Search found 1051 matches

Monday, 22nd September 2014, 16:49

Forum: Game Design Discussion

Topic: FR: Mark the square that "X moves out of view" from

Replies: 13

Views: 3696

Re: FR: Mark the square that "X moves out of view" from

https://crawl.develz.org/mantis/view.php?id=4118 is somewhat related (actually, a bit more like what damiac suggested later). Ah, yeah, that was exactly it! Thanks! Yeah, I'd much rather the original suggestion be implemented - like mumra said, that approach is going to tend to leave annoying 'ghos...

Sunday, 21st September 2014, 06:29

Forum: Game Design Discussion

Topic: Updating Jiyva to play nicely with .15 changes

Replies: 8

Views: 2981

Re: Updating Jiyva to play nicely with .15 changes

You might consider this less convincing if you don't feel that having strength >= ER is important, but the premise is that you are likely to lose your +2str mutation at any time, and thus your strength will be too low to wear your armor effectively. This can happen at any time including the middle ...

Friday, 19th September 2014, 21:04

Forum: Crazy Yiuf's Corner

Topic: new thread

Replies: 9

Views: 2629

Re: new thread

dog species. I like to think of things in terms of evolution because I`m athiest and what if we could have a dog species? My idea is that you play dogs as a whole and not just one, Because teh dog breeders like my stepmother bred them and they evolved! darwin wrote about dogs who, over time, evoled...

Friday, 19th September 2014, 20:51

Forum: Game Design Discussion

Topic: remove curse scrolls

Replies: 69

Views: 18891

Re: remove curse scrolls

KoboldLord wrote:The best solution, of course, is just to give up on the item identification mini-game entirely. It's almost gone already, and putting that sacred cow down now would be a mercy to the cow as well as being delicious hamburger.

nah.

Friday, 19th September 2014, 20:50

Forum: Game Design Discussion

Topic: two interface suggestions

Replies: 9

Views: 2504

Re: two interface suggestions

2. Corrosion effect reduces AC, turning the affected number red. It also turns an equipped weapon red, but the slaying bonus remains untouched. It can be assumed by the Corr debuff (also red) number that the slaying bonus has been reduced, but there is no explicit correlation. I suggest the corrosi...

Friday, 19th September 2014, 20:48

Forum: Game Design Discussion

Topic: Make Ash more consistent

Replies: 31

Views: 8104

Re: Make Ash more consistent

if you want to curse one item you should drop a single scroll, pray, and then repeat until the RNG deigns to give you what you want. this is the only actual problem with ash's current design, imho even better: every time you wear/wield something, it becomes cursed... 4- but it would also completely...

Friday, 19th September 2014, 20:41

Forum: Game Design Discussion

Topic: Dithmenos and throwing nets.

Replies: 3

Views: 1529

Re: Dithmenos and throwing nets.

Igxfl wrote:Would it be too much of a special case for shadow nets to apply an ensared status for just one round?

code-wise? yes, it would be a nightmare.

Friday, 19th September 2014, 20:36

Forum: Game Design Discussion

Topic: Proposal:Alternative dragon armour buffs

Replies: 39

Views: 9000

Re: Proposal:Alternative dragon armour buffs

Shard1697 wrote:Mottled dragon armour now protects against engulf. Ever since item protection stopped being a thing, rNapalm became totally pointless...

alternate suggestion: make sticky flame meaningful again

(suggestions pending)

Friday, 19th September 2014, 20:28

Forum: Game Design Discussion

Topic: FR: Mark the square that "X moves out of view" from

Replies: 13

Views: 3696

Re: FR: Mark the square that "X moves out of view" from

I swear to god there was something for this on mantis. or maybe that was for monsters that appear & immediately go invisible...?

