decrease the level of description until they group together and fit in the window. Example: An orc wielding a spear An orc wielding a runed spear An orc wielding a glaive Becomes:...

Wednesday, 15th January 2014, 22:38

Forum: Suggestions & Criticism

Topic: Moderation of useless posts in GDD

Replies: 28

Views: 10283

Re: Moderation of useless posts in GDD

When a post mostly contains aggressive or demeaning stuff, we shouldn't be expected to dig for the insightful bit. If you want people to consider your comments and ideas, it's better to not start by insulting their work.

Wednesday, 15th January 2014, 16:34

Forum: Game Design Discussion

Topic: Toxic feedback

Replies: 51

Views: 12595

Re: Toxic feedback

I don't really see why it would warrant a ban rather than a warning, particularly when it isn't really targeted at an individual. It's not about this post alone. VJ's posts are systematically contentless, outright insulting or just cynical. We're getting fed up of this and we prefer to ban him rath...

Wednesday, 15th January 2014, 15:18

Forum: Game Design Discussion

Topic: swords

Replies: 56

Views: 15008

Re: swords

I quite like glancing attacks too but there are big problems with them (what of you move faster than your weapon swings? Doesn't it mean you want to dance back and forth if you're fighting multiple monsters, violating the tab rule?). This is easy, the action duration is the slowest of the 2 (move a...

Wednesday, 15th January 2014, 15:03

Forum: Game Design Discussion

Topic: Toxic feedback

Replies: 51

Views: 12595

Re: Toxic feedback

MarvinPA suggested a ban from GDD. That sounds like a good idea to me, and I've already set up the group. Volteccer_Jack is likely to have the honour to be the first member of this new group.

Wednesday, 15th January 2014, 14:51

Forum: Game Design Discussion

Topic: Toxic feedback

Replies: 51

Views: 12595

Re: Toxic feedback

I quoted this post as an example, but I'm also talking about many others. I'm aware that this is probably futile and unlikely to change their destructive attitude. If at least they could take it somewhere else. I don't think there is ground for moderation, be it banning, deletion or whatever. Someti...

Wednesday, 15th January 2014, 14:32

Forum: Game Design Discussion

Topic: Toxic feedback

Replies: 51

Views: 12595

Toxic feedback

The goal here is to come up with an idea that sounds terribly overpowered, like cleaving, but is in actual practice usually useless, like cleaving. This is because anything that is actually useful becomes terribly overpowered as soon as monsters get a hold of it. Now since it can't be anything actu...

Wednesday, 15th January 2014, 13:07

Forum: Game Design Discussion

Topic: swords

Replies: 56

Views: 15008

Re: swords

For example: let's say staves got a "vault" ability -- it lets you jump over an adjacent monster with some tradeoffs.* It might be a terrible proposal, but you'd use rarely so "but you'd hit 'v' occasionally" seems like a small aspect of it. You can draw whatever line you like, ...

Wednesday, 15th January 2014, 12:34

Forum: Game Design Discussion

Topic: Autoexplore improvement

Replies: 26

Views: 10052

Re: Autoexplore improvement

Let me explain how the autoexplore algorithm works. Starting from the player position, it "floods" the level. That is, a recursive function find all reachable cells in order of proximity to the player. As soon as it finds an unexplored cell, it is set as a travel destination, and the playe...

Wednesday, 15th January 2014, 11:42

Forum: Crazy Yiuf's Corner

Topic: god of insane killers (split from Seth, the Shadow King)

Replies: 46

Views: 13648

Re: god of insane killers (split from Seth, the Shadow King)

I didn't took the time to read the OP when I split the thread which is why I didn't immediately yiuf it. Fixed.

Tuesday, 14th January 2014, 22:14

Forum: Game Design Discussion

Topic: swords

Replies: 56

Views: 15008

Re: swords

In all seriousness, would something that was as tactically interesting as reach and cleave but did involve evoking in certain cases get an automatic smackdown? Maybe not, but since evoking is so often the reason why proposals are bad, banning it trims them down. And in that case, why is reaching co...

Tuesday, 14th January 2014, 22:06

Forum: Game Design Discussion

Topic: Autoexplore improvement

Replies: 26

Views: 10052

Re: Autoexplore improvement

yes it is

Tuesday, 14th January 2014, 21:51

Forum: Game Design Discussion

Topic: MuBe can't go berserk

Replies: 10

Views: 4265

Re: MuBe can't go berserk

There isn't any colouring done to spells when reading books, only on the (M)emorise screen.