Regardless, it's a good idea, of course

Thursday, 11th September 2014, 22:16

Forum: Game Design Discussion

Topic: Increase Orcish Mines' Difficulty

Replies: 33

Views: 9474

Re: Increase Orcish Mines' Difficulty

Orc has enemies that summon tier 3 demons. Orc has enemies that paralyse and shoot bolts of fire and draining. Orc has mass smiters (though that's usually easier to deal with). I don't think it's possible to make Orc preferable to Lair without gutting it significantly. So long as Lair remains a cak...

Thursday, 11th September 2014, 22:15

Forum: Game Design Discussion

Topic: Proposal: Enemy with Acid Spit Earlier

Replies: 7

Views: 2563

Re: Proposal: Enemy with Acid Spit Earlier

There's some argument that the new corrosion effect needs to be more impactful with a single stack, and that multiple stacks need to be less harsh or less frequent, both of which seem plausible to me.

Thursday, 11th September 2014, 22:11

Forum: Game Design Discussion

Topic: Increase Orcish Mines' Difficulty

Replies: 33

Views: 9474

Re: Increase Orcish Mines' Difficulty

There are three places in a three rune-game where the game presents you with two (notionally) similar-difficulty areas. Lair & Orc; Snake/Spider & Shoals/Swamp; and Abyss/Vaults:5. The latter choices work fairly well, I think, with the arguable exception of Shoals (which people statistically...

Thursday, 11th September 2014, 21:27

Forum: Game Design Discussion

Topic: Proposal: Enemy with Acid Spit Earlier

Replies: 7

Views: 2563

Re: Proposal: Enemy with Acid Spit Earlier

-3 slaying, -5 ac (per stack)

Tuesday, 9th September 2014, 21:47

Forum: Game Design Discussion

Topic: Demigods and their stats

Replies: 68

Views: 23902

Re: Demigods and their stats

These would be good suggestions if Demigods needed buffs, but I'm not sure how they make demigods more interesting to those who don't currently like them, and I'm not sure that demigods need buffs, either. e: they are very nice suggestions that fit nicely with Demigod's established niche; I'm just n...

Saturday, 30th August 2014, 02:15

Forum: Crazy Yiuf's Corner

Topic: Are you ready for the tournament?

Replies: 9

Views: 2776

Re: Are you ready for the tournament?

kaschei wrote:I figured it out! It's for one of those bot/human hybrid players. The bot handles all the simple stuff - pouncing, items, moving between floors, choosing which branches to enter, etc. - while the human takes care of the delicate tasks of exploration, attacking, and choosing when to berserk.

Friday, 29th August 2014, 00:05

Forum: Game Design Discussion

Topic: Beogh feedback thread

Replies: 25

Views: 6975

Re: Beogh feedback thread

(1) No.

(2) This should already be the case; if it's not occurring, that's a bug.

(3) This is likewise already the case.

Friday, 29th August 2014, 00:03

Forum: Game Design Discussion

Topic: Bring itemdest back (and corrosion, maybe)

Replies: 107

Views: 29262

Re: Bring itemdest back (and corrosion, maybe)

XuaXua wrote:Has it been tested in practice?

Yes. (Plague shamblers gave the "retch" status, which was... -potion.)

Thursday, 28th August 2014, 23:08

Forum: Crazy Yiuf's Corner

Topic: So, what's up with the 0.15 tournament?

Replies: 15

Views: 5383

Re: So, what's up with the 0.15 tournament?

Klown wrote:What happened to the 'no more chunks/butchering' and 'enemies drop food' thing?

Still under consideration for 0.16, but not in 0.15.

Thursday, 28th August 2014, 16:05

Forum: Game Design Discussion

Topic: Bring itemdest back (and corrosion, maybe)

Replies: 107

Views: 29262

Re: Bring itemdest back (and corrosion, maybe)

Just have cold/fire attacks that do sufficient damage temporarily give -potion or -scroll, that way you can still deny players items if that's a goal and also avoid people running behind a door and dropping their items because they spot a mottled dragon (with -scroll they can't use the items anyway...