Tuesday, 14th January 2014, 21:48

Forum: Game Design Discussion

Topic: Autoexplore improvement

Replies: 26

Views: 10052

Re: Autoexplore improvement

But the player doesn't know where the center is, so neither does autoexplore. Once you've explored enough, you can guess where the borders are and what is the direction of the center, but I don't see how autoexplore could do that without cheating.

Sunday, 12th January 2014, 22:04

Forum: Suggestions & Criticism

Topic: Tournament board

Replies: 5

Views: 3535

Re: Tournament board

WalkerBoh has asked me about a place to put his thread on a new Crawl competition. I think it might be nice to have a forum for all stuff related to competitions (challenge of the week, player driven mini-tournaments, official bi-annual tournaments,...). Despite being a single player game, Crawl can...

Sunday, 12th January 2014, 21:53

Forum: The Dart Board

Topic: Crawl "Sudden Death" Challenges Season 1 - Complete

Replies: 228

Views: 82247

Re: Crawl Challenges

It's a great idea! In Brogue they have weekly contest, also run by dedicated players. Of course, Brogue has the great advantage of seeds. Would be awesome if we could do that in Crawl, too. The option is there, it has been for more than 3 years , thanks to kilobyte. Although, it's been really worki...

Friday, 10th January 2014, 09:30

Forum: Game Design Discussion

Topic: A high risk/reward god

Replies: 29

Views: 10800

Re: A high risk/reward god

* HP/MP recovery on eligible kill is now 100% and other sources of recovery are 100% weaker. Does that you mean get full healing and MP for killing any monster in less than 30 turns after seeing it? That sounds completely broken. * (Passive): Whenever you suffer fatal damage from an enemy, you don’...

Thursday, 9th January 2014, 23:14

Forum: Game Design Discussion

Topic: Brainstorm permanent ally god

Replies: 47

Views: 13899

Re: Brainstorm permanent ally god

and into wrote:Any proposal centered around a single permanent ally should take into account the fact that Crawl doesn't have a very rigorous AI.

I agree, but it would also be fun to make a special AI for the ally. I think this is too narrow for a god, but I like very much the idea of a mercenary shop.

Thursday, 9th January 2014, 23:10

Forum: Game Design Discussion

Topic: Fighting reform

Replies: 127

Views: 359697

Re: Fighting reform

What is the problem with a min delay breakpoint, from a philosophy perspective? They force you to pay more attention to numbers. This one is especially bad, since it's a very important stat and a very sharp breakpoint. Because attack speed increases faster as you get close to the min delay. I'll tr...

Thursday, 9th January 2014, 23:07

Forum: Game Design Discussion

Topic: Velocity Card should not equal Swiftness 2.0

Replies: 9

Views: 2639

Re: Velocity Card should not equal Swiftness 2.0

It's worse than it was before, except in wild corner cases where i'm 5 steps from a staircase with a speed 8 monster chasing me when I draw it. This is a gross exaggeration. It's still a buff in 99% of the cases. Even if you're just fleeing and have to take a couple of steps slowed to reach the sta...

Thursday, 9th January 2014, 14:26

Forum: Game Design Discussion

Topic: Fighting reform

Replies: 127

Views: 359697

Re: Fighting reform

So, I ran a few fsim, and it turns out that a very bad consequence of the change is that it makes weapon choice almost completely independent of skill level. But of course, what make the curves cross with the current formula is min delay. So maybe, instead of trying to completely eliminate it, I sho...

Wednesday, 8th January 2014, 15:07

Forum: Game Design Discussion

Topic: Proposal: beogh reform

Replies: 79

Views: 17079

Re: Proposal: beogh reform

I assumed that dpeg suggested his solution entirely because it was easier to implement (because yes it is nearly functionally identical to just changing monster starting inventories), but I realise that he does not do coding himself. Even if he doesn't code, he knows about coding and consider devel...

Wednesday, 8th January 2014, 14:39

Forum: Game Design Discussion

Topic: Proposal: beogh reform

Replies: 79

Views: 17079

Re: Proposal: beogh reform

If we disallow monster picking up altogether, some other way should be found for giving monsters sometimes an interesting item -- I just believe that hidden picking up does the job more easily. Another effect of allowing monsters to pick up never seen items instead of just giving them a chance to g...