Thursday, 28th August 2014, 15:53

Forum: Game Design Discussion

Topic: Your armour absorbs the <foo>'s blow

Replies: 21

Views: 5035

Re: Your armour absorbs the <foo>'s blow

Leafsnail wrote:Can GDR just be removed and replaced with maybe a slight AC buff for heavy armours, it does little other than confuse the hell out of people

GDR reform (of some kind) is one of the things under consideration for 0.16.

Wednesday, 27th August 2014, 20:14

Forum: Game Design Discussion

Topic: rPois in trunk is just meaningless

Replies: 22

Views: 10515

Re: rPois in trunk is just meaningless

However it is true that rPois is not very useful in early game, because in early game, outside of a few unusual enemies (like ghosts with meph cloud), all rPois is doing is stopping you from getting poison status from venomous attacks. But basically all resistances are situational, and the situatio...

Wednesday, 27th August 2014, 18:55

Forum: Game Design Discussion

Topic: rPois in trunk is just meaningless

Replies: 22

Views: 10515

Re: rPois in trunk is just meaningless

At some point I'd like to experiment with making rPois reduce the amount of poisoning by a fixed %, rather than reducing the chance of poisoning. Seems possible to implement, now that we have deterministic poison.

Wednesday, 27th August 2014, 18:48

Forum: Game Design Discussion

Topic: Mention that brainless/collapse/clumsy makes you slow

Replies: 12

Views: 3886

Re: Mention that brainless/collapse/clumsy makes you slow

It used to be this way when character instantly died after reaching stat 0. I don't think it affects my bonus stat decisions in 0.15 where you can always quaff potion of restore abilities. Restore abilities is available in limited quantities, especially if you're doing Tomb without access to necrom...

Wednesday, 27th August 2014, 01:44

Forum: Crazy Yiuf's Corner

Topic: how shit are these icons

Replies: 31

Views: 9223

Re: how shit are these icons

tasonir wrote:You've just Ms. Male'd freezing cloud. Why is there only one female character among a sea of male characters?

EXTREMELY problematic imho

Tuesday, 26th August 2014, 22:11

Forum: Crazy Yiuf's Corner

Topic: God Gender

Replies: 71

Views: 21641

Re: God Gender

Bloax wrote:i'll be waiting for someone to counter that one

The Manual wrote:Demigods are mortals with some divine or angelic ancestry, however distant; they can be created by a number of processes, including magical experiments and the time-honoured practice of interplanar miscegenation.

Sar's answer is better tho

Tuesday, 26th August 2014, 22:05

Forum: Game Design Discussion

Topic: UC and Throwing delay randomization

Replies: 13

Views: 4089

Re: UC and Throwing delay randomization

duvessa wrote:Melee weapon classes are playstyles?

They should be, yes!

Tuesday, 26th August 2014, 05:37

Forum: Crazy Yiuf's Corner

Topic: how shit are these icons

Replies: 31

Views: 9223

Re: how coconut are these icons

For what it's worth, I like the cloud spell icons, particularly fcloud & meph; they're recognizably similar, but still quite distinct. Pcloud is cool, but the skull & crossbones is both unnecessary & unrecognizable, and it doesn't really match the style of the other cloud spells. All of ...

Monday, 25th August 2014, 23:44

Forum: Game Design Discussion

Topic: UC and Throwing delay randomization

Replies: 13

Views: 4089

Re: UC and Throwing delay randomization

Let's imagine a version of Crawl in which spellcasting is overpowered. Would you nerf it by making it weaker in heavy armour and the same otherwise? Hopefully not.

...or, perhaps, there's a valid design space for playstyles that compete with heavy armour wearing?

Monday, 25th August 2014, 19:26

Forum: Crazy Yiuf's Corner

Topic: God Gender

Replies: 71

Views: 21641

Re: God Gender

The gods intentionally have no gender mentioned in-game, and any such mention would be considered a bug.

nicolae wrote:Much like fungi, Crawl deities have multiple mating types beyond just two. Theologists currently believe there are thirteen mating types.

I don't know about this.

Saturday, 23rd August 2014, 22:57

Forum: Game Design Discussion

Topic: Should Dispelling Bolt remove Agility?

Replies: 1

Views: 1274

Re: Should Dispelling Bolt remove Agility?

Sharkman1231 wrote:Hey there, I don't know if this is a bug or working as intended. I have a purple draconian that was fighting Josephine, who drank a potion of agility. I hit her with my breath attack but it still said "unusually agile".


Looks like an oversight. I've fixed it.

Saturday, 23rd August 2014, 03:41

Forum: Crazy Yiuf's Corner

Topic: Funny Things the Wiki says

Replies: 52

Views: 13176

Re: Funny Things the Wiki says

Some things like #24 strike me as just having bad english - he probably meant the hunger costs of casting a lot of powerful spells, not the hunger costs of the ring of magical power directly. Obviously most people around here recommend ignoring the hunger costs of spells in general, but I know I ce...

Friday, 22nd August 2014, 19:42

Forum: Crazy Yiuf's Corner

Topic: So, what's up with the 0.15 tournament?

Replies: 15

Views: 5383

Re: So, what's up with the 0.15 tournament?

Why hasn't this been announced on the blog? It's only one week away at this point! We only made a final decision on the date & rules yesterday - I'm putting up an announcement tonight. (There were scheduling issues that needed to be sorted out, among other things.) Note that the 0.14 tournament...

Thursday, 21st August 2014, 14:46

Forum: Crazy Yiuf's Corner

Topic: Funny image

Replies: 18

Views: 4967

Re: Funny image

dck wrote:(the joke was both the tavern and the wiki are open in the background right)

And reddit!

Thursday, 21st August 2014, 14:46

Forum: Crazy Yiuf's Corner

Topic: Unrandart idea: Shockwave

Replies: 11

Views: 2499

Re: Unrandart idea: Shockwave

This appears to be in the correct forum.

Wednesday, 20th August 2014, 18:35

Forum: Game Design Discussion

Topic: Why is there an MP cap?

Replies: 19

Views: 5666

Re: Why is there an MP cap?

Galefury wrote:
PleasingFungus wrote:I don't suppose there's a mantis ticket?

https://crawl.develz.org/mantis/view.php?id=5781

Ah, thanks!

Wednesday, 20th August 2014, 06:15

Forum: Game Design Discussion

Topic: Why is there an MP cap?

Replies: 19

Views: 5666

Re: Why is there an MP cap?

crate wrote:It's already possible to have over 127 mp, though it's unlikely to come up in actual play.

(How do you think I found the bug?)

I have a fix for this that I've tested & will merge into trunk in 0.16. I don't suppose there's a mantis ticket?

Wednesday, 20th August 2014, 06:06

Forum: Game Design Discussion

Topic: Why is Divine Retribution always set to same number?

Replies: 8

Views: 2541

Re: Why is Divine Retribution always set to same number?

I think it should have some kind of definitive indicator, though. There should be a way to tell how close the god is to being mollified. How about the religion screen giving details not just on current worship, but also past worship, including any lingering retributions? It is still part of the cha...

Wednesday, 20th August 2014, 04:01

Forum: Game Design Discussion

Topic: Mention that brainless/collapse/clumsy makes you slow

Replies: 12

Views: 3886

Re: Mention that brainless/collapse/clumsy makes you slow

Similarly (mainly tossing this in here so I don't forget), it'd be nice if the game made it clear that transforming out of a form, or from one form to another, took longer than a normal turn. (1.5x, at present.)

Tuesday, 19th August 2014, 22:03

Forum: Crazy Yiuf's Corner

Topic: This is wrong...

Replies: 18

Views: 5126

Re: This is wrong...

Leafsnail wrote:The trove thing is terrible and I hope it's been fixed

"fixed"?

Tuesday, 19th August 2014, 22:01

Forum: Crazy Yiuf's Corner

Topic: Have Labyrinths gotten easier?