Wednesday, 8th January 2014, 13:10

Forum: Game Design Discussion

Topic: Proposal: beogh reform

Replies: 79

Views: 17079

Re: Proposal: beogh reform

If we disallow monster picking up altogether, some other way should be found for giving monsters sometimes an interesting item -- I just believe that hidden picking up does the job more easily. Another effect of allowing monsters to pick up never seen items instead of just giving them a chance to g...

Wednesday, 8th January 2014, 12:24

Forum: Game Design Discussion

Topic: Proposal: beogh reform

Replies: 79

Views: 17079

Re: Proposal: beogh reform

To be clear, I do agree that having Beogh gift items to orcs is probably more realistic (in term of implementation) than my proposal. However, what I don't like is having allies behave differently than hostile monsters. If we want to prevent allies from picking up items, then we also have to do it f...

Wednesday, 8th January 2014, 10:19

Forum: Game Design Discussion

Topic: Remove chaos weapon shafting.

Replies: 30

Views: 9659

Re: Remove chaos weapon shafting.

I think it would be much better if they didn't do anything to the attacker (unless maybe harmless stuff like smoke and noise). And trim some of the worst effect to defenders. The ones which have been brought up: berserk (too deadly and some monsters, doesn't work on others) poly other (can be fun be...

Wednesday, 8th January 2014, 10:01

Forum: Game Design Discussion

Topic: Proposal: beogh reform

Replies: 79

Views: 17079

Re: Proposal: beogh reform

Having the items drawn from the floor is bad because the automatic choices (even in a price-based system) will often be poor. Often poor? That's quite pessimistic. I'd say that automatic choices would be often decent, sometimes poor and rarely optimal. But that's fine. The idea is that you don't ha...

Tuesday, 7th January 2014, 23:44

Forum: Game Design Discussion

Topic: Fighting reform

Replies: 127

Views: 359697

Re: Fighting reform

How about this . The formula is: delay = base_delay / (1 + 2 * skill / 27) Which means training the weapon skill to 27 divides base delay by 3. The 3 examples shown are quick blade (base delay 7, no change), hand axe (base delay changed from 13 to 15) and exec axe (base delay changed from 20 to 25)...

Tuesday, 7th January 2014, 22:01

Forum: Game Design Discussion

Topic: Proposal: beogh reform

Replies: 79

Views: 17079

Re: Proposal: beogh reform

Equipment management is a major pain, but getting your orcs to stand over things is only a minor part of that. The major issue is that it encourages tedious micromanagement of every ally's inventory, and the fact that you can choose not to do that doesn't remove the problem. The proposal isn't only...

Tuesday, 7th January 2014, 16:48

Forum: Game Design Discussion

Topic: Proposal: beogh reform

Replies: 79

Views: 17079

Re: Proposal: beogh reform

it's that it's not fixing the big issues What is the big issues? Maybe reread your own post. Recruiting all the creatures in orcish mines feels sort of broken. While not exactly game changing, it's like the equivalent of following a good god and going through a holy branch. While by no means a huge...

Tuesday, 7th January 2014, 16:33

Forum: Game Design Discussion

Topic: Proposal: beogh reform

Replies: 79

Views: 17079

Re: Proposal: beogh reform

This is wrong, having a cap on recall will do nothing. I'm sorry, but it just won't. You need to cap number if allies or you aren't addressing anything. That's worse than putting a bandaid on the problem, it's like putting a bandaid in the wrong spot. I'm sorry if I sound harsh, but I don't even un...

Tuesday, 7th January 2014, 15:19

Forum: Game Design Discussion

Topic: Proposal: beogh reform

Replies: 79

Views: 17079

Re: Proposal: beogh reform

I still don't see what the cap is meant to do other than bringing back orc stairdancing. Well, most people wouldn't stairdance their orcs since they'd rather have a manageable number of allies around them. It's true that if there's a cap on recall but not stairs, the other players (the ones which l...

Tuesday, 7th January 2014, 14:10

Forum: Game Design Discussion

Topic: Proposal: beogh reform

Replies: 79

Views: 17079

Re: Proposal: beogh reform

If we can only get 8 followers, how will we get the ones we want? Does this mean even MORE constant stair dance-recall-wait-follow-wait-follow-recall-stair dancing to get just the right followers you want? If the cap is implemented by being a cap to recall, then you automatically get the highest HD...