Replies: 8

Views: 2286

Re: Have Labyrinths gotten easier?

Roderic wrote:In the last labyrinth I tried I was stuck. I found a teleport trap that surprisingly worked even with the supposed -ctele and that fortunately sent me towards the stone section, closer to the metal one.


-ctele is not -tele.

Tuesday, 19th August 2014, 15:46

Forum: Game Design Discussion

Topic: Why is Divine Retribution always set to same number?

Replies: 8

Views: 2541

Re: Why is Divine Retribution always set to same number?

Choosing a god should be a very serious decision. If you run into an altar to a sub-optimal god on d:2, right now, there's a meaningful choice between "take the god now (and hope it helps you survive the early game)", or "skip it and hope the god you want appears soon". If god wr...

Monday, 18th August 2014, 19:07

Forum: Game Design Discussion

Topic: Proposal: Early Trample

Replies: 66

Views: 19322

Re: Proposal: Early Trample

jejorda2 wrote:I don't recall seeing a porcupine earlier than boulder beetles. Both are early Lair foes, right?

Pretty much.

Saturday, 16th August 2014, 05:56

Forum: Game Design Discussion

Topic: Why is there an MP cap?

Replies: 19

Views: 5666

Re: Why is there an MP cap?

Magic-heavy deep elves are notoriously weak in the endgame, so this seems like a reasonable complaint.

Saturday, 16th August 2014, 03:54

Forum: Crazy Yiuf's Corner

Topic: God of changing species

Replies: 9

Views: 2660

Re: God of changing species

wrath: turn into a mummy (permanently)

Saturday, 16th August 2014, 02:20

Forum: Crazy Yiuf's Corner

Topic: God of changing species

Replies: 9

Views: 2660

Re: God of changing species

should allow changing into any species. sludge elf, mountain dwarf, pizza troll, &c

Saturday, 16th August 2014, 02:19

Forum: Game Design Discussion

Topic: Proposal: Potion of Cancellation should remove flaying

Replies: 12

Views: 3855

Re: Proposal: Potion of Cancellation should remove flaying

This seems reasonable, though it'd need some special behind-the-scenes work, I suspect.

Saturday, 16th August 2014, 02:18

Forum: Game Design Discussion

Topic: UC and Throwing delay randomization

Replies: 13

Views: 4089

Re: UC and Throwing delay randomization

We talked about this in -dev and agreed that the randomization element can probably be removed; unless objections arise, I expect it'll be a 0.16 change shortly after the tournament. (Primarily on the reasoning that it makes the mechanic more opaque to unspoiled players.)

Thursday, 14th August 2014, 21:08

Forum: Game Design Discussion

Topic: remove 'jackals spawned outside the D:1 entrance vault'

Replies: 16

Views: 4748

Re: remove 'jackals spawned outside the D:1 entrance vault'

It also allows for a lot more creativity with the entrance vaults, so I'm personally in favor, but it would break up the "27 floors" thing. Perhaps a portal exit scheme, so that we can still technically have 27 floors but with an isolated entry vault portal area? We could just put the nor...

Thursday, 14th August 2014, 00:40

Forum: Game Design Discussion

Topic: Remove battlsphere duration

Replies: 14

Views: 4000

Re: Remove battlsphere duration

In fact, this is a major part of the reason why I feel I should be keeping battlesphere up continuously: as far as I can tell, a single casting doesn't give a full "charge", so by keeping it up, not only am I getting the time and mana benefit of having it prepared, but I get a more effect...

Wednesday, 13th August 2014, 21:55

Forum: Technical Support

Topic: Inventory and squinting

Replies: 5

Views: 1827

Re: Inventory and squinting

I'd suspect that running in fullscreen at a resolution about half your laptop screen's might do the trick; alternately, messing around with zoom levels (Windows has a 'magnifier' tool that seems relevant), and setting that to 2x. Those will both mess with things other than the bottom-right section, ...
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