Tuesday, 7th January 2014, 09:47

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 80318

Re: New God: Seth, the Shadow King

KennySheep wrote:I find it interesting the crawl pantheon is capped by the number of letters we have to work with.
Assuming we count TSO as occupying the letter T

TSO is 1. Have you noticed at what number that puts the cap?

Tuesday, 7th January 2014, 09:44

Forum: Game Design Discussion

Topic: Proposal: beogh reform

Replies: 79

Views: 17079

Re: Proposal: beogh reform

They should handle their stuff themselves. And they will ALWAYS handle it sub-optimally. And it really doesn't have to be perfect, just good enough. If you and Blodwig are both in LOS, the problem is manageable right now. Would you propose a new follower nip off to Lair:2 to grab some plate after y...

Monday, 6th January 2014, 22:12

Forum: Suggestions & Criticism

Topic: Moderation of useless posts in GDD

Replies: 28

Views: 10283

Re: Moderation of useless posts in GDD

I've promoted brendan to moderator so that he can participate in the crusade against GDD bad posting.

Monday, 6th January 2014, 22:03

Forum: Game Design Discussion

Topic: Proposal: beogh reform

Replies: 79

Views: 17079

Re: Proposal: beogh reform

The other main irritation I remember from my last Beogh game was that in the late game, sorcerers and high priests felt weak compared to warlords. They're relatively hard to keep alive (they seem to blunder into melee just like hostile monsters do) and don't use their abilities in a particularly sm...

Monday, 6th January 2014, 16:06

Forum: Game Design Discussion

Topic: Proposal: beogh reform

Replies: 79

Views: 17079

Re: Proposal: beogh reform

Allies in crawl are generally not very smart, they can run in and attack something that can easily kill them in one shot, and since you are unable to dismiss your followers, you can easily lose several of your most powerful follwers(or more likely, several followers you have spent a long time worki...

Sunday, 5th January 2014, 13:24

Forum: Contributions

Topic: Patch: Allow Ash to convert curse scrolls

Replies: 10

Views: 3855

Re: Patch: Allow Ash to convert curse scrolls

I don't see how being able to curse any item makes the god any less interesting; getting 4 useless scrolls and 2 useful ones is no different from getting 2 useful scrolls and no others, so surely you could just reduce the number of scrolls available to get the same effect. The difference is that if...

Friday, 3rd January 2014, 21:58

Forum: Contributions

Topic: Patch: Allow Ash to convert curse scrolls

Replies: 10

Views: 3855

Re: Patch: Allow Ash to convert curse scrolls

The problem (underlined by dpeg and myself in the mantis comments), isn't really about power level. The change just makes the god less interesting. And it does it in a bad way: it's tedious to repeatedly sacrifice the same scroll over and over until you get the one you want.

Friday, 3rd January 2014, 18:05

Forum: Technical Support

Topic: Downloading 0.11

Replies: 10

Views: 2481

Re: Downloading 0.11

If you're using the installer, the save folder will be shared between versions. And the dat folder inside saves is where the databases are. Try deleting it (it will be recreated anyway). It's located in %APPDATA%\crawl IIRC.

Friday, 3rd January 2014, 17:56

Forum: Game Design Discussion

Topic: New God: Dang, the Shadowed

Replies: 277

Views: 80318

Re: New God: Seth, the Shadow King

Well, the current proposal seems to me like the sort of deity proposal I've seen before in GDD, where someone takes a theme that they find cool and comes up with some abilities connected to that theme. It's actually the right way to come up with a good god design. Not to derail the thread from a di...

Friday, 3rd January 2014, 13:53

Forum: Technical Support

Topic: Downloading 0.11

Replies: 10

Views: 2481

Re: Downloading 0.11

No, there's no tricky installation. Maybe update your graphic drivers. You need proper OpenGL support. Have you tried several times? Under windows, sometimes the databases fail to load, but it's random.
Why don't you want a more recent version btw?

Tuesday, 31st December 2013, 15:42

Forum: Technical Support

Topic: Defining "--more--" prompt exceptions

Replies: 1

Views: 1272

Re: Defining "--more--" prompt exceptions

Vehumet messages don't trigger a more. You're probably getting the more prompt when the messages for a turn don't fit in the message window. To avoid this, use show_more = false and/or increase the size of the message window (msg_min_height and msg_max_height). Setting show_more to false only disabl...
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